2.1k
4/14/2024
Ghost Boy Ramirez - Land Bombs
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $957.74
Salt Sum: 38.89
2.1k
4/14/2024
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Commander

Quantity: 2Price: $4.78
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.)

Creature
Ghost of Ramirez DePietro (cmr) 558
1
Tana, the Bloodsower

Trample Whenever Tana, the Bloodsower 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.)

Creature
Tana, the Bloodsower (cmr) 537
1

Big Damage UwU

Quantity: 4Price: $45.26
Fiendish Duo

First strike If a source would deal damage to an opponent, it deals double that damage to that player instead.

Creature
Fiendish Duo (gn2) 4
1
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
1
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. {1}{R/P}{R/P}, Discard two cards: Put an indestructible counter on Solphim, Mayhem Dominus. ({R/P} can be paid with either {R} or 2 life.)

Creature
Solphim, Mayhem Dominus (one) 449
1
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.

Creature
Torbran, Thane of Red Fell (eld) 147
1

Card Draw & Hand Filter

Quantity: 12Price: $127.18
Dack Fayden

+1: Target player draws two cards, then discards two cards. −2: Gain control of target artifact. −6: You get an emblem with "Whenever you cast a spell that targets one or more permanents, gain control of those permanents."

Planeswalker
Dack Fayden (ema) 199
1
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
1
Faithless Looting

Draw two cards, then discard two cards. Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Faithless Looting (sta) 101
1
Jace's Archivist

{U}, {T}: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Creature
Jace's Archivist (m12) 59
1
Magus of the Wheel

{1}{R}, {T}, Sacrifice Magus of the Wheel: Each player discards their hand, then draws seven cards.

Creature
Magus of the Wheel (c15) 27
1
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
1
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
1
Reforge the Soul

Each player discards their hand, then draws seven cards. Miracle {1}{R} (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
1
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (pcy) 45
1
Soratami Cloudskater

Flying {2}, Return a land you control to its owner's hand: Draw a card, then discard a card.

Creature
Soratami Cloudskater (chk) 86
1
Trade Routes

{1}: Return target land you control to its owner's hand. {1}, Discard a land card: Draw a card.

Enchantment
Trade Routes (9ed) 108
1
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
1

Discard // Lands in Graveyard Payoffs

Quantity: 8Price: $14.38
Brallin, Skyshark Rider

Partner with Shabraz, the Skyshark (When this creature enters the battlefield, 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, Skyshark Rider and it deals 1 damage to each opponent. {R}: Target Shark gains trample until end of turn.

Creature
Brallin, Skyshark Rider (c20) 4
1
Cavalier of Flame

{1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When Cavalier of Flame enters the battlefield, discard any number of cards, then draw that many cards. When Cavalier of Flame 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
Cavalier of Flame (m20) 125
1
Drake Haven

Whenever you cycle or discard a card, you may pay {1}. If you do, create a 2/2 blue Drake creature token with flying.

Enchantment
Drake Haven (akh) 51
1
Glint-Horn Buccaneer

Haste Whenever you discard a card, Glint-Horn Buccaneer deals 1 damage to each opponent. {1}{R}, Discard a card: Draw a card. Activate only if Glint-Horn Buccaneer is attacking.

Creature
Glint-Horn Buccaneer (m20) 141
1
Moment's Peace

Prevent all combat damage that would be dealt this turn. Flashback {2}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Instant
Moment's Peace (ody) 251
1
Rielle, the Everwise

Rielle, the Everwise 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.

Creature
Rielle, the Everwise (iko) 203
1
Ruination Rioter

When Ruination Rioter dies, you may have it deal damage to any target equal to the number of land cards in your graveyard.

Creature
Ruination Rioter (mh1) 213
1
Turntimber Sower

Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token. {G}, Sacrifice three creatures: Return target land card from your graveyard to your hand.

Creature
Turntimber Sower (c18) 35
1

Ghost Boy Enablers

Quantity: 3Price: $1.19
Ghor-Clan Rampager

Trample Bloodrush — {R}{G}, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.

