Ghost Quarter

Ghost Quarter

Land

: Gain .

, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it into play, then shuffle his or her library.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Arena Cards (ARENA) Uncommon
Commander Anthology 2018 (CM2) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2015 (C15) Uncommon
Commander 2014 (C14) Uncommon
Modern Event Deck (MD1) Uncommon
Innistrad (ISD) Uncommon
Dissension (DIS) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Ghost Quarter Discussion

multimedia on Muldrotha Value Commander

3 days ago

Hey, you're welcome.

For land destruction with Muldrotha you could add colorless lands that can destroy an opponent's land and then you can play the colorless land again from your graveyard.

Strip Mine is ideal, but much more expensive price.

RNR_Gaming on Fixing White in EDH

5 days ago

Whites strengths come from card quality. You're going to be hard pressed to find a removal spell better than Swords to Plowshares. Its also the best color for those people who like to keep the table honest. Though it's the least played color because most of the pay offs require strategic timing and sequencing. Back when I started playing modern hate bears was part of the metagame and when that deck got the soft locks going or was able to Ghost Quarter a tron land and vial in a Leonin Arbiter it was a sight to behold.

ThisIsMyAccount on Mono Black Pox Control

5 days ago

I would suggest playing something like Chimeric Mass instead of Mutavault because if you have to sacrifice mutavault because of Smallpox then you might be putting yourself in a position to be unable to win the game.

What happens if your opponent uses Path to Exile or Surgical Extraction on Nether Spirit? You basically just have Liliana, the Last Hope ultimate and The Rack as the only ways to win. I wouldn't say you really want to be betting on your opponent having no way to deal with that.

Chimeric Mass isn't vulnerable to Smallpox or other cards you see fairly often in modern like Ghost Quarter and Molten Rain.

Finally, I would suggest at least considering Tectonic Edge. You're running 4 Urborg, Tomb of Yawgmoth so tectonic edge is basically just going to be another swamp most of the time and it is better than Field of Ruin if the opponent has 4 or more lands. It also has good synergy with Inquisition of Kozilek.

ThisIsMyAccount on Trouble at the Old Mill!

5 days ago

I would suggest that, if you're going to be playing both Ruin Crab and Hedron Crab, that this deck should have more lands. Being able to make your lands drops every turn is going to be really important.

Also, having an Urborg, Tomb of Yawgmoth or two would be a good idea because it can turn your Ghost Quarter into more than just a colorless land which you might need because not very many cards in this deck even have colorless mana costs.

DemMeowsephs on Queen Marchesa - The One True Love

6 days ago

Hey there mate! From what I see, you have all three shock lands (Pay 2 on ETB), all the filter lands (Pay X/Y get combination) and the check lands (ETB tapped unless X/Y). These are all great lands, but I think almost everything else can get a nice sweet upgrade. Note some of my suggestions may not be in your budget

zAzen7977 on Trouble at the Old Mill!

6 days ago

That’s a good point about the Shores, and the risk/reward calculation between fastlands like Shores and checklands is something I’ve struggled with in my builds as well. I think it depends on a particular build’s mana curve, and whether a tapped fastland on Turn 4 will result in a loss. I run 2-4 fastlands in my builds that max out at 3-4 lands in play, and I only have problems 1% of the time. For some reason I always have had bad luck with checklands, so I try to avoid them, especially with builds with several non basic lands.

For this build, I think having access to an untapped U/B for no life cost during turns 1-3 is critical against burn or super fast aggro, so I would recommend Shores over Catacombs, especially since you are running Ghost Quarters. This will also matter when bringing in sideboarded cards. But ultimately it is a matter of personal taste.

Regardless if you choose the Shores or the Catacombs, I do think you need at least a couple U/B lands that don’t hurt when entering play to balance with the Watery Graves.

Also, here are some other suggestions for the sideboard: Spell Pierce (cheap protection against lots of threats), Force of Negation (amazing counterspell), Dismember (amazing creature removal), Echoing Truth (for tokens/creatures/artifacts/enchantments), Nihil Spellbomb (graveyard hate), Ratchet Bomb (for tokens/enchantments/artifacts), Spellskite (for burn), and Damping Sphere (for ramp/tron/storm)). Plus the new Feed the Swarm is interesting, you may consider that as well.

Snowmen1 on Flip Land Charbelcher! [ZNR]

1 week ago

Thought it was only a matter of time til someone made a good charbelcher deck using the flip lands. My take on it was complete garbage, but I think it may be worth looking at Madcap Experiment, Serum Powder, and Pact of Negation individually as maybeboard cards. I think Pact of Negation should definately be a one-of for miracle turns because there's no mana investment there.

A definate weakness of the deck is getting its feet taken out from under itself by getting the manabase attacked by Field of Ruin, Assassin's Trophy, Ghost Quarter, and now Cleansing Wildfire. I wonder if it is worth trying to include cards to get around this weakness.

Anyways, liking the deck.

CaptainBanana42 on Yasharn, Boar of Elements

1 week ago

DemMeowsephs thanks for the suggestions :D

Cultivate/Kodama's Reach: I did not include them because I want to try cheaper Ramp like Into the North. And I propably don't need so many tutor cards for baisics because of the commander.

Farseek: I forgott about this card. I will include it.

Nature's Lore: would also be an excellent 2 drop ramp

Strip Mine: I just don't want to play them, i already play Ghost Quarter which is enough for my meta.

City of Brass/Mana Confluence: I think I don't need those cards because the deck has only two colors and the fixing should be good as well.

Windswept Heath/Prismatic Vista: would be nice, but I don't want to buy fetch lands right now.

Razorverge Thicket, Wooded Bastion, Horizon Canopy, Brushland: all good lands but I think they are not worth the money in this deck and I don't own them.

Burgeoning this card would be really good. If I get one i will include it.

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