3.2k views3 months ago
Commander
Size: 100Salt sum: 41.19
 avatar

Philet

3.2k views3 months ago
Commander
Size: 100Salt sum: 41.19

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

Commander

Qty: 2 Price: $6.18
Ghost of Ramirez DePietro
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater.
Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit Pirate
Ghost of Ramirez DePietro (cmr) 558
Tana, the Bloodsower
Trample
Whenever Tana deals combat damage to a player, create that many 1/1 green Saproling creature tokens.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Elf Druid
Tana, the Bloodsower (cmr) 537

Commander

(CTRL to add secondary)

Big Damage UwU

Qty: 4 Price: $80.96
Fiendish Duo
First strike (This creature deals combat damage before creatures without first strike.)
If a source would deal damage to an opponent, it deals double that damage to that player instead.
Creature - Devil
Fiendish Duo (gn2) 4
Fiery Emancipation
If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.
Enchantment
Fiery Emancipation (m21) 143
Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. (
can be paid with either
or 2 life.)
Legendary Creature - Horror Phyrexian
Solphim, Mayhem Dominus (one) 449
Torbran, Thane of Red Fell
If a red source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Legendary Creature - Dwarf Noble
Torbran, Thane of Red Fell (eld) 147

Big Damage UwU

(CTRL to add secondary)

Card Draw & Hand Filter

Qty: 11 Price: $159.19
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class
Cool but Rude (tmt) 89
Decaying Time Loop
Discard all the cards in your hand, then draw that many cards.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Instant
Decaying Time Loop (who) 685
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (sta) 101
Magus of the Wheel
,
, Sacrifice this creature: Each player discards their hand, then draws seven cards.
Creature - Human Wizard
Magus of the Wheel (c15) 27
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (mir) 80
Path of the Pyromancer
Discard all the cards in your hand. Add
for each card discarded this way, then draw that many cards plus one.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery
Path of the Pyromancer (moc) 121
Prismari Command
Choose two —
• Prismari Command deals 2 damage to any target.
• Target player draws two cards, then discards two cards.
• Target player creates a Treasure token.
• Destroy target artifact.
Instant
Prismari Command (stx) 214
Realms Uncharted
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Realms Uncharted (roe) 206
Reforge the Soul
Each player discards their hand, then draws seven cards.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Reforge the Soul (avr) 151
Trade Routes
: Return target land you control to its owner's hand.
, Discard a land card: Draw a card.
Enchantment
Trade Routes (9ed) 108
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (brb) 99

Card Draw & Hand Filter

(CTRL to add secondary)

Discard // Lands in Graveyard Payoffs

Qty: 9 Price: $65.77
Brallin, Skyshark Rider
Partner with Shabraz, the Skyshark (When this creature enters, target player may put Shabraz into their hand from their library, then shuffle.)
Whenever you discard a card, put a +1/+1 counter on Brallin and it deals 1 damage to each opponent.
: Target Shark gains trample until end of turn.
Legendary Creature - Human Shaman
Brallin, Skyshark Rider (c20) 4
Cavalier of Flame
: Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature - Knight Elemental
Cavalier of Flame (m20) 125
Glint-Horn Buccaneer
Haste
Whenever you discard a card, this creature deals 1 damage to each opponent.
, Discard a card: Draw a card. Activate only if this creature is attacking.
Creature - Minotaur Pirate
Glint-Horn Buccaneer (m20) 141
Magmakin Artillerist
Whenever you discard one or more cards, this creature deals that much damage to each opponent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, it deals 1 damage to each opponent.
Creature - Elemental Pirate
Magmakin Artillerist (dft) 137
Moment's Peace
Prevent all combat damage that would be dealt this turn.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Moment's Peace (ody) 251
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Rielle, the Everwise
Rielle gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever you discard one or more cards for the first time each turn, draw that many cards.
Legendary Creature - Human Wizard
Rielle, the Everwise (iko) 203
Ruination Rioter
When this creature dies, you may have it deal damage to any target equal to the number of land cards in your graveyard.
Creature - Human Berserker
Ruination Rioter (mh1) 213
Turntimber Sower
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token.
, Sacrifice three creatures: Return target land card from your graveyard to your hand.
Creature - Elf Druid
Turntimber Sower (c18) 35

