Recoup

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Recoup

Sorcery

Target sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (Mana cost includes color.)

Flashback {3}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

SteelSentry on Weakest Mono Color

2 years ago

TypicalTimmy the win was, as far as I remember, I wheeled into Seize the Day, Flame Rift, Ashling's Prerogative, and I had previously looted away Recoup. Casted commander, Prerogative on 'odd', and then rifted. After combat, casted the extra combat, used the flashback on the wheel, and managed to get enough mana with big beaters and extra combats to dig for an X burn spell for lethal.

Neotrup on Has Dralnu, Lich Lord ever …

2 years ago

The update wasn't tied to a specific set, but was changed between Mirrodin Besieged and New Phyrexia, possibly to lay groundwork for the return of Flashback in Innistrad later that year (note that Snapcaster Mage always used the new wording).

https://magic.wizards.com/en/articles/archive/feature/april-2009-update-bulletin-2009-04-22

"Dralnu, Lich Lord & Recoup
"Recoup was printed with a pretty straightforward wording: "Target sorcery card in your graveyard gains flashback until end of turn. Its flashback cost is equal to its mana cost." It immediately ran into a problem. Recoup affected a card in your graveyard. When that card moved to the stack (probably because you played it using the flashback ability that Recoup gave it), it became a brand-new card with no memory of its previous existence—so it no longer had flashback! More importantly, it no longer had the flashback cost that Recoup gave it, and since you pay a spell's cost while it's on the stack, that's a problem. So Recoup got weird errata, and when Dralnu was printed, it said the same basic thing.

"There's another way to tackle the issue. Rule 217.1c is the rule that says cards that change zones forget their previous existence ... with five exceptions (which it goes on to list). We're going to make this sort of thing a sixth exception. If something grants a nonland card an ability that allows it to be played, that ability will continue to apply to that card after it's moved to the stack as a result of being played this way. That lets us bring Recoup close to its printed wording, and Dralnu goes along for the ride."

Note that this references Rule 217.1c, which no longer exists (the 200 rules stop at 212). The relevant rule now is 400.7:

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are nine exceptions to this rule:

400.7f If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.

MyUsernameWasTakenTwice on Sevinne's Spellslinger Showdown/Up

4 years ago

I agree with you on the dragon - I'm considering running Recoup as a re-enabler.

It feels like the deck won't run well with 3 missing lands, but I'll do some testing and find out.

(also your lawyers can suck it, i'm behind seven proxies)

enpc on Sevinne, the Chronoclasm Acid Flashback

4 years ago

If you want a good (albeit sorcery) flashback enabler, Recoup is a pretty cool card. I'm also surprised not to see Sol Ring in the list, considering the precon came with one.

SynergyBuild on Commander 2019...

4 years ago

ZendikariWol, I think Sevinne, the Chronoclasm is actually really fun.

To start, it combos with one of my favorite cards from last year's set, Reality Scramble , IDK how good that is, but it'd be a blast.

For real value, I think the deck looks to be a graveyard value control deck. Maybe a bit of prison, considering how you can become 'immortal' by enchanting Sevinne, the Chronoclasm with a Pariah , or equipping it with a Pariah's Shield .

Swiftfoot Boots , Champion's Helm , etc. to protect it, then abuse it's ability to combo with Flashback, like Deep Analysis , jumpstart like Chemister's Insight , retrace like Oona's Grace , and aftermath like Refuse / Cooperate

Total, there are a lot of good spells to abuse with it:

Flashback -

Cackling Counterpart

Deep Analysis

Desperate Ravings

Echo of Eons

Faithless Looting

Firebolt

Increasing Devotion

Increasing Vengeance

Mystic Retrieval

Past in Flames

Recoup

Scour All Possibilities

Think Twice

Jump-Start -

Quasiduplicate

Radical Idea

Beacon Bolt

Chemister's Insight

Risk Factor

Retrace -

Oona's Grace

Reality Scramble

Call the Skybreaker

Aftermath -

Leave / Chance

Failure / Comply

Farm / Market

Reduce / Rubble

Refuse / Cooperate

Support:

Mission Briefing

Snapcaster Mage

Quiet Speculation

Runic Repetition

Catalyst Stone

That's all I can think of right now, if I remember any more sweet cards with Sevinne, I'll tell you!

Yesterday on

4 years ago

What are composite prinnies?

My folders aren't very organised. [Not My Commander] is my only folder where I include other people's decks, and literally only just started doing that a few days ago. Yours is the second one I've added, so I don't really have any context for it yet. Rest assured I like the idea of your deck a lot.

