Ghostway

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guildpact (GPT) Rare

Combos Browse all

Ghostway

Instant

Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn.

Ghostway Discussion

Kogarashi on Manifested Instants

1 day ago

The Giant Growth will go to exile face up and stay there.

The reason is because cards go to exile face up unless the effect states otherwise, regardless of their status on the battlefield. Any morphed card or transformed double-faced card will also go to exile face up. So Ghostway exiles a 2/2 nameless creature, but it's Giant Growth when in exile.

Then the rest of Ghostway 's effect tries to return your card, but instants and sorceries can't exist on the battlefield, so Giant Growth will stay in exile instead. Cards are only put on the battlefiled face-down if an effect specifically says so (manifest, morph, the transform effect of double-faced planeswalkers, etc.) and Ghostway doesn't specifically say so.

The_Epic_Dog on Manifested Instants

1 day ago

If i have a manifested Giant Growth and i flicker it with Ghostway , what happens?

TCG-Player on What Ends There Shall Once More Begin

1 month ago

First of all, great list! I have been thinking about building around this commander myself for quite some time now as I found this list on Reddit. You were asking for critique/suggestions so here we go:


The new land Field of the Dead seems like a great utility land for this deck, essentially turning all your infinite mana combos also into infinite creatures. It also seems like a solid target to blink for value.

Animate Dead but neither Dance of the Dead nor Necromancy ? If you don't want that many recurion spells I personally would opt to run Necromancy . It costs 1 mana more than Animate Dead , but it can be played at instant speed, if needed.

I know, it's a bit boring, but how about Rhystic Study ? Also maybe Smothering Tithe ?

Propaganda but no Ghostly Prison ?

Ashiok, Nightmare Weaver seems way less optimal than the new Ashiok . He also can infinitely mill your opponents, while providing graveyard hate instead of a mediocre creature steal ability.

Dark Confidant is a great card overall, but I wonder why he is in this deck specifically. He is the only creature in the deck that has no synergy with flickering.

Rona, Disciple of Gix seems very inefficient to me.

I get that you only play the Singets and Talismans that make blue mana, but the deck has only very few ramp pieces (I count 7), so I think Orzhov Signet and Talisman of Hierarchy would be great inclusions. Also have you considered cards like Mana Vault ?

No Path to Exile ?

Disenchant seems out of place. I would replace it with something like Leonin Relic-Warder .

Eerie Interlude but no Ghostway ?

You should definitely play Glen Elendra Archmage instead of Negate .

I know it's pricy, but have you considered Vampiric Tutor (or even more extreme: Imperial Seal )?

This deck is quite boardwipe light for a more control oriented strategy that can, on top of it, save some of it's creatures by temorarily exiling them. Terminus seems especially great, other than that just the classics: Wrath of God , Day of Judgment , Damnation .

These are all my thoughts on the deck, I hope there was something in there that is useful to you ;)

LordBlackblade on Aminatou's ETB Matrix Killer (Need ...

2 months ago

Addressing point number three, when I think of powerful flicker spells I always think of Ghostway or the very similar Eerie Interlude .

multimedia on Trump Special

2 months ago

Hey, looks good well made deck, but I really dislike the name :)

Why playing all the opponent anti attacking cards: Propaganda, Prison, Collective? Playing one of these is fine, but I think three is overkill. The one thing that Walls have is defense. Opponent attacking into you doesn't do much since you can block the ground and air.

Because of the manabase having so many great Forest dual lands consider upgrading the land ramp? Nature's Lore and Three Visits are better than Cultivate or Reach because these two drop spells can search for a dual land and put it onto the battlefield untapped. Visits is a rare card and expensive, Farseek or Wood Elves are alternatives. Wood Elves can be blinked which is helpful for ramp.

Eladamri's Call is a great creature tutor for Bant colors and Worldly Tutor is another powerful creature tutor. Mystical Tutor is very helpful since there's quite a few instants and sorceries here. Enlightened Tutor has many cards to choose from. Congregation at Dawn is an often overlooked creature tutor in Commander and it could be good here to make sure you draw three defenders after getting Arcades on the battlefield. If can afford it, adding the tutor trifecta of Worldly, Mystical and Enlightened can make any Bant deck better.

Wall of Roots is a good Wall for ramp especially when playing ways to blink it which will remove the counters from it. Drift of Phantasms is 5 toughness flying defender three drop that also has transmute. Wall of Shards is 8 toughness flying Wall two drop. Brago, King Eternal is an upgrade for Conjurer's Closet because Brago can potentially blink any number of defenders you control. A potential repeatable Ghostway each time you attack with Brago. Brago can also blink other permanents such as mana rocks and Mystic Remora to reset it. He has flying which means most of the time your doing combat damage to an opponent with him.

Pongify can be upgraded to Beast Within or new Generous Gift since either can destroy a permanent. Aura Shards is a powerful enchantment in Commander for repeatable removal especially with blink. The manabase can support Counterspell and it's an upgrade for Dispel . Evolving Wilds and Terramorphic Expanse look out of place being in the same manabase as Tundra, Tropical Island and Savannah. Some options are could replace Wilds with Wooded Foothills or Hinterland Harbor . Could replace Expanse with new Prismatic Vista or Sunpetal Grove .


Cards to consider adding:

Cards to consider cutting:

  • Cultivate
  • Kodama's Reach
  • Ghostly Prison
  • Collective Restraint
  • Slaughter the Strong
  • Amaranthine Wall
  • Nivix Barrier
  • Pongify
  • Conjurer's Closet
  • Belbe's Armor
  • Abundance
  • Evolving Wilds
  • Terramorphic Expanse

Patolea on The Great Depression Tazri Budget 40$

2 months ago

Tottaly agree.

I Will sit down and think about Deadeye.

The real Power with brago is blinking like five Allies and with ALL the triggers in the Stack You have 25 times the effect, with Hagra Diabolist and Halimar its pretty strong.

I only Know Ghostway and Eerie Interlude that do this, and only one time. This IS the more powerfull the triggers can get, in order to do this so You can Blink Zada, but this way each ally enter one at a time, didnt "cheat" the triggers

thewitchhunter on EDH - Budget Vampire Tribal

3 months ago

You could consider some of those cheaper Vampires, as you want to cast Suckers as soon as the game starts to trigger Edgar's Eminence ability.

Some that are not mentioned earlier: Blood Artist Tithe Drinker (Extort!)

Mana fixing duals like Painlands ( Battlefield Forge ) or Temples ( Temple of Malice ). Shocklands ( Blood Crypt ) are good too but already a little more expensive.

Also some ramp would be great: Sol Ring Chromatic Lantern Fellwar Stone Signets

Instant/Sorcery: Utter End Anguished Unmaking Vindicate Boros Charm Merciless Eviction Teferi's Protection (Is included in the C17 Edgar Markov deck, so you may have one. Cheaper alternatives: Ghostway or Eerie Interlude . But as these exile and return and not phase your stuff out like Teferi's Protection , you'll lose your tokens with these. And no, none of those will trigger Edgar when theys return, as they are not cast.)

Artifact: Skullclamp

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Ghostway occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%