Discard // Lands in Graveyard Payoffs

(CTRL to add secondary)

Ghost Boy Enablers

Qty: 3 Price: $1.69
Ghor-Clan Rampager
Trample
Bloodrush —
, Discard this card: Target attacking creature gets +4/+4 and gains trample until end of turn.
Creature - Beast
Ghor-Clan Rampager (gk2) 90
Key to the City
, Discard a card: Up to one target creature can't be blocked this turn.
Whenever this artifact becomes untapped, you may pay
. If you do, draw a card.
Artifact
Key to the City (kld) 220
Windcaller Aven
Flying
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, target creature gains flying until end of turn.
Creature - Wizard Bird
Windcaller Aven (plst) MH1-77

Ghost Boy Enablers

(CTRL to add secondary)

Interaction & Removal

Qty: 8 Price: $205.98
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (c16) 141
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (isd) 130
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (mm3) 35
Deprive
As an additional cost to cast this spell, return a land you control to its owner's hand.
Counter target spell.
Instant
Deprive (roe) 59
Destructive Revelry
Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller.
Instant
Destructive Revelry (ths) 192
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (c20) 35
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (cmr) 80
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (gtc) 44

Interaction & Removal

(CTRL to add secondary)

Land

Qty: 40 Price: $526.38
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (gtc) 240
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (plst) 2XM-313
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (cmr) 349
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (c19) 237
Commercial District
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Mountain Forest
Commercial District (mkm) 324
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (c20) 273
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (2xm) 317
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (2xm) 318
Forest
(
: Add
.)
Basic Land - Forest
Forest (thb) 254
Forgotten Cave
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Forgotten Cave (plst) C18-246
Ghost Town
: Add
.
: Return this land to its owner's hand. Activate only if it's not your turn.
Land
Ghost Town (tmp) 318
Gruul Turf
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Gruul Turf (2x2) 407
Island
(
: Add
.)
Basic Land - Island
Island (thb) 251
Izzet Boilerworks
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Izzet Boilerworks (2x2) 408
Ketria Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Mountain Forest
Ketria Triome (iko) 310
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (ddj) 35
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (thb) 253
Oboro, Palace in the Clouds
: Add
.
: Return Oboro to its owner's hand.
Legendary Land
Oboro, Palace in the Clouds (sok) 164
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmr) 354
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 439
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (zne) 19
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (rna) 259
Thundering Falls
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Mountain
Thundering Falls (mkm) 269
Tolaria West
This land enters tapped.
: Add
.
Transmute
(
, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Land
Tolaria West (tsr) 286
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmr) 358
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (c14) 316
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ktk) 249

Land

(CTRL to add secondary)

Land Discard Outlets

Qty: 6 Price: $16.14
Ayula's Influence
Discard a land card: Create a 2/2 green Bear creature token.
Enchantment
Ayula's Influence (mh1) 156
Borborygmos Enraged
Trample
Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: Borborygmos Enraged deals 3 damage to any target.
Legendary Creature - Cyclops
Borborygmos Enraged (gtc) 147
Land's Edge
Discard a card: If the discarded card was a land card, this enchantment deals 2 damage to target player or planeswalker. Any player may activate this ability.
World Enchantment
Land's Edge (chr) 52
Seismic Assault
Discard a land card: This enchantment deals 2 damage to any target.
Enchantment
Seismic Assault (10e) 228
Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk
Six (mh3) 169
Tectonic Reformation
Each land card in your hand has cycling
.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Tectonic Reformation (mh1) 149

Land Discard Outlets

(CTRL to add secondary)

Land Retrieval

Qty: 6 Price: $42.80
Colossal Skyturtle
Flying, ward

Channel —
, Discard this card: Return target card from your graveyard to your hand.
Channel —
, Discard this card: Return target creature to its owner's hand.
Creature Enchantment - Turtle
Colossal Skyturtle (neo) 216
Grapple with the Past
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Instant
Grapple with the Past (2x2) 149
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (mma) 153
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (sta) 119
Slogurk, the Overslime
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Legendary Creature - Ooze
Slogurk, the Overslime (mid) 324
Wrenn and Six
+1: Return up to one target land card from your graveyard to your hand.
−1: Wrenn and Six deals 1 damage to any target.
−7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Planeswalker - Wrenn
Wrenn and Six (2x2) 334

