Bala Ged Recovery

Sorcery

Return target card from your graveyard to your hand.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Bala Ged Recovery Discussion

Gallagher on Illuna, Apex of Omniscience

4 days ago

Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.

  1. I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.

  2. It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery  Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.

  3. Lastly, Sea Gate Restoration  Flip, Valakut Awakening  Flip, and Silundi Vision  Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.

Reported on Legion, Maja EDH

2 weeks ago

Great list!

I'll include some recommendations if you're interested:

Recursion: Bala Ged Recovery  Flipand Eternal Witness would be helpful I think.

Tokens: Thinking along the lines of MOAR TOKENS, Second Harvest and Rhys the Redeemed . You could also consider Call the Coppercoats , Deploy to the Front , and Nomads' Assembly . Awakening Zone , Giant Adephage is fun.

Trample: I'd recommend Nylea, God of the Hunt if you're willing to shell out the extra bit.

Draw/Card Advantage: Mentor of the Meek is ideal for card draw. Skullclamp . Keeper of the Accord is both ramp and token generation. Nissa, Vastwood Seer  Flipis nutty landfall help.

Finishers: Mirror Entity is a good finisher. Beastmaster Ascension , Crescendo of War for pricier options.

Protection: Fanatical Devotion

Removal: Hour of Reckoning Fell the Mighty To avoid your low to the ground creatures.

Landfall: Court of Bounty Ancient Greenwarden if you really want to yeet. Ulvenwald Hydra or Scapeshift to find Field of the Dead and more great landfall triggers.

KBK7101 on Multani, Maro-Sorcerer : Yavimaya's Fury (v1.2)

1 month ago

I have a Bala Ged Recovery  Flip I found a few days ago. Was waiting on swapping it in for whenever I swap in some more cards. I LOVE the monarchy idea. Keeps hands full and keeps the heat off me. Definitely will look for the ones you mentioned and others like it.

Thanks!!

abby315 on Shattergang Brothers - Sacrifice Control

1 month ago

I would suggest going up to 38 lands. You're only running a few mana dorks, and having 34 lands in EDH is like running 20 lands in a Standard deck - something only the most low-to-the-ground mono-color decks would do. Here's a really helpful article for thinking about manabases in EDH. (The article actually suggests around 40 lands for a midrange deck, but I think that's a little excessive...)

While we're at it, I would also cut Temple of the False God . It's not a good card and it's especially bad in a 3-color deck!

Even though it sucks to make cuts for lands, you can add utility lands that either cycle or do something in the lategame to make sure you don't get flooded. Here are 5 lands I might consider adding (after cutting Temple) that are not expensive:

Sheltered Thicket
Canyon Slough
Bala Ged Recovery  Flip
Polluted Mire
Barren Moor

And the cards I might cut to make room:
Temple of the False God
Volcanic Geyser
Spine of Ish Sah
Myr Battlesphere
Murder

Finally, Attrition would be a great add to the deck - maybe over Vile Requiem if you're looking for some upgrades!

klaudiohmm on Flavor Text Tribal, aka: Vanilla Beats

1 month ago

Hey! If you aren't necessarily running a Bear subtheme, maybe you should swap some of them for vanilla elves. You can strengthen your Elf synergy with Cylian Elf and Elvish Warrior , for example. Maybe a card like Nullhide Ferox works too. Your opponents may hesitate to activate its ability (if they activate, it loses hexproof but becomes unblockable), but I don't know if it is good or fun enough.

I think that other token generators can work very well with your commander. Avenger of Zendikar is a very strong creature that puts a lot of 0/1 tokens without abilities, so they are buffed by your commander. Deranged Hermit and Deep Forest Hermit can be very powerful in your strategy because they swarm the board, and G likes creatures on the field (you can use card draw like Shamanic Revelation or buffing effects like Beastmaster Ascension with better results). For card draw, maybe you should use Regal Force or something like it (benefit from tokens) or Guardian Project (tokens won't trigger it, but other creatures will).

If you go more for a token strategy, token doublers can help you a lot (that is, if you already have them or Quandrix commander from C21 didn't spike them). I don't know if the "return creatures from graveyard to your hand" is that strong. If it doesn't, maybe a token strategy works better. If you think that it goes against the idea of the deck (using cards forgotten in our boxes for ages), then really it's the case of running a lot of vanilla creatures (although I think that you should use them in the ideal quantity).

Don't know if it's worth, but you aren't running any boardwipes. Maybe Oblivion Stone helps you reset the board if opponents' boards become a problem. Other problem I see is recursion. I think that Eternal Witness is a green staple and maybe you should use it. Maybe swap a land for Bala Ged Recovery  Flip. To deal with graveyards, maybe Scavenging Ooze is a great addition.

I don't know if cards like Blossoming Defense or Autumn's Veil worth the slots. If you go for a token, more go-wide strategy, maybe lose a creature or other does not affect your game thaaat much. Maybe you should swap them for card draw or recursion cards.

That's all I can think for now. Hope it helps :)

plakjekaas on MDFC Sorcery in Strixhaven

2 months ago

cEDH is more of a mindset entering the game, than it is a deck definition. cEDH tables will assume every other deck is as powerful as possible, and do anything necessary to efficiently end the game in their favour as soon as it's able to. That's why by far the most interaction in cEDH is counterspell-like more than wrath- and doomblade-like. There's plenty of cheap, two card combos that can end a game, currently the most popular and efficient wincon is Thassa's Oracle + Demonic Consultation / Tainted Pact . Put the oracle trigger on the stack, exile your deck, let the trigger resolve, and win the game even if they remove the oracle. Creatures beating face is a slow, inefficient way to win the game, gathering 120 damage on opponents just takes longer than tutoring out two cards and playing them.

Casual, focused, and even optimized decks usually just want to "do the thing" envisioned in deckbuilding; play tribal, play a janky 5-card combo, voltron someone to death with all the equipment, proliferate all your planeswalkers and collect the emblems, etc; as many objectives as there's players probably. Everyone steps into the game to have a fun time, see their cards at work, enjoy the game as much as trying to win. This is where the social contract and the salty cards lists come in.

A deck that combos off at turn 2, or blowing up all lands to prevent your opponents from playing magic, being able to counter every spell, Windfall + Hullbreacher ... These things offer a different kind of fun, the fun to try and win, or at least dominate, the game at any cost. Like you'd do in Legacy. That's where Ramble's 60 card grind objections originate. If that's the plan you expect from all opponents, you'll adjust the interaction you include to combat those strategies, just like you'd adjust the number of boardwipes in your deck if everyone around you will play tribal creature decks.

For deckbuilding decisions, this basically means you're going to ask yourself for every card: "is this the best card I can play to help me end the game in my favour?". You'll never play a Worn Powerstone if you could play Mana Crypt . You won't include your pet card Archangel Avacyn  Flip just because it makes you think of the time you dominated fnm in 2016. Every card has a purpose, and is optimised for that purpose. Even on a budget, that should be your guidelines for building your deck.

MDFCs, however, are seldom best in slot. Their strength lies in never being worst in slot, because if one side is terrible, the other one can be useful enough so you don't topdeck something useless when you really need to hit action. Bala Ged Recovery  Flip is a bad Regrowth on one side, and a bad Forest on the other, but will never be dead in hand because of the versatility. cEDH decks are usually not looking for effects like this, because taplands are horrible for swift and efficient play, and actually playing Regrowth would save you the mana to actually cast that winning spell you're getting back from the graveyard. So Mcat1999 's presumption of: one or two could be good enough, but they usually won't make that much of a splash on the highest power levels, is probably accurate, at least for the MDFCs printed until now.

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