Bloodghast

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Iconic Masters (IMA) Rare
Zendikar (ZEN) Rare

Combos Browse all

Bloodghast

Creature — Vampire Spirit

Bloodghast can't block.

Bloodghast has haste as long as an opponent has 10 or less life.

Landfall -— Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.

Bloodghast Discussion

RNR_Gaming on Zombie

1 week ago

Modern is very fast and I don't think you'll do particularly well with this build. My suggestion would be to proxy up some of the good zombies and test against some established decks like tron or uw control and see how you fair. Tribal outside of humans and merfolk is a bit rough due to the efficient removal and cheap pay offs other decks have and most tribes feel like they're lacking from one or more things but here are the cards that may help you break into modern a bit better; though their price point is a bit much for some

Bloodghast - 2 devotion and recurs itself simply by playing a land

Death Baron - all tribes should have lords and this is one of the best

Lord of the Undead - another lord with a very relevant activated ability

Gravecrawler - very good 1 drop

Relentless Dead - lots of text and good stuff going on with this guy

Cryptbreaker - a really all around great value engine

Carrion Feeder - sac outlet that gets huge

Grey Merchant of Asphodel - very good pay off zombie

Geralf's Messenger - does something when it comes in and comes back again

DarkHero on Mairsil, The Pretender Things That ...

1 week ago

Doing a little Brewing with Mairsil, the Pretender because I love commanders that let you use cards that don't see a lot of play. I've definitely come across some interesting stuff.

I'd like to share some of the interactions and also inquire about what others are thinking as far as efficiency and fun, or any other combos/interactions not mentioned.

  1. There are ways to get around the "only once per turn" wording. This is probably the most confusing piece of decks based on this Commander. The most obvious choice is Quicksilver Elemental , allowing you to pay to essential get a new instance of an ability. I am lead to believe that flickering Mairsil will also reset this rule. But if this is wrong or there is a way to make it more clear (OR OTHER WAYS TO DO IT) please share.

  2. AEtherling , Torchling , and Morphling are just about mandatory for protection and evasion.

  3. Untap effects are powerful, making Pili-Pala combos a thing, but I'm not sure what makes the most sense here. And finding a home for Horseshoe Crab .

  4. Skill Borrower can basically be a Mairsil Lite

  5. Loot Effects are excellent because Mairsil doesn't care if the target are in hand or in graveyard.

6. Pack Rat can be used to create copies of Mairsil, which one will die, but it can be used to evade and get additional uses of abilities.

7. Vector Asp ...

8. Anthroplasm + Sage of Hours in cages makes for extra turn shenanigans

9. Soul of New Phyrexia + Nevinyrral's Disk in cages creates one sided boardwipes on a stick.

10. The Chain Veil ? Could Grixis Superfriends be a thing with a combo here? If anything you get the ability without the drawback.

11.And this is the big one. Mirror-Mad Phantasm . So the wording here is different, "a card named..." means we won't replace the name with Mairsil, so we will rummage through our deck looking for another Phantasm, that isn't there. So we are able to put our entire library into the graveyard. From here we can use a combo based around Narcomoeba , Bloodghast Fatestitcher , Dread Return , Laboratory Maniac , and flashback Deep Analysis for the win. It's a little janky, but it is essentially a 2 card combo with a little support.

12.Aside from that, Necrotic Ooze would love all these activated abilities in the graveyard.

Again I'm looking to provide some clarity, for others and myself, on good ways to take this commander. If anything I've shared is wrong or there are better ways to do it, please let everyone know!

Hybrow on Sunnydale High - Ayara EDH

1 week ago

You have quite a few that I have in my deck. And a couple that I noticed are missing are in your maybeboard.. but thought i would give a couple suggestions.

Bloodghast is expensive, but his recursion is pretty nice. Noosegraf Mob - a bit high CMC, but can make 6 ETBs in a round around the table. And if you can recur him, he can do it again. Puppeteer Clique - 4 ETBs, along with 2 creatures from an opponents graveyard Sepulchral Primordial - guess it depends on your playgroup, but my buddies usually play big beasts, and we usually play 4-5 player Desecrated Tomb depending on how much graveyard recursion you have, this might pay off. Buried Alive is a great way to get those key creatures like Nether Traitor and Gravecrawler where you need them Yahenni, Undying Partisan - an extra sac outlet never hurts, and he is pretty easy to keep alive

Icbrgr on Cat Oven **Spicy Eldraine Modern Pox Brew**

2 weeks ago

Very cool! I dont often see other modern/mono black pox brews.

I honestly like your list but figure that I would share some tools I use in my own non-black pox brew to see what you think.... Gods' Eye, Gate to the Reikai is pretty potent that has amazing synergies with Smallpox / Crucible of Worlds / Bloodghast ... I always love to have the chump blocks anyway.... my other honorable mention is Death's Shadow with any black deck with self mutilation... pretty good to pair him with Profane Command or Night's Whisper / Sign in Blood ... the recursion/evasion is neat with command but the draw 2 sorcery cards just really work well for me with or without Death's Shadow ... neat deck +1

Funkydiscogod on Oko spoiled?

3 weeks ago

After seeing The Great Henge , I'm so happy Hogaak, Arisen Necropolis is banned. It would have made The Great Henge crazy cheap, and all the Bloodghast and Prized Amalgam returning to the battlefield would have drawn insane amounts of cards.

SideBae on Howdy, May I have some Blood???

4 weeks ago

Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:

  1. Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast  Flip, Greed ... I love that you already have Necropotence .

  2. Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.

  3. Gamble is a good tutor to consider. Enlightened Tutor and Vampiric Tutor are also good, although those two tend to be very pricy.

  4. Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.

  5. Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .

  6. I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.

  7. If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .

  8. Finally, I see you're running Bloodghast . Consider Skullclamp . The combo of 'play a land, pay one, draw two' seems good.

Right. Good luck have fun!

wallisface on Black In Modern

1 month ago

Bloodghast s strength depends entirely on how aggressive a game you’re planning. I’ve been using it with Lili for great success, but if you’re hoping for a slower game and being on the defence, maybe it’s less viable.

5 4-drops is just barely passable, but combined with 6 4-drops is a problem imo. The reference to modern-midrange not using more than 4 4-drops is relevant here. The likes of Jund Taxes, or the Rock would love To be able to run more big-cards, but simply can’t, because it just means they get blown-out early game and lose to their own slowness, which is why they typically don’t run more than 4 cards. You’re currently running 11 (18% of your deck!). It’s definately something to look into as you playtest, as i imagine a large percentage of this decks losses coming down to simply “not being fast enough”

I would defo suggest 3 Garys and no other 5 drops. I’d also suggest going down to 3 obliterators and no other 4 drops. And then more disruption with the free slots to help drag the game out

jesmister on Black In Modern

1 month ago

wallisface Good point about lily and I just think Bloodghast I have never been a fan for the years ive been playing modern. It cant block and its just a 2/1 that comes back? but maybe it could be good with lily specifically so I dont lose as much card advantage. And I had no demigods at first and just had 2 gry and 2 Ghastlord of Fugue But Im just not sure maybe I should only run 3 gray merchant and no other 5 drops? But what would you replace 5 drops and with? I dont think 5 4 dorps is unreasonable.

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Bloodghast occurrence in decks from the last year

Modern:

All decks: 0.17%

Rakdos: 2.77%

Commander / EDH:

All decks: 0.02%

Black: 0.17%