Ghitu Encampment

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Legality

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

Ghitu Encampment

Land

Ghitu Encampment enters the battlefield tapped.

: Add to your mana pool.

: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land.

DreadKhan on Brian Stacks' Pyromancy (E)

8 months ago

You don't have a sideboard, but if you ever think about it I bet Meekstone would be handy as backup copies of Smoke vs fast aggro decks. Technically they 'stack', if you have both they can only untap 1 creature that satisfies Meekstone.

Also, I absolutely love creature lands/artifacts that become creatures, some even do double duty as a mana rock. If you added Black you could try something like Phyrexian Totem or Rakdos Keyrune, but mono-Red does have Foriysian Totem, 1 or 2 copies of this might be a nice way to close out games, it's especially useful if your opponent can't safely play blockers, or if they've snuck out a few weenies early since the Totem makes a great blocker. There is also Guardian Idol, which might be more useful than Mind Stone vs some decks, maybe Haunted Plate Mail or Levitating Statue could do work, Xanthic Statue is only 5 for an 8/8 Trample. For Man-lands there flashy Den of the Bugbear, each time you pay it's 3R you get to make another 1/1 fwiw. If people play lots of weenies then Ghitu Encampment is very good at dealing with them with it's First Strike. These cards that become lands might be even better in a sideboard as well, where you play game 1 with zero creature presence and once you're sure people have pulled all their creature hate you can sneak some situational creatures in.

Interesting solution to the 'how do I kill my opponent?' question, creatureless decks are always cool!

legendofa on Fuck Around And Find Out

1 year ago

With Keruga, the Macrosage as a Companion, manland cards like Blinkmoth Nexus, Mishra's Factory, Mutavault, Faerie Conclave, Ghitu Encampment, Mishra's Foundry, and Treetop Village give you some options for the early turns.

Jett2112 on Tulzidi Caravan

1 year ago

Planar Chaos over Defense Grid to keep opponents off combos during their turn and so that even if they try it other players can attempt a counterspell war.

Ghitu Encampment goes in even tho its a tapped land. now I think of it as another copy of Iron Myr kinda. I raised land count by one so as to keep my untapped land drops the same.

SufferFromEDHD on Tulzidi Caravan

1 year ago

Meekstone doesn't stop any combos off the top of my head but it sure does put a damper on aggro. Can be grabbed with Urza's Saga. What I meant by fits the strategy is it is a stack tax of 3+ power and everything you run is 2 or less.

Ensnaring Bridge does as well and synergizes with Subrina ability.

I'm gonna push back on Ghitu Encampment. It's the only manland in red, fits Subrina requirement and will add to your damage/card draw. Out of the 29 lands you run it would be the only one that etb.

Null Brooch, Tibalt's Trickery and Defense Grid get my vote for the 3 counterspells.

Jett2112 on Tulzidi Caravan

1 year ago

SufferFromEDHD Thanks for the interactions! Yeah this deck is a little mean because often times the Tulzidi Caravan combat damage kills one opponent at a time while they cannot execute a combo because of stax.

Meekstone acutually doesn't exactly fit the strategy perfectly because the strategy is to deal damage with 2 power creatures and lay out stax peices that stop common cedh combos. are there any combos that get stopped by meekstone? if so somebody reccomend a cut for meekstone. also I generally benefit from other players being able to attack eachother and thats why I haven't been running Ensnaring Bridge. thoughts on Ensnaring Bridge or any cards like them?

Ghitu Encampment Yeah I can't have too much etb tapped cuz I'm tryna go fast. Barbarian Ring? I do have a Ruination in here and Price of Progress but I could also run Kher Keep. the high mountain count is remnant of when I ran Valakut, the Molten Pinnacle but now thats gone... thoughts on non-basic lands? must not enter tapped.

Null Brooch thats cute! I'm gonna think about adding 3 counterspells this might be one.

Thanks for the Recs!

SufferFromEDHD on Tulzidi Caravan

1 year ago

Another solid deck.

This looks mean. Real mean.

Meekstone belongs in the main. Fits the strategy perfectly.

Ghitu Encampment not make the cut because it ETB tapped?

Null Brooch could offer protection after you us Subira ability.

GrimVeracity on Neera Wild Mage Copy Deck

1 year ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

duchessCretina on Red Dragons

1 year ago

Hi, I mean this in the most constructive way:

i think that I know of some lands that may help you ramp in case you want to:

These can serve as ramp in a pinch (except for sandstone, which dies in 2 usages).

Do you really need Crucible of Fire? It seems that dragons are already powerful on their own and that these slots could be used for something else.

There is also a land that I think may help you more, which is Ghitu Encampment. The first strike 2/1 can be more versatile. The utility lands you chose seem to be more dedicated to offense, but that's not always going to be the case.

Tears of Valakut can also only target flying threats... wouldnt it be better to have something that kills a wider range of creatures? Like Dead / Gone, maybe? Or Fire Prophecy, which may allow you to "cycle" an unwanted card.

And in case you are in a pinch, maybe use a card like Pyroclasm or Sweltering Suns (and I just noticed it may help activate the Dragon Eggs).

Idk about the price, but the "spell lands" also seem a bit helpful: Spikefield Hazard  Flip, Valakut Awakening  Flip.

Sarkhan, Fireblood, Sarkhan, the Dragonspeaker and Sarkhan, Dragonsoul also seem interesting... Sarkhan's Triumph too.

There are too many Dragon-related cards to choose from @_@

also, maybe try cutting the deck down to 60, it'll make it more consistent (22 lands for 70 cards isn't enough)...

If you could manage to use only odd-cost cards, could even use Obosh, the Preypiercer as a companion

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