Ghost Lantern // Bind Spirit is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever a creature you control dies, put a +1/+1 counter on equipped creature. EquipReturn target creature card from your graveyard to your hand. (Then exile this card. You may cast the artifact later from exile.)
How it works : Ghost Lantern // Bind Spirit
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it’s in your graveyard, Altar of Bhaal is an artifact card whose mana value is 2.
No other card is named in this ruling.
- #2· Wizards of the Coast
When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card’s normal characteristics. The spell’s color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.
No other card is named in this ruling.
- #3· Wizards of the Coast
If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it’s legal to cast that spell.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner’s graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won’t be exiled and the spell’s controller won’t be able to cast it as a permanent later.
No other card is named in this ruling.
- #5· Wizards of the Coast
If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won’t give you permission to cast it as a permanent spell.
No other card is named in this ruling.
- #6· Wizards of the Coast
You must still follow any relevant timing rules for the permanent spell you cast from exile. Normally, you’ll be able to cast it only during your main phase while the stack is empty.
No other card is named in this ruling.
- #7· Wizards of the Coast
If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it’s not possible to cast the copy from exile.
No other card is named in this ruling.
- #8· Wizards of the Coast
An effect may refer to a card, spell, or permanent that “has an Adventure.” This refers to a card, spell, or permanent that has an adventurer card’s set of alternative characteristics, even if they’re not being used and even if that card was never cast as an Adventure.
No other card is named in this ruling.
- #9· Wizards of the Coast
If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it’s a token) or cease to be a copy (if it’s a nontoken permanent), and so you won’t be able to cast it as an Adventure.
No other card is named in this ruling.
- #10· Wizards of the Coast
If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.
No other card is named in this ruling.
- #11· Wizards of the Coast
Casting a card as an Adventure isn’t casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Basking Broodscale + Ghost Lantern // Bind Spirit
- 1Activate Basking Broodscale's adapt ability by paying
, putting a +1/+1 counter on it.
- 2Basking Broodscale triggers, creating a 0/1 Eldrazi Spawn creature token.
- 3Activate the Eldrazi Spawn by sacrificing it, adding
.
- 4When the Eldrazi Spawn dies, Ghost Lantern triggers, putting a +1/+1 counter on Basking Broodscale.
- 5Repeat from step 2.
Animation Module + Ghost Lantern // Bind Spirit + Ashnod's Altar
- 1Activate Ashnod's Altar by sacrificing a creature, adding
.
- 2The creature dies, triggering Ghost Lantern, putting a +1/+1 counter on the creature it is attached to.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4Repeat.
- 5Once you have a large amount of counters on the creature with Ghost Lantern attached, you may activate its equip ability by paying
, attaching it to any other creature you control to get infinite +1/+1 counters on all creatures you control.
Animation Module + Ghost Lantern // Bind Spirit + Phyrexian Altar
- 1Activate Phyrexian Altar by sacrificing a creature, adding
.
- 2The creature dies, triggering Ghost Lantern, putting a +1/+1 counter on the creature it is attached to.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4Repeat.
Animation Module + Ghost Lantern // Bind Spirit + Krark-Clan Ironworks
- 1Activate Krark-Clan Ironworks by sacrificing an artifact, adding
.
- 2The creature dies, triggering Ghost Lantern, putting a +1/+1 counter on the creature it is attached to.
- 3Animation Module triggers, causing you to pay
to create a 1/1 Servo artifact creature token.
- 4Repeat.
- 5Once you have a large amount of counters on the creature with Ghost Lantern attached, you may activate its equip ability by paying
, attaching it to any other creature you control to get infinite +1/+1 counters on all creatures you control.
Berta, Wise Extrapolator + Animation Module + Carrion Feeder + Ghost Lantern // Bind Spirit
- 1Activate Carrion Feeder by sacrificing another creature.
- 2When the creature dies, Ghost Lantern triggers, putting a +1/+1 counter on Berta.
- 3Berta and Animation Module trigger.
- 4Resolve the Berta trigger, adding
.
- 5Resolve the Animation Module trigger, causing you to pay
to create a 1/1 Servo artifact creature token.
- 6Resolve the Carrion Feeder ability.
- 7Repeat
Berta, Wise Extrapolator + Animation Module + Altar of Dementia + Ghost Lantern // Bind Spirit
- 1Activate Altar of Dementia by sacrificing another creature.
- 2When the creature dies, Ghost Lantern triggers, putting a +1/+1 counter on Berta.
- 3Berta and Animation Module trigger.
- 4Resolve the Berta trigger, adding
.
- 5Resolve the Animation Module trigger, causing you to pay
to create a 1/1 Servo artifact creature token.
- 6Resolve the Altar of Dementia ability.
- 7Repeat
Berta, Wise Extrapolator + Animation Module + Woe Strider + Ghost Lantern // Bind Spirit
- 1Activate Woe Strider by sacrificing another creature.
- 2When the creature dies, Ghost Lantern triggers, putting a +1/+1 counter on Berta.
- 3Berta and Animation Module trigger.
- 4Resolve the Berta trigger, adding
.
- 5Resolve the Animation Module trigger, causing you to pay
to create a 1/1 Servo artifact creature token.
- 6Resolve the Woe Strider ability.
- 7Repeat
Berta, Wise Extrapolator + Animation Module + Ravenous Intruder + Ghost Lantern // Bind Spirit
- 1Activate Ravenous Intruder by sacrificing another artifact creature.
- 2When the creature dies, Ghost Lantern triggers, putting a +1/+1 counter on Berta.
- 3Berta and Animation Module trigger.
- 4Resolve the Berta trigger, adding
.
- 5Resolve the Animation Module trigger, causing you to pay
to create a 1/1 Servo artifact creature token.
- 6Resolve the Ravenous Intruder ability.
- 7Repeat
Related cards and tokens
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Ghost Lantern // Bind Spirit
No archived Top 8 deck with this card yet.