Land Retrieval

(CTRL to add secondary)

Ramp

Qty: 11 Price: $108.99
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eld) 331
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (rav) 153
Collector's Vault
,
: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Artifact
Collector's Vault (woe) 244
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (sld) 246
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
,
: Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact
Currency Converter (ncc) 81
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (c16) 149
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Orcish Lumberjack
, Sacrifice a Forest: Add three mana in any combination of
and/or
.
Creature - Orc
Orcish Lumberjack (ddl) 44
Sol Ring
: Add
.
Artifact
Sol Ring (c19) 221
Surly Badgersaur
Whenever you discard a creature card, put a +1/+1 counter on this creature.
Whenever you discard a land card, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Creature - Dinosaur Badger
Surly Badgersaur (c20) 57
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (cmr) 261

Ramp

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
17 pips - 14 cards
25 mana - 21 cards
0 pips - 0 cards
0 mana - 6 cards
42 pips - 28 cards
32 mana - 28 cards
27 pips - 22 cards
25 mana - 21 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Ghost of Ramirez DePietro (Ghost Boy is what we call him in my circles) has become one of my favorite creatures in all of Magic simply for it's unique design and powerful, yet limited, utility and this deck has quickly become my favorite deck of all time to have designed and I'm very happy to talk about it here.\n\nThe main strategy of this deck is simple, aquire land cards in your hand, then drop them on your opponents for damage! Yes this does require some explaining, since neither Ghost Boy or Tana care about lands, but the main strategy here is to use cards like Seismic Assault, Land's Edge, and Borborygmos Enraged's discard outlets to deal direct damage to our opponents, and with some damage doublers like Solphim and Fiendish Duo, make that damage HUGE. Then Ghost Boy swoops in to bring back one of those cards to do even more damage.\n\nNow this seems fun and all, but aren't there better options for this strategy? Lord Windrace, king of Jund lands, gives us a land discard outlet and card draw in the same ability from the Command Zone, Soul of Windrace gives us an outlet on the commander, aren't these preferred? While I have considered OG Lord Windgrace as a super powerful option, I do think we would lose out on the very powerful access to blue that makes this strategy work in a lot of great ways. Blue not only gives us access to control magic, but it also gives us a way to use the lands that we already have in play back to our hand, which just doesn't exist in Jund. Cards like Trade Routes and Soratami Cloudskater give the deck so much flexibility in how to utilize your existing lands and to turn them into damage. What the addition of blue does is that it unlocks a lot of interesting micro-synergies that grow to be a problem much larger than it seems. \n\nWell since we are in Temur colors, March of the Machines gave us Borborygmos and Fblthp, and wants to discard lands, would this be a better choice? I thought so too, but the main issue with this commander is that not only does their ability only hit creatures, they discard "},{"attributes":{"italic":true},"insert":"multilple lands"},{"insert":" in order for their ability to be worth it, and as you will see, singular instances of land discarding is a huge part of playing this deck specifically because of the way we get to interact with the stack, which can make fighting this deck difficult. Killing creatures is nice, but it doesn't win you the game.\n\nThe way this deck wants to play was described to me as, \"a puzzlebox that you have to solve every time you play it\" and that's an entirely fair way to describe it. The deck has many ways to achieve its end goals, and how you get there can be different every time. With proper tempo and precise decision making, this deck is about slowly building up your resources while netting value with Ghost Boy until you start to drop the bombs on your opponents. So to understand why to use Senior Ramirez DePietro, let's look at the Ghost Boy.\n\nGhost Boy's triggered ability has a very specific window, there are serveral things that have to happen in order for it to work:\nHe needs to do combat damage. This may not seem too important at first, but it makes paying attention to the board a priority since his evasion is fine, but not great."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The card you return to your hand must be put there from either your hand or deck "},{"attributes":{"bold":true},"insert":"this turn."},{"insert":" This makes the window of oppurtunity small and the attacks you make, what you play, what you discard, an important choice. While you can only get back one thing this turn, that doesn't "},{"attributes":{"italic":true},"insert":"exactly"},{"insert":" mean it's gone forever. But it does mean that you tend to want to make your moves on your turn since that's when your graveyard is most accessable."