Ghostly Wings

Ghostly Wings

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has flying.

Discard a card: Return enchanted creature to its owner's hand.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common
Torment (TOR) Common

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Pauper EDH Legal
Casual Legal
Canadian Highlander Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Pauper Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Ghostly Wings Discussion

greyninja on Shark Boy and Lava Girl cEDH

5 months ago

+1 from me. Looks fun and bonkers and evil. The Counterspell suite is 100. Avg cmc 1.8

Ghostly Wings is interesting; saves a commander from wraths? Rolling Earthquake etc. Also Burning Inquiry is aggressive haha

Not into too many creatures? Consecrated Sphinx is massive with wheels. Cavalier of Flame is fiery. I really want the new Rielle, the Everwise. Kozilek, Butcher of Truth is just massive but may save you from decking out.

Heartwarming Redemption I think seems worth it. Dack Fayden is solid. Idyllic Tutor maybe

Anywho I hope you'll check my deck and tell me what you think! Have fun!

multimedia on

1 year ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Unenlightened on $10 Fistful of Dollars

1 year ago

Just found a new card you should consider: Ghostly Wings . Flying, pump and a way to get Shu Yun out from under hostile aura enchantments. And it's dirt cheap. Plus, its original printing features a flying jellyfish.

Janiwimbo on Playable Bant Enchantress Cards

1 year ago

This list is awesome, especially the categorization makes it a real good help!

Some suggestions that I haven't come across in your list:

Hope it helps.

usaDiabetic on $10 Standard Voltron

3 years ago

I like this idea, my suggestion is you need card draw. Maybe dump the Ghostly Wings for Reverse Engineer?

lursthegreat on Bounty of the Rhonas

3 years ago

Try running Cartouche of Knowledge instead of Ghostly Wings. I also thing Pulse of Murasa is severely underwhelming for 3 mana.

Orion93 on Evil Mean Milling Machine

3 years ago

It really is too bad that Smuggler copter got banned. This would be a hellish deck with it in play.

I suggest Ghostly Wings and Just the Wind to help with flyers and to help bounce. And potentially use Curious Homunculus  Flip. He plays well for most blue decks.

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