i love this card, and i can see it will be abused even if it is only used once.
Theostratus
★★★☆☆ (3.5/5.0)(1 vote)
Wanting to use this with an Avenger of Zendikar and bounce around a khalni garden.
JosirisDavid
★★★☆☆ (3.0/5.0)(3 votes)
This is good. U can activate landfall and tap that land for mana again!
Lestat13
☆☆☆☆☆ (0.8/5.0)(4 votes)
Doesn't make the cut in a Landfall Ramp deck. If you want to have a tap effect for landfall play Knight of the Reliquary and do it twice, pump him and all copies in your deck +2/+2, and gain an extra mana. If you want to run both enjoy having not enough ramp, or not enough finishers.
SChowney
★★☆☆☆ (2.0/5.0)(1 vote)
Hey guys! 3 Lotus Cobras and an Umbran Mantle turn this guy INFINITE!!! Kudos if anybody actually pulls that off.
Good with Rampaging Baloths if your opponents attacking. A 4/4 plus one open land is good.
Plum
☆☆☆☆☆ (0.0/5.0)
Only testing could tell how useful this would be, but using this outside of landfall activations for repeated Halimar Depths usage could be useful for standard and extended control using UW.
I thought of this for extended mainly, as a pseudo Sensei's Divining Top to create a countertop control deck. The synergy with Counterbalance isn't quite as strong as the top, but considering that the top was banned altogether because of that synergy, it would take a lot to match it. Still, you can rearrange your top 3 at instant speed once per turn, and by keeping your top 3 adjusted to your opponent's curve you will be countering a lot with it. Only real problem is that Ruin Ghost is much more vulnerable than the top, and you can only activate the Ghost once per turn.
In standard control, its still going to control your draw every turn for one white mana. That alone is nothing to scoff at. Repeated Halimar Depths, Jace, The Mind Sculptor and etc. will all give you tons of control over your deck, and you'll always be setting up those Treasure Hunt's for three or 4 cards.
DlCK
★★★☆☆ (3.4/5.0)(6 votes)
well, I like bringing in 4/4 beast tokens via rampaging baloths for without sacking lands, even if u think that sucks.
its cheaper than Knight of the Reliquary and mono-colored which can be faster to play anyway.
also goes with lotus cobra like peanut butter 'n jelly. generate 1 mana of any color every time? yes please.
and a little card criticism, shouldn't it be unable to block? i mean it is a ghost afterall...
Mode
★★★★☆ (4.0/5.0)(5 votes)
Of course this card is great with Landfall in general. But the effect can also be handy for simply "hiding" your lands before casting a Knight of the White Orchid, Weathered Wayfarer or Tithe. And it can get even better when you flicker lands with cip/etb effects. Khalni Garden produces 0/1 tokens for instance, or Sejiri Steppe can turn your Ruin Ghost into a Mother of Runes. Since these lands most often enter the battlefield tapped, Amulet of Vigor is handy with this guy as well. If you flicker Vesuva this way, you can choose any land in play, including those of your opponent - and you trigger your Amulets' untap abilities even if you choose a regular land. Since it's a Spirit, it also synergizes with Tallowhisp and a (this way tutorable) Nature's Chosen. (Even Bloodghast, Loam Dweller, the Genju Auras and several Zendikons go somewhat nicely with these.)
RobinHood3000
☆☆☆☆☆ (0.0/5.0)
Making landfall effects happen at near-instant speed is a dangerous force to play with. Mwahaha.
JaxsonBateman
☆☆☆☆☆ (0.0/5.0)
As has already been mentioned, works ridiculously well with Sejiri Steppe. What's that? You have to spend 2+ removal spells for a 2 mana, 1/1? Mwahaha.
Synergises very well with a white/green landfall deck, with the likes of Grazing Gladeheart, Emeria Angel, Knight of the Reliquary, Rampaging Baloths, Admonition Angel and Avenger of Zendikar. Also works well with a few of the non-basic lands - in this particular deck, Sejiri Steppe for protection, Khalni Garden for a chump blocker and Avenger synergy, and Graypelt Refuge for a little health boost.
The biggest problem is decks that can easily throw out multiple removal spells in a single turn - primarily, mono red burn. But the ghost has been doing quite well for me, albeit without any competitive testing.
Weebo126
☆☆☆☆☆ (0.0/5.0)
@Mode: This guy does nothing with Knight of the White Orchid, Tithe, Weathered Wayfarer, any of the Genjus, any of the Zendikons (and it actually hurts the auras). It's a single ability, so you don't have a chance to cast between the land leaving and entering again. The auras just fall off when you flicker the land, and you don't even get the Genjus back because the land never hits the graveyard. It's still great for landfall and ETB effects, though.
Smilezilla
☆☆☆☆☆ (0.0/5.0)
Like it a lot.
so many possibilities
zinsavage123
☆☆☆☆☆ (0.0/5.0)
excellent card in a landfall deck. 4x ruin ghost in a deck with plated geopede and steppe lynx makes for some quick powerhouses. Not to mention all the fetchlands from zendikar comboed with it. Awesome card.
If you target a land you control, but by the time the stack resolves, you no longer have control of the land, does the effect get nullified?
Cheza
☆☆☆☆☆ (0.0/5.0)
I don't like the cost calculation. Since it says: 'tap me to untap target land and trigger any landfall and land ability', it should have been a cmc 1 card with 1W activation cost instead.... would have make me feel better. (since it's actually a 'flicker target land' card)
Razmataz24
☆☆☆☆☆ (0.0/5.0)
I love this card. I play this in my Mono White Felidar Life Gain.