Creature
Ghor-Clan Rampager (gk2) 90
1
Key to the City

{T}, Discard a card: Up to one target creature can't be blocked this turn. Whenever Key to the City becomes untapped, you may pay {2}. If you do, draw a card.

Artifact
Key to the City (kld) 220
1
Windcaller Aven

Flying Cycling {U} ({U}, Discard this card: Draw a card.) When you cycle Windcaller Aven, target creature gains flying until end of turn.

Creature
Windcaller Aven (plst) MH1-77
1

Interaction & Removal

Quantity: 8Price: $151.44
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (c16) 141
1
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (isd) 130
1
Cyclonic Rift

Return target nonland permanent you don't control to its owner's hand. Overload {6}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Cyclonic Rift (mm3) 35
1
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
1
Destructive Revelry

Destroy target artifact or enchantment. Destructive Revelry deals 2 damage to that permanent's controller.

Instant
Destructive Revelry (ths) 192
1
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
1
Mana Drain

Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.

Instant
Mana Drain (cmr) 80
1
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
1

Land

Quantity: 38Price: $392.54
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard Boseiju, Who Endures: 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 {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
1
Breeding Pool

({T}: Add {G} or {U}.) As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Breeding Pool (gtc) 240
1
Cascade Bluffs

{T}: Add {C}. {U/R}, {T}: Add {U}{U}, {U}{R}, or {R}{R}.

Land
Cascade Bluffs (plst) 2XM-313
1
Command Beacon

{T}: Add {C}. {T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

Land
Command Beacon (cmr) 349
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (c19) 237
1
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (c20) 273
1
Fire-Lit Thicket

{T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.

Land
Fire-Lit Thicket (2xm) 317
1
Flooded Grove

{T}: Add {C}. {G/U}, {T}: Add {G}{G}, {G}{U}, or {U}{U}.

Land
Flooded Grove (2xm) 318
1
Forest

({T}: Add {G}.)

Land
Forest (thb) 254
3
Forgotten Cave

Forgotten Cave enters the battlefield tapped. {T}: Add {R}. Cycling {R} ({R}, Discard this card: Draw a card.)

Land
Forgotten Cave (plst) C18-246
1
Ghost Town

{T}: Add {C}. {0}: Return Ghost Town to its owner's hand. Activate only if it's not your turn.

Land
Ghost Town (tmp) 318
1
Gruul Turf

Gruul Turf enters the battlefield tapped. When Gruul Turf enters the battlefield, return a land you control to its owner's hand. {T}: Add {R}{G}.

Land
Gruul Turf (2x2) 407
1
Island

({T}: Add {U}.)

Land
Island (thb) 251
2
Izzet Boilerworks

Izzet Boilerworks enters the battlefield tapped. When Izzet Boilerworks enters the battlefield, return a land you control to its owner's hand. {T}: Add {U}{R}.

Land
Izzet Boilerworks (2x2) 408
1
Ketria Triome

({T}: Add {G}, {U}, or {R}.) Ketria Triome enters the battlefield tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Ketria Triome (iko) 310
1
Lonely Sandbar

Lonely Sandbar enters the battlefield tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)

Land
Lonely Sandbar (ddj) 35
1
Mountain

({T}: Add {R}.)

Land
Mountain (thb) 253
7
Oboro, Palace in the Clouds

{T}: Add {U}. {1}: Return Oboro, Palace in the Clouds to its owner's hand.

Land
Oboro, Palace in the Clouds (sok) 164
1
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
1
Rejuvenating Springs

Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents. {T}: Add {G} or {U}.

Land
Rejuvenating Springs (cmr) 354
1
Scalding Tarn

{T}, Pay 1 life, Sacrifice Scalding Tarn: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mh2) 439
1
Sokenzan, Crucible of Defiance

{T}: Add {R}. Channel — {3}{R}, Discard Sokenzan, Crucible of Defiance: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs {1} less to activate for each legendary creature you control.

