Balustrade Spy

Balustrade Spy

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.
Browse Alters

Price & Acquistion Set Price Alerts Price Cardhoarder (O) Price
Low Avg High Foil Normal Foil
$0.04 $0.15 $0.75 $0.67 0.01 TIX 0.01 TIX

Balustrade Spy Discussion

Fede_Gunshu on The Mill Beatdown

2 weeks ago

Have you ever thinked about use Traumatize for mill a lot of stuff and Leyline of the Void for... well, you know... Reanimate decks don't like it :P

Balustrade Spy and Mind Grind are useful for accelerate your win, like the first take off one more land and the other more than one (with infinite mana, you can instant win :D).

Helm of Obedience + Leyline of the Void = the opponent mill and exile the entire deck.

I think you need some more drawing card, maybe mass drawing card like Stroke of Genius, Blue Sun's Zenith or Braingeyser, eventually you can play more tutor (Demonic Tutor, Grim Tutor, Dark Petition).

Whispersilk Cloak, Swiftfoot Boots and Lightning Greaves can help you defend your creatures and fight with'em fastest!!

I hope this could help you, i play 1 vs 1, idk the different banlist but, however... good luck with EDH mill!!

Btw, Selesnya Rulez u.u

Jack-Frost on Dimir Windmill

4 weeks ago

+1! Great start to your deck, though I do have a few suggestions. Your deck is in an odd flux state where it can't seem to decide whether it is milling or attacking. You have too many creatures and almost no mill (Mill decks need a ton of mill as you can't let up for a second or you will be overwhelmed. Also, if you mill and then run out of mill then you are stuck battling it out and you are at the disadvantage when compared to decks that are designed to do damage. Therefore you need a lot of mill and lower cost creatures that can take a lot of punishment without taking any more of your mana than necessary since you will need all of it.)


Lands:Drowned Catacomb, Nephalia Drownyard, and (non-budget) Polluted Delta, Sunken Ruins. These will give you your dual lands, mill if you have extra lands at the end of your opponents turn, whichever land combination you need (u/u,u/b,b/b) as well as fetch lands to grab a particular basic land if you need them (Fetch lands also work well with Hedron Crab who i'll suggest in a second))

Creatures:Hedron Crab, Jace's Phantasm, and (non-budget) Snapcaster Mage. Hedron Crab is a great overall card that can function as a defender if need be but is an amazing mill card, especially if you get him early game. Drop one on turn one and a second on turn 2 (before playing your land) and you are milling 6 cards per land by turn 2. A fetch land means you are dropping 2 lands that turn so you are already milling 12 cards. Jace's Phantasm is a 1 drop that will turn into a 5/5 flyer in seconds in a good mill deck.

Instants:Put in Go for the Throat as you are trying to mill people and you need good ways to deal with your opponents creatures. Consider Thought Scour for a little more card draw and mill in the process.

Artifacts:If you find you really need life then consider Elixir of Immortality which will also return all your spells to your deck and let you mill people all over again.

Sorceries:Go up to 4x Mind Funeral and 2x Mind Grind as they are both excellent mill cards.I would add Breaking / Entering and or (non-budget) Glimpse the Unthinkable.Also non-budget would be Thoughtseize. It's a great control card that'll help protect you and keep you alive while you are milling your opponents. A more budget version would be Inquisition of Kozilek, and the most budget version would be Duress.


I would drop the Balustrade Spy, Mirko Vosk, Mind Drinker, and Nightveil Specter. The spy and spy and specter cost too much for too little effect, and Mirko Vosk would be targeted and removed in a split second. I would drop down to two Consuming Aberration at most if not remove them completely as you have too many and you don't want to be stuck with those early game, as well as the fact that they are targets just like Mirko Vosk. People will see and target them and then you just spent 5 mana for nothing, whereas at the same total, you could play Jace, Memory Adept, and even if you get one trigger off the abberation, there's no guarantee that that one trigger will beat one of jace's abilities, plus jace is harder to kill then an abberation. I would also drop Phenax, God of Deception as he is only really worthwhile late game and by then you are either dead, your opponent is milled out, or you can mill significantly more than Phenax could allow you to and it just wouldn't be worth while. You want to keep your average cmc as low as possible so you can mill a lot while still being able to deal with any problems that arise since, while mill decks are hard to play against, they weaknesses can be easily exploited.