Bounce Sejiri for protection from removal of my winners. Bounce Kabiri Crossroads for Life at Oppenents end step. Bounce Land for Sunspring Counters.
If you save your mana and get this guy out early you can shut down burn/removal decks.
5/5
NinjaJeff
★★★★★ (5.0/5.0)(1 vote)
I think this could be a useful strategy against land destruction abilities.
SoulShatterer
★★★★★ (5.0/5.0)(2 votes)
It more or less negates the one limitation of landfall, that being that you don't always have a land to play each turn. If you DO have a land to play, you can instead DOUBLE the landfall effects where possible.
Fetch Land + Plains + Sac one with Knight of the Reliquary for Another Fetch + Another Plains + this guy = 5 landfall activations in one turn :D
brianpk80
★★★★★ (5.0/5.0)(1 vote)
Great way to reset Glacial Chasm.
BlackAlbino
☆☆☆☆☆ (0.0/5.0)
Anyone else thinking R/W aggro this, bolts/arc trails, goblin guides, mirran crusaders, cunning sparkmage, all supported by this + sejiri step & teetering peaks
Max_Glycine
★★★★★ (5.0/5.0)(1 vote)
@igniteice- the land comes into play untapped. You flicker a plains, landfall a blue into your pool, then use the plains to exile itself agian.
tcollins
★★★★★ (5.0/5.0)(1 vote)
Obviously used to help trigger Landfall effects, although it can also be used with enters the battlefield abilities on lands, such as Teetering Peaks for example, in a pinch you can use it on a basic land to get a bit of extra mana acceleration.
Crag-Hack
★★☆☆☆ (2.8/5.0)(2 votes)
Similar to Ghost Town's effect. Ruin Ghost must live there :O
Salient
★★★★★ (5.0/5.0)(1 vote)
Awesome, the land returns untapped (unless it comes into play tapped), so Cephalid Coliseum can tap for , get bounced by Ruin Ghost, and then spend that to activate its own ability. Not exactly broken, but pretty cool.
SgtPepperjack
☆☆☆☆☆ (0.0/5.0)
Nice little utility card.
wpken
☆☆☆☆☆ (0.0/5.0)
I used this in an old g/w landfall deck that just centered around creatures. Obviously. Either way I just loved using this card to give a certain attacker pro-color of my choice or multiple instances of it if i had multiple ghosts out. Getting a possibility of 5 landfall triggers a turn is really nice. With Admonition Angel for some removal and Avenger of Zendikar for field presence and yeah. This card can be used to make himself a prime chump blocker using Sejiri Steppe I loved it.
Comments (34)
Kudos if anybody actually pulls that off.
I thought of this for extended mainly, as a pseudo Sensei's Divining Top to create a countertop control deck. The synergy with Counterbalance isn't quite as strong as the top, but considering that the top was banned altogether because of that synergy, it would take a lot to match it. Still, you can rearrange your top 3 at instant speed once per turn, and by keeping your top 3 adjusted to your opponent's curve you will be countering a lot with it. Only real problem is that Ruin Ghost is much more vulnerable than the top, and you can only activate the Ghost once per turn.
In standard control, its still going to control your draw every turn for one white mana. That alone is nothing to scoff at. Repeated Halimar Depths, Jace, The Mind Sculptor and etc. will all give you tons of control over your deck, and you'll always be setting up those Treasure Hunt's for three or 4 cards.
its cheaper than Knight of the Reliquary and mono-colored which can be faster to play anyway.
also goes with lotus cobra like peanut butter 'n jelly. generate 1 mana of any color every time? yes please.
and a little card criticism, shouldn't it be unable to block? i mean it is a ghost afterall...
But the effect can also be handy for simply "hiding" your lands before casting a Knight of the White Orchid, Weathered Wayfarer or Tithe.
And it can get even better when you flicker lands with cip/etb effects.
Khalni Garden produces 0/1 tokens for instance, or Sejiri Steppe can turn your Ruin Ghost into a Mother of Runes.
Since these lands most often enter the battlefield tapped, Amulet of Vigor is handy with this guy as well.
If you flicker Vesuva this way, you can choose any land in play, including those of your opponent - and you trigger your Amulets' untap abilities even if you choose a regular land.
Since it's a Spirit, it also synergizes with Tallowhisp and a (this way tutorable) Nature's Chosen.
(Even Bloodghast, Loam Dweller, the Genju Auras and several Zendikons go somewhat nicely with these.)
Synergises very well with a white/green landfall deck, with the likes of Grazing Gladeheart, Emeria Angel, Knight of the Reliquary, Rampaging Baloths, Admonition Angel and Avenger of Zendikar. Also works well with a few of the non-basic lands - in this particular deck, Sejiri Steppe for protection, Khalni Garden for a chump blocker and Avenger synergy, and Graypelt Refuge for a little health boost.
The biggest problem is decks that can easily throw out multiple removal spells in a single turn - primarily, mono red burn. But the ghost has been doing quite well for me, albeit without any competitive testing.
so many possibilities
If you target a land you control, but by the time the stack resolves, you no longer have control of the land, does the effect get nullified?
Bounce Sejiri for protection from removal of my winners.
Bounce Kabiri Crossroads for Life at Oppenents end step.
Bounce Land for Sunspring Counters.
If you save your mana and get this guy out early you can shut down burn/removal decks.
5/5