: 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.
|Want (6)||Deviconus , SinisterSam , Rykr , _signal_ , hinesassociates , ivaggione|
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|Commander / EDH||Legal|
Ghost Quarter occurrence in decks from the last year
Latest Decks as Commander
Ghost Quarter Discussion
1 month ago
You haveCrucible of Worlds just for Ghost Quarter? Maybe add a Field of Ruin? I don’t like using either one of those, it’s a land destruction deck, I’m not trying to give the opponent lands after I just destroyed one.
1 month ago
Looks fine to start off with. I used to play Mono-Black Devotion some years ago (I even have the highest rated 'Devotion' deck on T/O). A couple of tips though.
You can drop all of your non-basic lands for basic Swamps, and bring your land count to 23-24 (this streamlines your mana for casting & spells on-curve, and neuters things like Ghost Quarter & Blood Moon, etc.).
The speed of the format has to be considered. That being said, Erebos & Ayara come down a little late to be really impactful. I would cut them, 1-2 Phyrexian Arena, and 1-2 Garys (this will make your mana curve less steep)
2 months ago
Stoneforge Mystic - Might have been a typo, but I already run 4?
Aether Vial - Ngl, I've never seen this ran at anything other than a 0 or 4 in terms of copies. The whole point of running low CMC creatures is to abuse Vial. Also it allows me to "flash" in Skyclave and Quelller (On the off chance I didnt leave mana open).
Confounding Conundrum - It's still new but being able to slow down opposing fetches is huge when you're a fair deck. Also Ghost Quarter/Field of Ruin, after they play their land drop for the turn, will essentially turn them into a Wasteland. Sure they might get a basic bounced back to the hand - but so what? It blew up a (probably) dual land and gave them something inferior.
Giver of Runes - I agree. Trimming one off wouldn't hurt.
EDIT: Thanks for the input!
2 months ago
Some lands I will suggest are:
High Market: Just a little bit more life gain.
Ghost Quarter. There are lands you want to destroy from your opponents.
Ash Barrens: If you believe in deck thinning in your case.
Shizo, Death's Storehouse: Can make something even harder to block.
Castle Ardenvale: Can create tokens for you if you want to.
Hall of Heliod's Generosity: you play enchantments you don't want to lose. This can help you get them back.
Castle Locthwain: Card draw on a land if you really need it :)
Those are a few lands that can trigger Field of the Dead :D
2 months ago
abby315 Did you just read my mind?? Lmao I was just trying to figure out how to break it. I think it can be possible to break it with cards like Scheming Symmetry Idk if that is great but in conjunction with Field of Ruin and Ghost Quarter I think I could do some fun stuff with it. What colors would I build it if I just tried to abuse the hell out of its ability?
3 months ago
Hi Vinman. I am here from your comment on my Competitive UB mill modern (2020 short guide). For the SB i suggest u to remove Hurkyl's Recall cuz was a counter for affinity deck, but now is out of meta, so it's a dead sb card. Spellskite is a strange card for mill, why are u playing it? Why are u playing Trapmaker's Snare in sb? It is good only if u play Ravenous Trap. You can't play Lurrus of the Dream-Den if u play Ashiok, Dream Render cuz of the ruling of lurrus; so you have to choose, or lurrus or ashiok. Remove Nature's Claim cuz you don't play greed lands :). Ensnaring Bridge is a good SB card, add Damnation or Bontu's Last Reckoning for a mass removal. You need something for gaining life (Cling to Dust in my opinion is not enough), I suggest you to put in some Crypt Incursion or Profane Memento. I suggest you to remove Ghost Quarter and add 2 more Field of Ruin becouse fields force your oppo to search and proc landfall of your crabs. I suggest u to remove 2 Watery Grave and add 2 Darkslick Shores so you don't lose too mutch HP early. Hope I helped u :)
3 months ago
Ah... so we're back with the Swords :)
If you feel like snooping on the last round, feel free to check it out link.
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The token copy is a bit tricky as it can either be incredibly powerful or rather weak depending on what creatures that player has available.
I like it and it seems controlled and fair. It'll be a bitch to fight against for token decks in multiplayer, as one hit to one of the neighbors (willing or unwilling) is likely going to clear your army.
The exile all graveyards is a tech option but one that is generally only applicable once, and then it's rather mediocre. Additionally both white and green has options to bring stuff back from the graveyard, so getting rid of their own seems a bit counter productive.
I feel this suggestion is definitely lackluster.
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Straight land destruction on a repeatable trigger is spelling trouble. If you restricted it to non-lands AND replaced it, it could possibly be balanced - ala Ghost Quarter.
In OG Magic, land destruction was seldom a 3 CMC mana spell with Molten Rain and delved more into a 4 CMC mana spell for the most time like Craterize. I don't think that should be the precedent to set for these triggers.
Returning a land card from graveyard to the hand is nifty but does kinda target a niche of players - those that can afford fetch lands. Most players don't have lands in their graveyard as a rule, except those that plays fetch lands and those that mills - either by their own hand or by an opponent's.
I do hope WotC prints more functional reprints of Evolving Wilds and Terramorphic Expanse that are slow fetch lands but affordable. However so far they have been playing coy with granting these cards at common / uncommon. And the Prismatic Vista which only fetches basic lands but does it untapped is just as expensive as the fetch lands - despite the latter's ability to grab Dual lands or Dual land-esque cards with subtypes.
I feel like this should be considered when designing these cards. How easy is it to get the benefit of these triggers? How niche is this effect?
And forcing a Cruel Edict on the defending player is quite powerful. In most colors it would make more sense to block the attacking creature, but in Dimir colors your creature is likely to have evasion - thus granting it flavorful more power to Dimir creatures.
I like it.
I can't really say I disapprove of it, but it does feel "safe". Not particularly interesting.
The fight ability would seem more flavorful on the Gruul sword (and it's also where I placed it when I made my attempt) but it is interesting when you can combine Selesnya's ability to make their creatures indestructible and fighting without losing. Fight also makes a keyword like deathtouch very interesting as a removal option for other colors.
Again it's not bad, it's just a bit safe.
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It is however a bit broken on turn 4 to get a token of Agent of Treachery after you just discarded it yourself.
Either a CMC restriction or just granting you the ability to cast a creature from a graveyard with "You may spend mana as though it were mana of any color to cast that spell." to fix the balance on that a little.
Or it exiles a single card from a graveyard, if a creature you create a token of it. That means it's a single use. You can still set it up, but it's not repeatable.
The ability to snatch a creature card from your entire library and Pod that right into play also seems really broken.
I don't think the drawbacks on this when it's good (5 to 12 cards discarded) outweighs or equals the benefits. However when it's bad (like 0 to 3 cards bad) you really don't want to attack.
That's a really awkward spot for a Sword to be in. And as you said yourself it is likely OP.
Interesting design though. Alas a bit too scalable.
If you want to make an attempt that could more realistically see print, I would suggest you look through the existing Swords and try to limit the abilities to something that is not that scalable and more constant. Instead of being variables that can scale, make it do this particular thing and nothing more, nothing less.
Keep in mind that the ability should be useful and beneficial for most colors. It's okay if it fits better into one color or color pair than others but all should have some benefit of it. Like Sword of Fire and Ice grants card draw, which White and partially Red hungers for, especially in Commander, and is usually seen as "better" in those colors because it covers a weakness that color / color pair has.
3 months ago
Also forgot to mention some utility lands. You're running a on of basics, so you may have some room for lands that feed into korvld's draw ability such as Strip Mine, Wasteland, Ghost Quarter, High Market, and Reliquary Tower. Since you're running three colors you may want to pick your three favorites and add them in.