Land
Sokenzan, Crucible of Defiance (neo) 276
1
Spire Garden

Spire Garden enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (zne) 19
1
Steam Vents

({T}: Add {U} or {R}.) As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Steam Vents (grn) 257
1
Stomping Ground

({T}: Add {R} or {G}.) As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Stomping Ground (rna) 259
1
Tolaria West

Tolaria West enters the battlefield tapped. {T}: Add {U}. Transmute {1}{U}{U} ({1}{U}{U}, 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
1
Training Center

Training Center enters the battlefield tapped unless you have two or more opponents. {T}: Add {U} or {R}.

Land
Training Center (cmr) 358
1
Tranquil Thicket

Tranquil Thicket enters the battlefield tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)

Land
Tranquil Thicket (c14) 316
1
Wooded Foothills

{T}, Pay 1 life, Sacrifice Wooded Foothills: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ktk) 249
1

Land Discard Outlets

Quantity: 6Price: $4.30
Ayula's Influence

Discard a land card: Create a 2/2 green Bear creature token.

Enchantment
Ayula's Influence (mh1) 156
1
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.

Creature
Borborygmos Enraged (gtc) 147
1
Land's Edge

Discard a card: If the discarded card was a land card, Land's Edge deals 2 damage to target player or planeswalker. Any player may activate this ability.

Enchantment
Land's Edge (chr) 52
1
Lightning Storm

Lightning Storm deals X damage to any target, where X is 3 plus the number of charge counters on Lightning Storm. Discard a land card: Put two charge counters on Lightning Storm. You may choose a new target for it. Any player may activate this ability but only if Lightning Storm is on the stack.

Instant
Lightning Storm (csp) 89
1
Seismic Assault

Discard a land card: Seismic Assault deals 2 damage to any target.

Enchantment
Seismic Assault (10e) 228
1
Tectonic Reformation

Each land card in your hand has cycling {R}. Cycling {2} ({2}, Discard this card: Draw a card.)

Enchantment
Tectonic Reformation (mh1) 149
1

Land Retrieval

Quantity: 7Price: $62.29
Colossal Skyturtle

Flying, ward {2} Channel — {2}{G}, Discard Colossal Skyturtle: Return target card from your graveyard to your hand. Channel — {1}{U}, Discard Colossal Skyturtle: Return target creature to its owner's hand.

Creature Enchantment
Colossal Skyturtle (neo) 216
1
Eternal Witness

When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (plst) UMA-163
1
Grapple with the Past

Mill three cards, then you may return a creature or land card from your graveyard to your hand.

Instant
Grapple with the Past (2x2) 149
1
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
1
Regrowth

Return target card from your graveyard to your hand.

Sorcery
Regrowth (sta) 119
1
Slogurk, the Overslime

Trample Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk, the Overslime. 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.

Creature
Slogurk, the Overslime (mid) 324
1
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.)

Planeswalker
Wrenn and Six (2x2) 334
1

Ramp

Quantity: 12Price: $154.38
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (eld) 331
1
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (rav) 153
1
Collector's Vault

{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Artifact
Collector's Vault (woe) 244
1
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
1
Currency Converter

Whenever you discard a card, you may exile that card from your graveyard. {2}, {T}: Draw a card, then discard a card. {T}: Put a card exiled with Currency Converter into your 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
1
Dockside Extortionist

When Dockside Extortionist enters the battlefield, create X Treasure tokens, where X is the number of artifacts and enchantments your opponents control. (Treasure tokens are artifacts with "{T}, Sacrifice this artifact: Add one mana of any color.")

Creature
Dockside Extortionist (c19) 24
1
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (c16) 149
1
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (cmr) 187
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (c19) 221
1
Surly Badgersaur

Whenever you discard a creature card, put a +1/+1 counter on Surly Badgersaur. Whenever you discard a land card, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") Whenever you discard a noncreature, nonland card, Surly Badgersaur fights up to one target creature you don't control.

Creature
Surly Badgersaur (c20) 57
1
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (cmr) 261
1
Undergrowth Recon

At the beginning of your upkeep, return target land card from your graveyard to the battlefield tapped.

Enchantment
Undergrowth Recon (mkm) 181
1

Deck Stats

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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"}]}
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