Back:Bala Ged Sanctuary
Bala Ged Recovery
Return target card from your graveyard to your hand.
|Want (3)||Lovet0209 , marc_the_merciless , a85TSgtSpiike|
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|Commander / EDH||Legal|
Bala Ged Recovery occurrence in decks from the last year
Latest Decks as Commander
Bala Ged Recovery Discussion
3 days ago
I'd cut Darksteel Ingot in favor of a Sol Ring, Wurm's Tooth for an Arcane Signet, Explosive Vegetation with a Nature's Lore, Land Grant by a Three Visits, replace Pulse of Murasa with Bala Ged Recovery Flip, remove Tribute to the Wild for Force of Vigor, and exchange Entangling Vines in favor of Song of the Dryads. :)
1 week ago
1 week ago
Great to hear, OJSTheJuice.
So looking over how Field of the Dead generally plays from experience:
This deck as it stands is more like a land toolbox deck that ramps to just try and cast a big Torment of Hailfire, honestly that's the gameplan 99% of the time. So you won't usually be fetching out Field of the Dead until it's necessary as it enters tapped and taps for colourless mana, so its not a good ramping card and fixes nothing colour-wise. You also can't attack while Glacial Chasm is out, which is your main way to just pretty much phase out of until you ramp into big mana with Cabal Coffers and Urborg, Tomb of Yawgmoth, so its offensive capacity is somewhat hindered if you're turtling. Honestly by the mid game you should have seven different land names because with the fetch/land tutor mix unless you get rather unlucky and end up with a whole bunch of basics with no fetches, snow lands wouldn't really make that much of a difference. If you have have access to fetches, you can fetch shocks or cycle lands (still waiting for triomes in jund, one day...). So the only case where this would really affect anything is where you have maybe 7-9 lands and some duplicate basics. Given that maybe half the deck is lands, there are multiple search and graveyard recursion strategies, I think that this is the only scenario you could lose out.
Looking at Field of the Dead, the best setup you could have would be something like Vesuva + Thespian Stage copying Field of the Dead with a Ramunap Excavator and Azusa, Lost but Seeking plus Lord Windgrace. Now best case scenario this might be something like 5 land drops over 3 to that's 15 zombies: 30 power isn't bad at all (even assuming you get fetches, you might squeeze an extra 2 or 3 drops before you start running low on fetchable sources), but it shouldn't really be the focus of what you're doing. Field of the Dead is a good way to throw up blockers, not really be offensive unless you have no other options (either because of counterspells or because you milled both Torment and Exsanguinate with no Bala Ged Recovery Flip to get them back). The vulnerability in this deck is that it has surprisingly few ways to get back things that aren't land.
How I've used Field of the Dead in the past is for instant-speed blockers, because it's not something a lot of players can really interact with. It's a good way to defend Lord Windgrace from an attack (as he's not protected by Glacial Chasm). It's value should be largely incidental to what you are already doing (ramping), not the focus unless it is one of your last remaining strategies (only just above Valakut, the Molten Pinnacle).
on Land Twins
1 week ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Ramp, of course.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
2 weeks ago
2 weeks ago
aleckkozak on Ezuri
2 weeks ago
2 weeks ago
Hey, now that you've changed to these partner Commanders instead of Radha consider replacing cards that were good with Radha with cards that are good with Rocks and good with the Bounce land combo?
Radha is a good attacker, Toggo isn't. Now you lack a good attacker from the Command Zone therefore some cards that help Radha attack or get benefits from attacking could be cut.
- Guildless Commons --> Skarrg, the Rage Pits
- Reckless Fireweaver --> Explorer's Scope
- Valakut Exploration --> Prowler's Helm
- Quicksmith Genius --> Unleash Fury
- Inspiring Statuary --> Rancor
- Heroic Intervention --> Sword of the Animist
Exploration and Quicksmith are draw engines with the Bounce land combo to find a win condition. Statuary turns Rocks into mana rocks for ramp.
Omnath, Ashaya, Quartzwood, Ulvenwald, Rampaging, Moraug, Thunderfoot, Multani is a large package of high CMC creatures. You don't really need any more then these because others aren't going to be as good for the mana cost and you also have 6 CMC Kodama. My advice is cut several 5 CMC or higher creatures for lower CMC support cards.
- Sol Ring --> Hydra Omnivore
- Ramunap Excavator --> Rampaging Brontodon
- Crop Rotation --> Hamletback Goliath
- Expedition Map --> Molimo, Maro-Sorcerer
- Tireless Tracker --> Kamahl, Fist of Krosa
- Eternal Witness --> Ghalta, Primal Hunger
- Scute Swarm --> Chandra's Ignition
- Valakut Awakening Flip --> Undergrowth Champion
- Bala Ged Recovery Flip --> Oran-Rief Hydra
Crop and Map are one drops that can tutor for a Bounce land for the combo. Excavator has interaction with DFC cards that have a land on the backside since you can play them land face up onto the battlefield from your graveyard. Wildborn, a Bounce land or Multani can then bounce the DFC back to your hand to cast the spell again.
Good luck with your deck.