Bala Ged Recovery

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Bala Ged Sanctuary  Flip

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Legality

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

Bala Ged Recovery

Sorcery

Return target card from your graveyard to your hand.

Rasaru on Merfolks Counting

6 months ago

At first glance, I'd up your land count.. I run a total of 36 (33 lands and 3 mdfc) in my merfolk deck. IMO MDFC's like Bala Ged Recovery  Flip, Sea Gate Restoration  Flip are easy includes. If you don't need the lands, these are pretty sweet spells. I also like to include Glasspool Mimic  Flip in tribal decks to take advantage of all of the etb's, static effects, and triggers (and if you don't, then it's a tapped land).

Personally, I'd swap out Arcane Signet for a ramp spell like Three Visits. "Thin" your deck and protect your board, while in green (arcane signet is more likely to be destroyed before your land would)

When a have a moment later, and know your budget, I'll make some additional suggestions!

Darb_the_Bard on Buttercup: Princess Bride

7 months ago

rwn1971 Your criticism of Skullwinder is fair. I agree that in a 1-on-1 situation it can feel bad. However, with 2 or more opponents it becomes a political card and you have the potential to make a beneficial deal with whichever opponent gets the card. Of course, if you are the archenemy then it may be that no opponent will cooperate, but even in that situation it's possible (depending on your meta, likely?) that at least one opponent has nothing threatening in their graveyard. I am hesitant to remove any graveyard recursion as I'm afraid we may often be a target for removal (since tutors tend to be pretty good...) and I think it may be important to be able to replay some of our key cards like Jegantha, Odric, or Jodah. Of course, I can't get a feel for how often this will come up until getting in a bunch of games with actual opponents.

Other ways to get stuff from our graveyard include: Bala Ged Recovery  Flip, Kethis, the Hidden Hand, Nashi, Moon's Legacy, and Kenrith, the Returned King. Three of these sources can even be tutored for with Buttercup, so perhaps you're right that Skullwinder is unnecessary. For now, I'll put in Jhoira for Skullwinder. This means losing another deathtouch creature, but perhaps at this point we just find other ways to give all our creatures deathtouch.

That brings us to Ankle Shanker. If it were legendary, I think it would be an auto-include. As is, we can't tutor for it and the three colored pips in the mana cost are all downside since they won't buff Buttercup at all. It might still be worth it as an alternative way to give everything deathtouch for Westley, but I'll have to think about it. Again, it's getting harder for me to make cuts...

As for Elas il-Kor, Sadistic Pilgrim, I like that card and have even thought about creating another deck with it as my commander, but I'm not sure it has enough synergy for what I want to do. Yes, it's legendary and two colors and has deathtouch, but its other effects won't really do much in this deck.

Would you take out Mirkwood Spider, Wasteland Viper, or Tidehollow Strix for one or both of those cards? Or is there another card that should be on the chopping block?

nothingstar on Cats and Dogs

11 months ago

There are some more green staples you could include for ramp purposes

There are also a loooot more green spells that can return things to hand. For this deck I'd suggest finding dual-purpose spells for recursion. For example

Dryad's Revival is also nice because of the flashback. Love some flashback in a deck that's unlikely to have a lot of draw. And Recycle!

Blood Clock would be funny.

Battle Hymn would be good for getting a lot of mana for those x-costed spells.

Also it is possible to cast cards directly from grave in these colors:

Final suggestion: Eldrazi Monument

Optimator on Goblin Shenanigans (The Secret of Kiki Jiki)

11 months ago

Some cool lands to maybe think about for future upgrades:

Malakir Rebirth  Flip, Agadeem's Awakening  Flip, Bala Ged Recovery  Flip, Shatterskull Smashing  Flip, Turntimber Symbiosis  Flip, Valakut Awakening  Flip, Castle Locthwain, Castle Embereth

Cragcrown Pathway  Flip, Blightstep Pathway  Flip, Auntie's Hovel

I think your Reliquary Tower might be a bit ambitious; maybe replace it with Goblin Burrows or Den of the Bugbear for flavor? or Westvale Abbey  Flip!! No shortage of tokens to sacrifice!

Optimator on Yargle says size matters. *C*

11 months ago

I know they're not budget, but squeezing in Agadeem's Awakening  Flip, Tomb Fortress, Bala Ged Recovery  Flip, Takenuma, Abandoned Mire, Malakir Rebirth  Flip, and Journey to Eternity  Flip would be really good recursion as well.

There's also Haunted Fengraf but I don't think it's very good. Same with Havengul Laboratory  Flip. Witch's Cottage probably won't trigger often.

Mortuary Mire is... okay. Not great, but could be worth a slot. Certainly budget.

You could print off a Volrath's Stronghold!

eliakimras on B.F.D.

11 months ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

Licecolony on Your politics bore me

1 year ago

Neat deck, but also think you're missing out on a LOT of lands/ramp. It looks to me like you've got 35 cards that generate mana. The deck would play a lot more consistently if you played closer to 45. If you're afraid of flooding, there are some cards that are just plain good while offering you fixing.

Bojuka Bog Sylvan Reclamation Scavenger Grounds Path of Ancestry Plaza of Heroes Homeward Path Dowsing Dagger  Flip Boseiju, Who Endures Bala Ged Recovery  Flip

I heavily recommend adding some of those to your deck to replace non-lands. Species Specialist also seems exceedingly good in your deck.

eliakimras on The Gay Pride

1 year ago

If you want more pillows, Agitator Ant and Kitt Kanto, Mayhem Diva are good options. The Ant is itself a second copy of Orzhov Advokist.

If you value having K&T on the battlefield as soon as possible (I do), consider running Fellwar Stone, Skyshroud Elf, Tiller Engine, Voyaging Satyr and Portent Tracker. The last three are great with your bouncelands (Azorius Chancery and the like).

If you can get the rest of Tangled Islet's cycle (Sacred Peaks, Molten Tributary, Cinder Glade, Canopy Vista, Prairie Stream), suddenly Farseek, Nature's Lore and Three Visits allow you perfect fixing of your colors.

Also, 33 lands + Bala Ged Recovery  Flip might not be enough to hit your land drops. I run 36 lands on my K&T build. Also also, Mossfire Valley, Sungrass Prairie and Skycloud Expanse help a lot on getting the right colors for your commander.

You probably want Druid of Purification in your build: it is a really strong and political removal spell. It also hits hexproofed permanents (great plus in my opinion) and never hurts you.

All in all, I hope you and your opponents have fun with this build - cheers!

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