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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Legality

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

Ghost Quarter occurrence in decks from the last year

Latest Decks as Commander

Ghost Quarter Discussion

Lowenstein on Twiddle Storm > UR Storm …

6 days ago

bloodlessdread yeah no one is really playing twiddle storm rn, I also am playing different things now. However, Ghost Quarter does nothing against Lotus Field . Blood Moon is definitely the biggest hitter, but can be dealt with.

Balrogue on Landfall/Green

2 weeks ago

I dont know if Evolving Wilds might be a good fit, cause the land comes tapped. Maybe 4 or three Fabled Passage would be better than putting Evolving Wilds . I did not thought about using Ghost Quarter on your own lands, that's a pretty good idea actually !

Apollo_Paladin on Landfall/Green

2 weeks ago

I think lands like Evolving Wilds and Fabled Passage would be a good fit here. I'm assuming Ghost Quarter isn't just in there for use on yourself (hoping), but they're a good way even in a mono-color deck to pull off double Landfall plays.

BrassLord on Fear the Night - Werewolf eldrich horror

3 weeks ago

Possible sideboard includes that are budget Back to Nature for Boggles, Sorcerous Spyglass for a catch all, Ancient Grudge and Smash to Smithereens for Affinity, Tormod's Crypt for graveyard shenanigans, Ghost Quarter for Tron, and Thragtusk or my favorite Bottle Gnomes for any Aggro!

But sideboards are always dependent on what you play against! Hope that gives some ideas!

BrassLord on Eldrazi ♡ -jank edition-

3 weeks ago

If you want to make a "legal" 5 color eldrazi deck, Esika, God of the Tree  Flip is a good option, as the creature side color fixes you for those weird colors, and the enchantment side could allow you to cheat out those huge eldrazi creatures. Unfortunately it would mean you would have to redo the mana base to accommodate and probably cut some of the little eldrazi creatures

If you choose to keep your current commander, there are actually a few cards that take advantage of your commander being colorless. Things like War Room and Commander's Plate are super good, as you wouldn't have to pay life and the armor gives protection from EVERY color!

For the colorless mana base, I'd look into replacing a majority of your Wastes with utility lands. There are DOZENS of different utility lands that function like a wastes and come with an added bonus. Off the top of my head, some decent cheap options are things like Haunted Fengraf , Rogue's Passage , Ghost Quarter Cascading Cataracts

If you choose to play your commander as colorless, it would also mean you'd have to cut the cards with colored mana symbols in their mana costs. I'd replace them with ways to generate big amounts of mana. Things like Thran Dynamo , Voltaic Key Manifold Key , Sculpting Steel Worn Powerstone , Sol Ring , Everflowing Chalice , Hedron Archive , Dreamstone Hedron . I would still keep a few wastes around, as you could use cards like Solemn Simulacrum and Burnished Hart to ramp further. And I would definitely look into finding interaction and card draw that is colorless, as those cards are a a premium in that color identity.

Also, I would say that you probably have too many lands. I could see you running like 38-39 lands. It'd mean that you'd consistently hit a land drop every turn in addition to your ramp, making it a lot easier to cast your commander.

Hope those suggestions help, regardless of the direction you choose to go!

Omniscience_is_life on Mono White Ramp/Draw

4 weeks ago

plakjekaas they are percentages of all decks. But the very fact that no one would play any White draw spells if they didn't have to is a pretty good signifier that the color is struggling.

Read the Bones is in 12% of all decks, btw.

People shouldn't have to work harder, because that means you're playing poorer. Scathe Zombies is worse than Walking Corpse for the very reason that you have to "work harder" (pay more mana) to cast it.

The thing with those cards you mentioned that disrupt the land equilibrium is, from the top:

  1. Path to Exile is not going to a smart cast in the early game most of the time, unless you're in cEDH (in which case you're not going to be playing Cartographer's Hawk )--so it doesn't really put you behind in lands in the time when you actually need to be ramping. Same with Winds of Abandon , if not more so.

  2. Karoo is steadily falling out of favor in EDH, due to the vices of it entering tapped and making you vulnerable to being two-for-one'd with a Ghost Quarter or other.

  3. Guildless Commons is colorless. Nothing uniquely White about that one.

  4. Oath of Lieges is designed specifically as to have no one player be at a land disadvantage during their turn. Unless you flash in a Stoic Farmer with a Vedalken Orrery then you're going to have a hard time making that combo work.

And the issue with all those cards is there's an innate issue with giving lands to your opponent. The reason you're trying to ramp in the first place is that having lands in play is a powerful thing, especially when you have more than your opponent.

multimedia on Korvold eats your breakfast

1 month ago

Hey, good start on a budget.

Cards in the maybeboard that are worth adding:

  • Whisper, Blood Liturgist
  • Altar's Reap
  • Costly Plunder
  • Solemn Simulacrum
  • Fleshbag Marauder
  • Apprentice Necromancer
  • In Garruk's Wake
  • Tainted Wood

Possible others:

  • Erebos, Bleak-Hearted
  • Smothering Abomination
  • Acidic Slime

Some budget cards, $1-$2, most are less than $1, at TCGPlayer to consider adding:


More ramp is good with Korvold because it can help to cast him faster and then it can be sac fodder to trigger him.

Some budget lands to consider adding:

I offer more advice. Good luck with your deck.

Davinoth on Lands Down Under

1 month ago

     Hello! Nice build, +1! =)

     You've got a pretty excellent selection of Creatures and Spells, though I would recommend Three Visits and Nature's Lore . I think you could really take advantage of Brass's Bounty , too. Normally I would recommend more Treasure based cards for Korvold but since you're playing a Land based strategy it'd be a bit redundant here.

     I think Land cards that Sacrifice themselves for no additional mana cost is where I would be looking for upgrades to make this deck even better. If Pain Fetches aren't an option, I would definitely recommend Rocky Tar Pit & Mountain Valley . I think a Ghost Quarter would go nicely with your Tectonic Edge as well, and maybe a Strip Mine & Wasteland , too - depending on how malevolent you feel haha!

     And a bit of an after-thought: Lightning Greaves & Swiftfoot Boots are great. Korvold is always a removal target and Haste gets you growing and drawing sooner.

     I have my own Korvold deck and Landfall deck if you care to have a peak. Cheers! =)

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