Arcane Foundry › Commanders › Ghost, Spectral Saboteur
What Ghost, Spectral Saboteur actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Static ability · evasion_grantIntangibility — Ghost can't be blocked.
- Keyword · intangibilityintangibility
- Keyword · flashflash
What a Ghost, Spectral Saboteur deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 18× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 10× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 11× Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Ghost, Spectral Saboteur
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Ghost, Spectral Saboteur3 mana
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- Valley Rotcaller2 mana
- Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel3 mana
- Weathered Sentinels3 mana
- Bloodsoaked Champion1 mana
- Rev, Tithe Extractor4 mana
- Twenty-Toed Toad4 mana
- Grimgrin, Corpse-Born // Grimgrin, Corpse-Born0 mana
- Hostile Hostel // Creeping Inn0 mana
Creatures you are happy to sacrifice — a free sac outlet on the commander is worthless with nothing to feed it
- Hangarback Walker0 mana
- Skeleton Crew4 mana
- "Lifetime" Pass Holder1 mana
- Death Tyrant5 mana
- Bastion of Remembrance3 mana
- Chasm Skulker3 mana
- Infestation Sage1 mana
- Nested Shambler1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Suspend1 mana
- Infernal Grasp2 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Displacement Wave2 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Coils of the Medusa2 mana
- Forced March3 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Insatiable Avarice1 mana
- Diabolic Intent2 mana
- Grim Tutor3 mana
- Liliana Vess // Liliana Vess0 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Orcish Bowmasters2 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
Keep a permanent you control alive through removal
- Gleaming Overseer3 mana
- Cryptothrall4 mana
- Tekuthal, Inquiry Dominus4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana