Arcane Foundry › Commanders › Red Ghost, Intangible Genius
Red Ghost, Intangible Genius
Legendary Creature — Human Scientist Villain · {2}{U}{R} · Red/Blue commander
Ward {2}
Red Ghost can't be blocked.
Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste.
Build a Red Ghost, Intangible Genius deck →
What Red Ghost, Intangible Genius actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · otherWhenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste.
- Keyword · wardward
What a Red Ghost, Intangible Genius deck needs
Plays as draw engine. What the commander asks of the other 99 — read from the card and checked by hand.
- cantrips and one extra draw every turn (its trigger fires on your second card each turn)
- pump, equipment and protection for the commander (it connects on its own — turn the hits into kills)
- token payoffs — anthems, sacrifice outlets and go-wide finishers (it makes tokens on repeat)
The Red Ghost, Intangible Genius deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 16× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 8× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Red Ghost, Intangible Genius
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.
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Replicating Ring3 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
- Field of the Dead0 mana
- Fountainport0 mana
A team pump that actually pumps tokens
- Castle Embereth0 mana
- Great Train Heist1 mana
- Heraldic Banner3 mana
- Rising of the Day3 mana
- Purphoros, God of the Forge4 mana
- Kavaron, Memorial World0 mana
- Chief of the Foundry3 mana
- Frostcliff Siege3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Jilt2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
Refill your hand
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Professional Face-Breaker3 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Get ahead on mana
- Sol Ring1 mana
- Izzet Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana