Ghitu Chronicler

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ghitu Chronicler

Creature — Human Wizard

Kicker *(You may pay an additional as you cast this spell.)

When Ghitu Chronicler enters the battlefield, if it was kicked, return target instant or sorcery card from your graveyard to your hand.

lessidor on Dragon voltron

1 year ago

The commander look really cool and its ability to not be targeted until you can one shot with it is pretty sweet. i agree that you sould add a decent number of land, usualy i run 35-37 land in 3colors deck, and a good number of ramp too, sometimes 8-10 piece. Being able to cast your deck is the most crucial. some card i personnaly think are not worth a spot in your deck : Trigon of Infestation, Approach of the Second Sun, Boon Reflection, Celestial Mantle, Fountain of Renewal Soldevi Digger Ghitu Chronicler, Dualcaster Mage, those cards seems to me really inefficient or not in synergie with what your are trying to do with the deck! Hope my comment was instructive:)

Darkshadow327 on Klothys Control EDH

3 years ago

Here's my take on what to cut:

These are just my thoughts, hope it helped!

(Also, Pyromancer's Goggles seems good here.)

Avlex on Pauper EDH Zada

3 years ago

Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:

I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.

I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.

I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.

I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.

Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.

Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.

And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.

Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.

I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!

TheACTR on Mardu Spellslinging

5 years ago

Okay, I am back! I have more suggestions for you!

Firstly, I saw that you had Sunforger as a card you would like to get and I can't stress this enough: YOU NEED SUNFORGER. With so much removal at instant speed Sunforger becomes a busted card for your deck!

As far as other suggestions, I recommend the following:

Sins of the Past is basically Yawgmoth's Will or Mizzix's Mastery but a bit more mana required to cast for a huge benefit of free casting from the graveyard.

Shreds of Sanity/Ghitu Chronicler helps get extra uses out of instants and sorceries

Comeuppance is the best rattlesnake card ever

Fire Covenant is a decent board wipe if you have life to spare or really want to shut down specific creatures. It may not work for your deck though as you already have tons of removal

Deadly Tempest Same as above in that it may not be useful to you but could potentially wreck certain opponents

Increasing Vengeance Another fork variant but castable from the bin. I would take out Fork or Reverberate for it

Torment of Hailfire Obviously a good finisher especially with the amount of redundant copy spells you have. Better than Cut//Ribbons

Batwing Brume A nice psuedo fog that potentially stings the offending opponent

Hide / Seek Some things are better tucked into the library or exiled rather than destroyed

Electrostatic Field/Thermo-Alchemist/Guttersnipe Incremental advantage that could mean the difference between a loss or win plus some board advantage

Monastery Mentor/Young Pyromancer More board presence that may or may not be what you want to be doing for your early turns

Imminent Doom/Sphinx-Bone Wand This may not be useful to you but could serve as a secondary/tertiary Sentinel Tower

BMHKain on

5 years ago

Lowdown: Removed the "Protection from" combo & Odric, Lunarch Marshal. Added Reito Lantern as a "Super-Recursion" card In here. Removed Ghitu Chronicler as Sunforger puts instants in for free & counts as being cast. Keeping Paradox Engine for versatility, & Geode Golem is removed...

Added Guttersnipe for an Infinite Burn combo w/ Sunforger & Reito Lantern.

Replaced all 5 Artifact Tutors w/ one that can search for anything in the deck: Planar Portal. Unsure about cutting Emrakul's Hatcher as Eldrazi Spawn make for not just Mana Sources, but also Chump Blockers, & it can be flickered... Must keep Radiate for the fact that nonpermanent cards are a big player here. Same for Paradox Engine + Boros Signet + Sunforger combo for endless Sunforging...

Only 7 CMC is the Commander. Impossible to remove.

For the comment in question...

  1. I am, nevertheless, working on several decks that are casual (With an edge that still challenges.): Gorm the Great & Virtus the Veiled, & Kozilek, the Great Distortion (Still WIP...)

  2. I know the 2018 Precons were trash, but just thinking of individual cards would be for the best, as this years' secondary commanders were better anyway for the most part...

Regarding my Comment #11: I am focused on cEDH by this point. Besides, my WIP Kozilek deck is literally worse than 90% CASUAL. Worst case about >4 cards? Both 6 Drops are staples here, Same for Endbringer for . 5 drops aren't any better: has Emrakul's Hatcher, which is a 2-4-1. Radiate Manipulates mu Instants & Sorceries even when casted by Sunforger. Neheb, the Eternal makes Mana, even after the entire Combat Phase, & even after addition Combat Phases & Main Phases. "Stallion." I claim. Dunno about Kiki-Jiki, Mirror Breaker yet... MAYBE I'll remove Apocalypse + Teferi's Protection, if it doesn't mesh so well w/ cEDH... However, I won't remove Paradox Engine; stuff like Isochron Scepter copies of Fork for Nonpermanent copying, & Sunforger Activations. Especially the latter.

I reduced those to just Planar Portal, & I have Counterspells at least: For Artifact Blast for enemy impurities, Molten Influence beats most spot removal (Unless it has Split Second.), Pyroblast/Red Elemental Blast beats Blue Permanents & Counterspells, Even Dualcaster Mage can copy an enemy Counterspell if you want, countering the real thing. is a little bit different: Dawn Charm has a mode that stops a spell that targets you, Lapse of Certainty puts target spell on top of the enemy Library, & I plan to find a card that can compliment w/ this. Ideas? Mana Tithe is a Planarshifted Force Spike, which can be decent sometimes... Rebuff the Wicked is the same as Dawn Charm, but at a permanent instead. Is Illumination Good?

I hope this can help w/ the decisions on Monday; I'm thinking of Keeping Razia's Purification, & keep Rings of Brighthearth + Basalt Monolith + Sol Ring w/ Reito Lantern in hand. I hope this works as a combo that's good...

I'll be waiting until then, landofMordor. I dunno what high drop cards to cut...

Kizmetto on 18 LAND RED B01

5 years ago

+4 Runaway Steam-Kin this card gets big very quick, expecially in a monored build like this, helps put pressure on the board, and if its gonna be removed, sacrifice it for some more burn spells! Alternitavely you can channel that energy into...

+2 Banefire ! What a great source of burn, and mana sink for the previous card, it will help you close out games after turn 4-5 for you! Expecially with the 'cant be countered' bit. I'd drop... 2 Warlord's Fury. Were you playing it for the draw, if so maybe look into Rile?

-4 Electrostatic Field (put into sideboard for aggressive strategies and where you want to play slow, maybe consider Guttersnipe in side too and transform the deck into a guttersnipe deck.

Have you considered Fight with Fire for burning large creatures or fliers, Tormenting Voice for some deck filter and draw, pitch your jump-start cards to this!, Detection Tower a land that you might find useful since it looks like you want to be burning your opponent directly, or hexproof creatures or things like Shalai, Voice of Plenty , Verix Bladewing to close out a game and having a big ol dragon, and even better later game if you get that far. Finally Ghitu Chronicler for some recursion and is a wizard too!

If you get some time, i'd really really appreciate some feedback on my deck; Song of the Conclave (Tokens)

israfil on The Burning Book

5 years ago

Did you just used 6 Ghitu Chronicler in the same deck?

BMHKain on Descisions... Descisions... New Gates... or …

5 years ago

Well after my denial w/ Boros, I actually have one other plan in mind...

Should I make a Gate Deck, or what? Just asking to be sure...

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