Ghost Quarter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
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

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.

Browse Alters

Ghost Quarter Discussion

SufferFromEDHD on Tomik the Taxman

9 hours ago

Ghost Quarter and Settle the Wreckage with that Aven Mindcensor.

Dust Bowl every land becomes Wasteland. Might be useful with Balancing Act.

Dawn Charm nifty white tricks.

Admonition Angel all the landfall.

Grasp of Fate over Oblivion Ring.

Eclipse28420 on Free Real-Estate (RG Lands)

3 days ago

I’ve seen legacy’s “52 lands” several times and the lack of Maze of Ith terrifys me. The closest thing modern has is Mystifying Maze and although you don’t want to hit Primeval Titan with it and the atk triggers has gone off for like Ulamog, ceaseless hunger, it’s ok in some MUs. Here are some relevant creatures it could fight:

Goblin Guide

Monastary Swiftspear

(If you don’t die before T5 vs burn)

Tireless Tracker

Tarmagoyf

Baneslayer Angel

Craterhoof Behemoth

Thing in the Ice  Flip

Hogaak, Arisen Necropolis

There are more but it’s meta dependent.

I do agree that filter lands are important when swapping triple color requirements and that colorless producing lands hurt that strategy. Also there is no Wasteland in modern but the low basic count remains so maybe 2 Ghost Quarter or Field of Ruin in the 75 could help.

That Cindervines idea isn’t as bad as it sounds either because prison is a thing (sun and moon / restore balance). They have the ability to run both Leyline of Sanctity and Blood Moon to stop Flame Jab and Raging Ravine . I’m guessing burn and prison are your bad MUs and you can focus on that or let it be and see how you can improve on more favored ones post board.

You can also try Alpine Moon to hit targeted problems while keeping your man-lands active.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

4 days ago

Dropped Blast Zone for a third Ghost Quarter . This could easily be a third Stomping grounds, but with a Ponza style ramp package, Blast Zone on 1 is much less effective as it was in my other decks.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

4 days ago

Dropped two Ghost Quarter to get 2 more Prismatic Vista . Fetches are just a much better target for Boom/bust, Wrenn and Six , and play better with Tireless Tracker (who still needs more testing).

Ending up switching the numbers of W6 with Karn, as well as moved a LMC to the side. This should help balance the deck performance at all stages of the game.

Eclipse28420 on Under the waves: simic prison

4 days ago

why am I like this. my apologies on the Trophy Mage suggestion vs Ensnaring Bridge , they kind of clash. with 24 creatures anyways, you could Fabricate which could also let you get Power Conduit at sorc speed as well. i'm also building simic atm but its WAY different (I like combat so I use swords). for your planeswalker spot Tamiyo, the Moon Sage and Tamiyo, Collector of Tales both work there. moon sage lets yo psudo Ajani Vengeant and Collector of Tales lets you dig all while fighting hand disruption which is weak in modern atm. after a tutor she can save you from that Thoughtseize . When I was building Sultai Eternal Command I would include this package in my board: Gifts Ungiven Life from the Loam Ghost Quarter and something to just get the 50% much like Field of Ruin , Eternal Witness , Snapcaster Mage , Noxious Revival any of that because the u/g retrace cards don't do much in a build like this but i enjoy a good softlock :D

Saljen on Urzafacts

4 days ago

I think you're on to something here. I've been tweaking around with this style since seeing this deck. Here's what I've come up with.

It cleans up Karn's wish board a bit, adds Mirrodin Besieged both for a second instance of Thopter generation and for an alternate win-con. You can also bounce it with Paradoxical Outcome once you have 15 artifacts in your graveyard. Since lots of the artifacts sac to do things anyways, this is a really viable secondary win condition for the deck and it shores up the primary Thopter win-con as well. It also isn't legendary, letting you stack multiples. Running Everflowing Chalice and Chalice of the Void in place of the Chromatic pieces has a few benefits. For one, either can be cast for 0 to gain Thopters right before a Paradoxical Outcome ; secondly that leaves you with no 1 or 2 CMC spells in the deck letting Chalice of the Void obliterate most of the meta-game that relies on 1 and 2 CMC spells. Bye-bye Humans and Thoughtseize! Turn one Chalice for 1 is also really easy to achieve with this many 0 cost artifacts. Blast Zone and Ghost Quarter are the non- Island s that I chose to run, mostly because I can reuse them with Crucible of Worlds in the side board, giving the deck two more avenues of repeatable control. Having Bottled Cloister and Ensnaring Bridge in the side board gives you another full lock to pair with Mycosynth Lattice .

Anyways, really awesome deck idea you have here. You really inspired me!

Servo_Token on L.O.A.M.

6 days ago

Hey there,

So I have a couple of opinions on this build. Currently, I don't think your mana works. I feel like you have too many of the Horizon lands, not enough shocks, and the whole thing seems very inconsistent. In loam style decks, you only need about 6 fetches because you can recycle them. I feel like 3 "draw a card" lands is fine for a 4 color deck as well, and you might be better to pick the colors you're most likely to need early game and go with the appropriate lands from there (maybe 2x G/B and 1x R/W). Field of Ruin is better than Ghost Quarter about 75% of the time because you don't go down a land to use it. What I would do for a mana base for this deck is something like this:

1x Field of Ruin , 1x Bojuka Bog , 1x Raging Ravine , 1x Graven Cairns , 2x Nurturing Peatland , 1x Sunbaked Canyon , 3x Verdant Catacombs , 1x Marsh Flats , 2x Wooded Foothills , 2x Blood Crypt , 2x Overgrown Tomb , 1x Godless Shrine , 1x Sacred Foundry , 1x Stomping Ground , 2x Forest , 2x Swamp , 1x Mountain , 1x Sheltered Thicket

This gets you a more solid base that isn't trying to play a little bit of everything like you currently are, and protects from some of the major threats you'll face like blood moon and fields of ruin.

As for the main deck, I like everything in here. Only thing I might suggest is to find room for 2 more discard spells, because 5-7 is the sweet spot for this kind of deck. Maybe cut like one Dark Confidant , one Lingering Souls ? I'm not sure on what will work best there, but adding more discard seems essential.

It looks good though! I'm sure it will be fun to play.

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Ghost Quarter occurrence in decks from the last year

Commander / EDH:

All decks: 0.12%

Green: 0.34%

Black: 0.29%

Red: 0.34%

Blue: 0.27%

White: 0.41%

Golgari: 0.24%

Modern:

All decks: 0.62%

White: 10.84%

Green: 2.64%

Legacy:

All decks: 0.44%