I would drop Curse of the Bloody Tome as it's just not worth it. There are better cards to put in your deck instead.

Drop Jace Beleren as he just isn't good and you will never reach his ultimate.

Ashiok, Nightmare Weaver is up to you. You have to play the deck and see his worth.

Drop the Tome Scour as they just don't do enough and they take up space.

Drop the Crypt Incursion as you aren't focused on life gain in this deck and it hurts your Wight of Precinct Six and Consuming Aberration.

Drop the Dimir Guildgate as there are a ton of better lands than that, and I would drop the Watery Grave as you don't want your lands to come in tapped in a u/b deck since you will always want open lands.

That's just my take and it's subject to change as I continue to work on my deck. Everything here is completely up to you as it's your deck and you can design it however you wish. Sorry if I kinda completely took apart most of your deck in the process.

TehCAnnable on Whoops i won

1 month ago

Deception975, I don't actually think you know how the deck works. Here's a description for a relatively simple T1 win.

Generate 4 mana to cast Undercity Informer or Balustrade Spy. If you don't have either of those 2, cast Summoner's Pact to look for one of them. If you don't have either of those 2 or Summoner's Pact, draw cards with Gitaxian Probe or Street Wraith or Manamorphose. If you can't, you probably kept a shit hand. Next step, use Undercity Informer's activated ability or Balustrade Spy's triggered ability to mill yourself. You have 0 lands in the deck so you will always go to 0 cards left in your library. As you mill yourself, you will mill 4 Narcomoeba, letting their triggered abilities resolve to put them onto the battlefield. You now have 4 Narcomoeba and a full graveyard. Flash back Dread Return, grabbing your Angel of Glory's Rise. The Angel's triggered ability resolves, putting 4 Undercity Informers. Laboratory Maniac, and Azami, Lady of Scrolls onto the battlefield and exiling any Bridge from Below tokens. Now, activate Azami's ability because her activated ability doesn't have a tap symbol in the cost to activate. You draw a card with 0 cards left in your library and Labratory Maniac on the battlefield. Congrats, you won.

Deception975 on Whoops i won

1 month ago

I know how the deck works. But in every single playtest I did, I got nothing but Balustrade Spy or Undercity Informer, with no way of bringing stuff back from the grave. Nor did I draw the solitary Laboratory Maniac in the deck.

Yes, you have 8 sources to deck yourself. Yes, you have 12(+1) sources to draw. But, you only have 1 card that gives you the win, and only 2 cards that bring it back from the grave. Because the latter being so low, the win is not that reliable. What seems like an optimal hand, just ends up hitting a brick wall.

If you had a way to tutor Laboratory Maniac, such as Vedalken AEthermage, that would help out greatly.

The only reason I commented in the first place, was because you were so certain that this wins by the 3rd turn every time. I'm telling you that it doesn't.

tyforthevenom on Whoops i won

1 month ago

Don't need more than 1 lab maniac as you reanimate it with Angel of Glory's Rise to bring the maniac back there's no need for more as far as unearth vs dread... You pay 3 narcomoebas coz you use Balustrade Spy and Undercity Informer to deck yourself and from there you reanimate the angel bringing into play all humans then you force yourself to draw all the cards left (none) the sideboard is a completely different deck plan

Eretoryi on Manaless dredge

1 month ago

Oh no, it's not that I think you've chosen some crappy cards. I think for Legacy (I think you should play this deck in Legacy, though it is certainly Vintage legal) Manaless Dredge you have chosen pretty much the ideal cards, just not in ideal numbers for some of them.

Balustrade Spy: As your all-in combo enabler, you could certainly play 4. However, you could also diversify by adding Griselbrand. He is great without having to combo off other cards and he can dredge you as much or as little as you like, especially if you -don't- want to go all in and have no cards to draw next turn. My recommendation: go 3/1 or 4/1 with these guys.

Flayer of the Hatebound: I really can't think of a good reason to run 4 of these if you want to use Balustrade Spy to mill your whole deck. You almost always only need 1 of these, though I could see 2 at the very most if you want to reanimate Griselbrand after all, since he won't look through your -entire- deck.

