|Commander / EDH||Legal|
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Creature — Vampire Rogue
FlyingWhen Balustrade Spy enters the battlefield, target player reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
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Balustrade Spy Discussion
1 day ago
Love this deck. Also not sure if you knew this, (I only just found out) you can arrange the cards you dump from Balustrade Spy in any order.
2 days ago
I was looking at a no land legacy dredge deck and came across the card Balustrade Spy. The deck used lots of cards that interact with the order of cards in your yard. So I'm wondering if I reveal my deck with the spy, is there any rules saying what order I put those cards into my yard or no? Or can I just order them to be bonkers?
1 week ago
What a let down.
1 month ago
Mainboard: +Lotleth Troll, +Dakmor Salvage, -Westvale Abbey, -Sequestered Stash, -1Mortal Combat, -Spider Spawning, -Gnaw to the Bone, -4Forest, +Balustrade Spy, +Stinkweed Imp,(maybes but expensive) +Life from the Loam, +Vengevine, +Bloodghast, +Gravecrawler, Fetch and Shock Lands (reduces lands in deck, which is an advantage for Mortal Combat).
2 months ago
in case you were interested, there's an old "no lands" deck that wins through Laboratory Maniac. To pull the combo off you simply cast Balustrade Spy and then mill yourself for your entire deck. Upon doing so, the 4 Narcomoeba in the deck trigger, and then you can sacrifice them to flashback Dread Return. You use the Dread Return to resummon Angel of Glory's Rise, which in turn brings back Laboratory Maniac and Azami, Lady of Scrolls. You use Azami, Lady of Scrolls to draw a card, at which point you win through Laboratory Maniac.
It may sound crazy, but in the right deck it can go off pretty consistently. If you're playing against some casuals trying to summon big creatures they will absolutely get wrecked.
3 months ago
This is Really REALLY unreliable but this is the best I think you will get:
Turn 1 on the play:
Add 2x green to you pool from the chancellors. GG in pool
exile Simian Spirit Guide. RGG in pool.
Use RG for Desperate Ritual. RRRG in pool
Use RR for Burning-Tree Emissary. RRGG in pool Emissary in play
Put Balustrade Spy into play. R in pool
Mill deck. 4x Narcomoeba into play R in Pool
3x narcoemeba 4x zombie token in play
Endless Obedience into hand.
Convoke any 6x creatures for Endless Obedience.
Target Angel of Glory's Rise.
Tap Azami, Lady of Scrolls to win the game.
3 months ago
Not too long ago, I took to this forum with an idea. I had just had a friend of mien explain legacy Oops, All Spells to me. Fascinated, I wanted to see if there was a way to build it in modern. So I built VialDredge (Modern All Spells). The deck used fast-mana to drop Aether Vial which you needed in your opening hand. You then somehow needed to start dredging and draw into Endless Obedience to get Balustrade Spy, then cast another Endless Obedience to win. It was a cute idea. Won on maybe turn eight, nine or ten at best.
I was recently clearing out all my old decks when I came across this old deck, which I had;t given any thought to in over a year. And I realized, Holy Shit, I can do this without Aether Vial!
Here's how my new-and-improved modern all-spells works. Draw to eight, discard, begin dredging. Once you have enough creatures that come into play from the grave (Prized Amalgam, Narcomoeba), cast Endless Obedience to reanimate Angel of Glory's Rise. Angel of Glory's Rise must reanimate at least one of each of the following: at least one Undercity Informer, at least one Snapcaster Mage or [[eternal witness], and at least one Wild Cantor or Burning-Tree Emissary. First, use Snapcaster Mage/Eternal Witness to allow us to recast our now-resolved Endless Obedience. Then, use the mana from Wild Cantor/Burning-Tree Emissary with Undercity Informer to sacrifice Angel of Glory's Rise and deck yourself. When decking ourselves, we get the rest of our narocmoebas, and then use the mana remaining from our Wild Cantors/Burning-Tree Emissarys (that were reanimated with our first Angel of Glory's Rise) with Undercity Informer to sacrifice any number of creatures and get a zombie tokens with Bridge from Below. We then recast Endless Obedience from our graveyard or hand, reanimate Angel of Glory's Rise, and return Laboratory Maniac and Eternal Witness and all other humans to the battlefield. Eternal Witness gets us to hand Street Wraith, which we cycle to win.
Did you follow that? If you did, I applaud you. Here's my build:
Now that I have a more consistent combo, I'm looking for advice. Do any other Narcomoeba-type cards exist? What should my deckles look like? All feedback appreciated, but that is really what I am looking for.
3 months ago
I completely understand its uses. The twisted mess of math behind this deck, however, makes things a little more difficult. I am actually unsure of how to explain this to someone who hasn't done some 500+ test plays wile recording the data so please bear with me.
The idea with a deck like this would be to get it to go off as fast as possible. As in turn 1. Each subsequent turn drastically lowers your chances of this. The faster you can get it going the lower your chances of being disrupted are. This is made ever more imperative with the choice to use Summoner's Pact as by the following turn if you haven't won you have now lost. Thus I chose to leave Summoner's Pact out of my decks Demoralizer and Bookwurm. This, however, is personal preference based off my uncanny ability to have the worst of luck.
So lets look at what you need in your hand.
Best case scenario you end up with Lotus Petal Dark Ritual and another one mana single card. You could, however, have Chrome Mox and also need a card to exile for the imprint. What if you don't have Lotus Petal or Chrome Mox + throw away black card? How about no Dark Ritual? Wild Cantor adds another card to the lineup. While Manamorphose will also do this for you and allow you to draw another card it has its own problems which I will likely cover (if I don't forget).
So we are now up to 4 needed cards in a best case scenario. As stated above and also corroborated in the "Statistics" section of Demoralizer, there is only about a 40% chance of a turn 1 win. Thus you would need to mulligan in order to get the cards you need while sacrificing hand size. This is where I put more of my stock in the gamble. However you lose hand size in the process.
Now add in the chances that you have more than 1 card that can't be in your hand (Angel of Glory's Rise Laboratory Maniac Azami, Lady of Scrolls and also Narcomoeba though it does you no good to discard Narcomoeba). Thus the likelihood of needing to use more than one Cabal Therapy on yourself just decreased drastically.
Yes I understand that you still have the option to use it on your opponent. However the only card that allows you to look at your opponent's hand is Gitaxian Probe, which there are only 4 of in the deck. Without it you are playing yet another game of chance. I also understand that you may know the type of deck your opponent is playing as people tend to stick very much to the meta in Legacy but you are still taking a gamble. What if you choose the wrong one? The likelihood of even getting to a point where you would take that gamble prior to casting by paying the flashback cost is next to none and by the time you would have cast with flashback they likely would have disrupted you already anyway.
Basically, this deck has no solutions for pushing into mid or late game. Remember, on the whole, Legacy is a turn 3 win format. If you can't get it to go off immediately you will lose. Spending 1 needed mana on a gamble that will likely push you into turn 4+ situation is not conducive to the play style of this deck. Personally it is a gamble I wouldn't take.
While Cabal Therapy IS a very important, nay necessary part of this deck, I just can't get behind having more than 2 in the deck. It is better to rely on mulligans to get the hand that you need. Then again you know my feelings on Summoner's Pact.
On a side note. Using Manamorphose can also be a bit of a gamble as you have no way of storing that 2 mana if you don't get the card you need. This can also push you into a turn 4+ situation.