Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$25.48

0 Likes 2 Comments
Avg. CMC 3.53
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 18 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (24)
1 Abattoir Ghoul
$0.06 Creature - Zombie
3 Armored Skaab
$0.06 Creature - Zombie Warrior
2 Diregraf Ghoul
$0.05 Creature - Zombie
3 Ghoulraiser
$0.11 Creature - Zombie
4 Makeshift Mauler
$0.08 Creature - Zombie Horror
2 Skaab Goliath
$0.02 Creature - Zombie Giant
4 Stitched Drake
$0.02 Creature - Zombie Drake
1 Unbreathing Horde
$0.43 Creature - Zombie
4 Walking Corpse
$0.16 Creature - Zombie
Instant (4)
4 Victim of Night
$0.13 Instant
Sorcery (4)
4 Ghoulcaller's Chant
$0.14 Sorcery
Enchantment (4)
1 Call to the Grave
$1.13 Enchantment
1 Endless Ranks of the Dead
$1.62 Enchantment
1 Mind Unbound
$0.50 Enchantment
1 Rooftop Storm
$2.50 Enchantment
Land (24)
10 Island
$0.09 Basic Land - Island
1 Nephalia Drownyard
$0.62 Land
13 Swamp
$1.15 Basic Land - Swamp
Sideboard - 0 cards, 0 distinct
No cards here. :(

Comments
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  • geyhada (10-Oct-2011 15:21)

    Mind Unbound + Rooftop Storm is pretty sweet.  Ghost quarter is useful is your opponent is playing very strong non-basic lands (e.g. Kessig Wolf Run or Gavony Township).  But keep in mind that it effectively reads "Destroy one of your own lands.  Target opponent downgrades target land into a basic land."  If you aren't willing to completely give up one of your lands to make one of their lands less effective, you shouldn't play it.  Thus, you should only use it if they are playing really strong non-basic lands.  It really doesn't help against traditional dual lands.  Consider a typical dual land scenario - I'm playing red-blue, and right now I have two mountains and a sulfur falls.  The mountains give me access to red, and the falls give me access to blue -- I'm set!  If you destroy my falls right now, I'll just grab an island, and nothing really changes (so long as I don't have something in hand that costs RRR -- and if I do, and that card is really important to me, I'll just grab a mountain).  Lastly, ghost quartering a basic land REALLY does nothing, unless that happens to be the only basic land of that type in my deck.  But who plays only one plains in a constructed deck?


    Thus ends my scatterbrained treatise on why you probably don't want to play Ghost Quarter.  I'd recommend replacing them with 3 more islands so as to make casting stitched drake easier.

     
    • Marstead (10-Oct-2011 17:20)

      Fair enough. I figured the Ghost Quarters are just lands I would never actually proc unless up against a nasty rare land like Kessig, and even then only if I had the mana to spare. I'll put them back in the "expensive card I won't use" box