Restoration Specialist

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Restoration Specialist

Creature — Dwarf Artificer

, Sacrifice Restoration Specialist: Return up to one target artifact card and up to one target enchantment card from your graveyard to your hand.

Restoration Specialist Discussion

enpc on White's issues in Commander

1 week ago

Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.

On artifact removal

There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.

As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.

In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.

Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.

Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.

In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".

Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.

On Graveyard Recursion

This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.

Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?

So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .

Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.

As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.

Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.

On Other Colours

I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.

Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.

On Budget

While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.

The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.

But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.

On Other Players

Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.

And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.

So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.

NensouHiebara on Balan, Equipment Voltron

1 month ago

@HobbyGamer007

Using two cards that don't do anything on their own isn't a good idea.


@CavemanlyMan

Idyllic Grange's one-shot +1/+1 counter is too low-impact. Cathedral of War offers a similar effect and I don't use it either.

-

Restoration Specialist being a creature is too much of an asset to give it up for a sorcery.

I do focus on utility creatures quite a bit. Anything is better when it's attached to a body.

CavemanlyMan on Balan, Equipment Voltron

1 month ago

Also Mine Excavation instead of Restoration Specialist ? It's not instant speed, but is that really that important? Also it can't be removed, and it costs one less mana. You have plenty of creatures in order to be able to return two artifacts/enchantments. I'd say give it a try. If you really put that much importance on creatures, then.. eh

CrimsonChaos on Elenda's Second Choice

2 months ago

I love Elenda! Using her as a commander can be tricky since you normally can't get the most out of her abilities unless you let her hit the grave. However, I see you have Kaya's Ghostform slotted in, which is useful as long as it doesn't get removed at the wrong moment. To supplement that, I recommend considering cards like Restoration Specialist , Treasury Thrull , and most especially Hall of Heliod's Generosity to give you added recursion, all of which can give you back Ghostform and Animate Dead to reuse! Plus a little added insurance never hurt anyone.

multimedia on Teysa Queen of the Aristocrats

2 months ago

Hey, nice version of Teysa. I don't know if it's great or that competitive, but fine for casual.

Budget is obviously a concern therefore my card suggestions will be within the budget. With only two tutors (Intent, Diabolic) to get Darkest Hour and only two sources of repeatable draw (Mentor, Skullclamp) going to have a difficult time out valuing your opponents or even keeping up with them. My advice is expand on Skullclamp since it's your best source of card advantage with sac outlets and tokens. Include more ways to get Skullclamp and recur Skullclamp?

Repeatable draw to consider adding:

Other cards within the budget to consider adding:


Cards to consider cutting:

  • Forsaken Sanctuary
  • Orzhov Guildgate
  • Scoured Barrens
  • 2x Plains
  • Beckon Apparition
  • Intangible Virtue
  • Teysa, Envoy of Ghosts
  • Archetype of Finality
  • Drana's Emissary
  • Anointer Priest
  • Spark Harvest
  • Commander's Sphere

kamarupa on Regi-Soaring Through Modern

4 months ago

Tutors: Shred Memory , Diabolic Tutor , Mastermind's Acquisition , Commune with the Gods .

Deck names: Fartless Summoning, Summoning Funnoning, Summoning Bums, Heedless Summoning, Wreckless Summoning, Discount Monsters, Mold-Damaged Beasts, Runts, Grunts, Cheap Beasts, Seconds, Defect Discount... I can come up with some more if you're interested.

Other relevant spells: Always Watching (negates -1/-1 from Heartless Summoning, Hall of Heliod's Generosity , Tragic Poet , Odunos River Trawler , Restoration Specialist , Bojuka Bog , Mortuary Mire , Buried Ruin , Scavenger Grounds , Field of Ruin , Ghost Quarter , Bump in the Night , Lightning Bolt , Terminate , Cast Down .

Sideboard spells: Beast Within , Return to Nature , Scavenging Ooze , Geth's Verdict , Pithing Needle , Ratchet Bomb , Elixir of Immortality , Fog .

I don't see the need for Mass Hysteria. It's nice, but not relevant to the deck's goal of getting Heartless Summoning down. I'd cut it in favor tutors and/or disruption/utilities.

DragonLordJippy on A Better Teshar, Ancestor's Apostle

5 months ago

aaalex666

Ohhh yeah. Also, just another "Construct" for Scrapyard Recombiner (though it is not currently in my list). So, Salvager of Ruins makes for an excellent Apostle. Hell, maybe even the best Apostle this list could have received. It will replace Restoration Specialist , as she only fulfilled a niche role in the list. Either Ranger-Captain of Eos of Recruiter of the Guard can hunt down our Salvage Scout , should the Lion's Eye Diamond line be made available. It's important to note two things in concerns to Salvager of Ruins: 1. It can go off without a Sacrifice outlet; 2. The Answers/Rewards we use must have been removed from the Battlefield -> Graveyard that same turn, so it's a bit trickier to set up, however... It is an auto-include for it's massive potential, as it returns any permanent. It isn't only a recurring combo piece, it's protection. I absolutely love it.

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Restoration Specialist occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%