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
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.)
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

Commander
(CTRL to add secondary)
Big Damage UwU
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.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Big Damage UwU
(CTRL to add secondary)
Card Draw & Hand Filter
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.
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

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.
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

Card Draw & Hand Filter
(CTRL to add secondary)
Discard // Lands in Graveyard Payoffs
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.
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

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.
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

Discard // Lands in Graveyard Payoffs
(CTRL to add secondary)
Ghost Boy Enablers
Ghost Boy Enablers
(CTRL to add secondary)
Interaction & Removal
Interaction & Removal
(CTRL to add secondary)
Land
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.
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

Land
(CTRL to add secondary)
Land Discard Outlets
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.
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

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.)
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

Land Discard Outlets
(CTRL to add secondary)
Land Retrieval
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.
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

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.)
−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

Land Retrieval
(CTRL to add secondary)
Ramp
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.
, : 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

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.
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

Ramp
(CTRL to add secondary)
Deck Info
Deck stats
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"}]}













































