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThese qualities have a huge effect on what you want to play in your deck. You are not looking to do a massive self mill strategy because you can't have access to everything, and you also leave yourself vulnerable for grave hate. So instead, Ghost Boy wants you to have slow incremental gains on each turn to build the board you want. This means effects that can net value over a couple turns are the way to do it. Dredge, Cycle, and Channel, are all here to work to build up your board, card selection, and graveyard one at a time.\n\nThe most pointed thing about Ghost Boy is that while he's key to netting us value early, he's typically also not threatening enough for your opponents to kill on sight. He is vulnerable to being destroyed, yes, but all it takes is a couple of hits to make him forgettable. After all, you're just doing cute cycling tricks with lands, what's the real risk? And before your opponent's notice you have a whole host of problems for them to deal with. I personally think a good commander can get you to where you need to be, but should also be able to take a back seat when the cogs are turning, and this deck can do that.\n\nIn many ways this deck cares more about self discarding then it does anything else, most of our payoffs are about the cards that we discard. Whether it be damage, ramping, or drawing cards, the most valuable synergies come from discarding.\nDrake Haven, Turntimber Sower, Ayula's Influence, and even Tana gives us blockers, which is a heavily needed defence."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Rielle, the Everwise allows us draw cards on each of our opponent's turns or a huge refill with a wheel effect."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Currency Converter and ESPECIALLY Surly Badgersaur allow us to be above mana curve and can unlock powerful loops. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Slogurk, the Overslime is by far the most powerful creature in the deck that allows us to close games while being very difficult to interact with."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Brallin, Skyshark Rider and Glint-Horn Buccaneer close out games with damage or a massive death trigger from Cavalier of Flame when you throw a couple lands at it's face when you have discarded 10+ lands in the graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nEffects like Cycling, Channel, and Bloodrush are all discarded as part of their ability, which makes them hyper synergistic with any discard payoff, and perfect targets for Ghost Boy to reuse. Being able to use multiple Boseiju abilites (max I've done is 6 in a game) can be an absolute blowout to our opponents, and you should look for these effects when playing the Ghost Boy.\n\nThis deck is quite difficult to interact with, since most of the time we are focusing on abilities like Channel or activating abilites from permanents, like with any deck, hard removal can be difficult to work with, but we have repetitive effects to use again and again. And even if we get hit with something like a Stifle effect, it's highly temporary. Earlier I mentioned having "},{"attributes":{"italic":true},"insert":"multiple instances of the stack"},{"insert":" and this where these kinds of effects come into play. Especially with cards like Slogurk, a key piece to winning along with cards like Life from the Loam, being able to put abilites on the stack at instant speed makes this deck hard to break once it gets going. \n\nTypically graveyard decks have a weakness of cards being exiled from their graveyard. This isn't really a problem for us unless there is something like a Rest in Peace or Leyline of the Void in play, since our deck is full of redundancies and lands come in plenty, we can eat quite a bit of graveyard removal before it becomes a problem. So there's not much to worry about if you get hit with a Bojuka Bog or Tormod's Crypt. \n\nThe way this deck wins is usually in one huge turn, when discarding one land can cause 8 damage to an opponent and life totals are naturally getting lower throughout the game, makes it an easy win. You can even win without any damage amplifiers by just shocking your opponents to death if you can play your cards right. Preferably you put down your damage doubler and go to town in one, clean turn. Being able to do so requires proper set up, and knowing exactly when you should start holding land drops.\n\nI love this deck because out of all the ones I have built, I feel this is the one that can never be fully solved. There will always be ways to interact with the kinds of cards I have in this deck, upgrades or new outlets, new cards to discard, new ways of discarding, there is always something that can be tested out with little to no worry. I hope you give it a try! It's a head scratcher the first few times you play it, but it feels so good to win with it, because you solved it!\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards