Ghost of Ramirez DePietro 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
Ghost of Ramirez DePietro can't be blocked by creatures with toughness 3 or greater. Whenever Ghost of Ramirez DePietro deals combat damage to a player, choose up to one target card in a graveyard that was discarded or put there from a library this turn. Put that card into its owner's hand. Partner (You can have two commanders if both have partner.)
Complete guide
Ghost of Ramirez DePietro is a spectral swashbuckler that specializes in recurring lost resources from the graveyard. This Spirit Pirate offers a unique form of evasion and card advantage, making him a versatile choice for graveyard-centric strategies. Whether he is leading your deck or acting as a Partner, he ensures your discarded plans are never truly gone.
Evasive Maneuvers
Ghost of Ramirez DePietro has a specific evasion ability: it cannot be blocked by creatures with toughness 3 or greater. This means your opponent can only attempt to block him with smaller, more fragile creatures. It is important to note that this check only happens during the declare blockers step; if a creature with toughness 2 or less successfully blocks the Ghost and its toughness later increases to 3 or more, the Ghost remains blocked.
Recovering the Lost
When the Ghost deals combat damage to a player, you can target one card in a graveyard that arrived there this turn via discarding or milling (being put there from a library). You must select the target when the ability triggers and goes on the stack. The ability checks the history of the card—it doesn't matter whose graveyard it is in, as long as the card entered that graveyard during the current turn through one of those two specific methods.
Common Mistakes
A frequent error is trying to return cards that were put into the graveyard from the battlefield, such as a creature dying. The Ghost only targets cards that were discarded or moved directly from a library. Additionally, you cannot target cards that were discarded or milled on a previous turn. The 'this turn' requirement is strict; once the turn ends, those cards are no longer valid targets for the Ghost's triggered ability.
When to Play It
Ghost of Ramirez DePietro excels in decks that utilize self-mill or looting effects. Since he has Partner, he is often paired with commanders who provide colors that facilitate discarding, like Black or Red. Play him when you have high-value cards you intend to cycle or mill early in the turn, ensuring you have a legal target ready once he connects for combat damage.
Interaction examples
If you control Roaming Throne with 'Spirit' or 'Pirate' chosen as the creature type, the Ghost's combat damage ability will trigger twice. This allows you to target and return two separate cards to their owners' hands, provided both cards were discarded or milled earlier that turn.
If you sacrifice Solemn Simulacrum during your turn and it goes to the graveyard, Ghost of Ramirez DePietro cannot return it to your hand. Because the Golem moved from the battlefield to the graveyard (dying) rather than being discarded or put there from a library, it is not a legal target for the Ghost's ability.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Ghost of Ramirez DePietro
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Once a creature with toughness 2 or less has blocked this creature, changing the toughness of the blocking creature won't cause this creature to become unblocked.
No other card is named in this ruling.
- #2· Wizards of the Coast
The middle ability can't target cards that were discarded on previous turns or put into the graveyard from a library on previous turns.
No other card is named in this ruling.
- #3· Wizards of the Coast
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
No other card is named in this ruling.
- #4· Wizards of the Coast
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
No other card is named in this ruling.
- #5· Wizards of the Coast
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
No other card is named in this ruling.
- #6· Wizards of the Coast
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional
the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
No other card is named in this ruling.
- #7· Wizards of the Coast
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
No other card is named in this ruling.
- #8· Wizards of the Coast
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
No other card is named in this ruling.
- #9· Wizards of the Coast
You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
No other card is named in this ruling.
Legal formats
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Roaming Throne
Solemn Simulacrum