Bala Ged Recovery

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Bala Ged Sanctuary

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bala Ged Recovery

Sorcery

Return target card from your graveyard to your hand.

capwner on Oops, all spells CEDH (v1.1)

1 month ago

Awesome, love seeing all spells in edh and this looks like a strong list. I too brewed an all spells minstrel deck but mine is very different, it focuses on using the higher cmcs to enable a Timesifter lock alongside some other strats. This looks a lot more competitive and low to the ground. Have you considered Goblin Charbelcher as an alt wincon to get around RIP and RoL sorts of effects? Also rec Bala Ged Recovery  Flip and Valakut Awakening  Flip as these are some of the most useful spell effects on any mdfc imo and good colors for you. If you want to check out my version you can find it here!

FadingReality on Necroblooomin

2 months ago

Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.

LANDS

MDFC's:

Bala Ged Recovery  Flip

Agadeem's Awakening  Flip

Turntimber Symbiosis  Flip

Fell the Profane  Flip*** (highly suggest cutting a basic swamp)

Disciple of Freyalise  Flip

Branchloft Pathway  Flip (swap with a basic if you get this)

Brightclimb Pathway  Flip (swap with a basic if you get this)

Darkbore Pathway  Flip (swap with a basic if you get this)

Normal lands:

Thespian's Stage

Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)

Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.

Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)

Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)

City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)

Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)

Glacial Chasmfoil***

Underground Mortuary*** (helps with graveyard, is fetchable)

Lush Portico*** (helps with graveyard, is fetchable)

Shadowy Backstreet*** (helps with graveyard, is fetchable)

CREATURES

(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)

Ancient Greenwarden

Dryad of the Ilysian Grove***

Traveling Chocobo

Wayward Swordtooth***

The Gitrog Monster

ENCHANTMENTS

Necropotence***

Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)

Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)

Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.

ARTIFACTS

(RUN BOTH OF THESE!!! VERY IMPORTANT)

Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)

Crucible of Worlds***

SORCERIES

Ravages of Warfoil****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)

INSTANTS

Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)

FadingReality on Necroblooomin

2 months ago

CREATURES:

I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.

LANDS:

You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.

Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.

SORCERIES:

These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery  Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.

INSTANTS:

I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.

ARTIFACTS:

As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.

ENCHANTMENTS:

I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.

DarkKiridon on Torgal, The Best Boy

2 months ago

I'd swap that Command Tower out for another forest or maybe Bala Ged Recovery  Flip. :)

DC_Geno on Lands Don’t Matter…They Kill

4 months ago

Crop Rotation helps get "the land" your board wants. Bala Ged Recovery  Flip can bring it back to your hand. A creature you may like to check out is Ojer Kaslem, Deepest Growth  Flip the cards don't go to graveyard but you get to choose creature or land from the revealed cards and it has to be exiled to be removed from the battlefield.

legendofa on Can The Necrobloom bring back …

10 months ago

Unless they're on the battlefield, double-faced cards only have the characteristics of their front face. Since Bala Ged Recovery  Flip's the front face, and it's not a land, The Necrobloom can't do anything with it while it's in the graveyard.

Frykas on Zendikarok

1 year ago

Thanks for the suggestions! I used to have a few copies of Bala Ged Recovery  Flip, but when playing it didn't feel very necessary, I even considered Regrowth but I decided to cut it in the end.

I could def try to add a Panharmonicon or two for sure, is there anything you would cut?

Eloniel on Nobody has the intention of building a Wall

1 year ago

Azeure Arcades is a deck that you can upgrade over time when new defender are released. The first version i built based on K4m4r0 version didn't have all the defenders release the lasts 5 years.

Regarding MDFC indeed it's a great way to increase the land density, i would not replace one of the 35 land by one but instead having 35 lands + 1-2 MDFC .

Bala Ged Recovery  Flip, Sink into Stupor  Flip, Witch Enchanter  Flip and Glasspool Mimic  Flip could also be considered. But personally i wouldn't know what to cut to add them. But i would love a MDFC land on a Bar the Door effect.

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