Flame-Kin Zealot: Another really good Dread Return target. This guy gets around hexproof and can easily win with a group of zombies. Most important benefit: you only need to resolve 1 Dread Return to win with this guy, as opposed to the 2 to win with Flayer-Grave-Troll combo. I encourage you to at least try this guy out as a 1 of. If you don't like him, no big deal, but I love him.

Shambling Shell: Not terrible because it feeds Ichorid and can dredge, but you probably only need 2. You can free up some spots for other more essential spells by dropping a couple.

Cabal Therapy: I would always, always play 4 of these. You will be super vulnerable to grave hate, and this is one of your very few hopes against it. Also, this card is a super all star against counterspells.

Gitaxian Probe: Not as fast as Street Wraith because it is a sorcery, but it lets you look at your opponents hand for counterspells. All-in-all, I value this card slightly lower than Street Wraith because Cabal Therapy already helps you play around counterspells. I would run 2-4 Gitaxian Probe (I personally ran 4 when I played Manaless Dredge).

Contagion: Not a bad card, though it does slow you down from discarding to hand size (which is a really bad thing unless you have Phantasmagorian already in your graveyard). I would consider this one a sideboard card against Deathrite Shaman. Between this and Sickening Shoal, I would consider having 6-8 in your sideboard, but none in your mainboard as it dilutes your combo potential.

Hopefully my comment wasn't too longwinded! I had a ton of fun playing Manaless Dredge and I do miss it from time to time (I'm playing regular Dredge now, so it's not that far off :P). If you want me to give you any more input, like how I did my sideboard or the success I had playing the deck, just let me know and I will be glad to.

ShaneTheFox on Mill Deck

1 month ago

Maybe Increasing Confusion? Returned Centaur is alright and Balustrade Spy can be nice. Grisly Spectacle can destroy a creature and if it's strong then mill decently. Visions of Beyond is nice.

Not sure how good it would be, but Spelltwine could be neat.

ShokuYuki on U/B Mill

1 month ago

I think there are a lot of ineffective cards in there. You just put a lot of 1~2 mill cards without a strong strategy, and a lot of heavily costed cards. That's not commander.


Creatures: [8 Substitutions, total 10 creatures (-2 creatures)]

Remove: 1 Jace, Vryn's Prodigy  Flip2 Nemesis of Reason1 Balustrade Spy1 Belltower Sphinx1 Szadek, Lord of Secrets1 Phenax, God of Deception1 Merfolk Mesmerist2 Mirko Vosk, Mind Drinker

Add: 4 Jace's Phantasm3 Hedron Crab

Lands: [6 Substitutions, total 22 lands (-2 lands)]

Remove:1 Nephalia Drownyard2 Duskmantle, House of Shadow1 Dimir Aqueduct4 Jwar Isle Refuge

Add: 1 Drowned Catacomb1 Watery Grave2 Ghost Quarter2 Oboro, Palace in the Clouds

Enchantments: [2 Substitutions, total 4 enchantments (+1)]

Remove: 1 Curse of the Bloody Tome1 Jace's Erasure

Add: 3 Sphinx's Tutelage

Artifacts: [0 substitution, total 0 artifacts (-5 artifacts)]

Remove:Codex ShredderKraken's EyeSands of DeliriumTablet of the GuildsKeening Stone

Sorcery: _[7 Substitutions, total 7 sorcery (-3 sorcery)]

Remove:2 Mind Grind3 Mind Sculpt2 Tome Scour2 Traumatize

Add: 3 Mind Funeral3 Breaking

Instants: _[4 Substitutions, total 16 instants (+10 instants)]

Remove:1 Induce Paranoia2 Psychic Spiral1 Vapor Snag

Add: 2 Psychic Strike4 Archive Trap4 Visions of Beyond4 Thought Scour

Planeswalker [1 substitution, total 1 planeswalker]

Remove: 1 Jace, Telepath Unbound  Flip

Add:1 Ashiok, Nightmare Weaver


Tormod's Crypt


Crypt Incursion

Go for the Throat

Hurkyl's Recall


Power / Toughness 2/3
Color(s) Black
Cost 3B
Converted cost 4


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Gatecrash Common

Latest Decks View more