Yeah, no love lost for the Worldgorger Dragon here either. It needs more than decent support in the form of reanimation and countermagic, and if your deck isn't all about that then it's not necessarily a great fit. I just mentioned it because it's an interesting card that cares about exiled stuff. I won't be offended in the least if you don't adopt a suggestion of mine, in case you're concerned about that. It's your deck, dude. I'm just here to help.

Lion's Eye Diamond is crazy expensive, money-wise. For that reason, I personally don't think it's ever worth running unless you're building at least a somewhat competitive deck, unless you just happen to have one handy. On the other hand, if you do only play casually with friends then they probably won't mind if you run a tournament-illegal version of Yawgmoth's Will – there are gold-bordered signed collector's versions available for significantly less than the regular cost (with Yawgmoth's Will on magiccardmarket ATM, it's €7.00 as opposed to the official card that's €23.95). They don't have a standard MtG back on them though, so you'll need to be using sleeves to use them.

So, Doomsday . If you don't like it, then don't run it. But as I understand it, a lot of those packages run 3-4 draw spells, Laboratory Maniac , and maybe some countermagic support. Considering this is what's in your deck ATM, I'll run with that. It's another all-in strategy and once again; if your Lab Maniac gets countered or killed before you draw the card, it pretty much means that you lose. I know a lot of people run Gitaxian Probe and other super-cheap draw spells in this package, the idea being to cast them all in the one turn and then win. If you want to stick with the Flashback theme, there's Faithless Looting and Scour All Possibilities and Echo of Eons which you already run, and then there's Deep Analysis and Think Twice . None of these is particularly expensive money-wise. Also, I know this is exactly the opposite of what you're looking for, but if Doomsday is to be a legit wincon for this deck then you might want to reconsider cutting Mirror of Fate . It's rarely an amazing card, but in this deck if things are going well, basically stands to serve as a second Doomsday, which is exactly what every Doomsday deck wants.

As for the landbase, how exactly did you want to revise it? There are a lot of interesting things to be done with lands, but I've usually just forgone those when it comes to 4+ colour mana bases (particularly if budget means running slow fetch lands like Bad River as opposed to Polluted Delta ). Urborg, Tomb of Yawgmoth is good in any deck that uses black. I know you're not running any other Slivers, but Path of Ancestry is still a decent land in 5-colour decks that aren't high-end competitive - just read it as a Command Tower that enters tapped, which is still pretty great in non-competitive EDH. If you are okay with a couple of a taplands, Grand Coliseum is also great. On the other end, Tarnished Citadel is good for mana right now if you need it.


Now, for some suggestions on Flashback and other cards to cut.

I think you have just a couple too many recursion effects for instant and sorcery spells. Cards like Pull from the Deep are pretty decent because they get you two-for-one, as in you spend one card to gain access to two.

Conversely, something like Recoup probably isn't so good - it only gives you access to one card when you cast it, and you need to have the mana available to cast it that same turn. It's not an awful card, it has Flashback which both gives it more utility than for which I'm giving it credit and also fits this deck's theme. But you have an above-average amount of recursion spells and if you are actively looking for something to cut, this'd be something I'd recommend.

I think Sins of the Past is a decent card, but not great unless you have a number of really great bombs in your deck. If you don't have a fair number of high-cost, high-impact spells to target with it, it becomes an expensive 1-for-1. Similarly, Mystic Retrieval can be good when things are going your way and it sort of fits the theme, but in the early- to mid-game it can really suck to be left with only this card in your hand. When making cuts, you'll generally want to cut the cards that, at some points of the game, do straight-up nothing. Unfortunately, Mystic Retrieval kinda fits the bill here.

All Suns' Dawn is a great recursion spell, but less good when you lean away from a few colours. Considering you already have a number of other great spells in your deck, I don't know about this one in this scenario. I think basically, you'll want a few low-end and a few high-end recursion spells.

Some cards I would cut when push comes to shove —

  1. All Suns' Dawn
  2. Creeping Renaissance
  3. Flood of Recollection
  4. Increasing Confusion
  5. Roar of the Wurm
  6. Sins of the Past
  7. The Great Aurora
  8. Tombfire
  9. Force of Rage
  10. Oracle of Dust
  11. Feldon's Cane
  12. Force of Virtue

Dischord on Feldon of the Third Deck

4 years ago

Duplicant is really good in Feldon! You should try it out, it's a really key piece of removal, especially against indestructible threats.

Wheel effects are also really good in Feldon, which is why you should totally add in Reforge the Soul ! It gets cards in your graveyard and draws you a fresh hand, perfect for what Feldon needs.

Finally, I think you need to run a couple more lands - at least 34. I would try cutting Recoup and Twinflame , both cards are kind of lackluster compared to the other cards of similar effect in your deck. Hope this helps!

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