Blood Beckoning

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Blood Beckoning

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Return target creature card from your graveyard to your hand. If this spell was kicked, instead return two target creature cards from your graveyard to your hand.

whatstatorseh on Hey there demons.. It's me, ya boi

2 months ago

I would take the Bloodgift Demon out and possibly the Vampire Nighthawks. Archfiend of Depravity, Doom Whisperer, or Indulgent Tormentor would all probably be better than bloodgift. Consider Blood Beckoning and Persist as well to bring those big juicy demons back out for cheap. Sadly all black mana ramp is practically banned in modern but Cabal Coffers isn't if you wanna dish out the dough hahha. Really good tho! Got some good ideas for mine from this :) Thanks

wallisface on Life ****ery

7 months ago

Some thoughts:

  • i don’t see how a game is ever going long enough for you to be able to cast Sorin's Vengeance. I would suggest ditching it.

  • I would suggest Unearth over Blood Beckoning.

  • Revitalize doesn’t really do much here, i would suggest ditching it for some interaction - you currently have no way to stop your opponent doing what they want. Infernal Grasp would go a long way here.

  • I would suggest running the full playset of Vito, Thorn of the Dusk Rose and just running 2x Sanguine Bond. You need to get Vito online early to make use of the lifegain. Conversely, Sanguine Bond has a huge mana cost for modern, and you don’t really want to be drawing into more than one of these.

  • Thirsting Shade seems really weak, there must be a better option than this… Thrull Parasite seems like a better fit.

  • Sideboards are meant to have a collection of cards that help you in bad matchups (i.e answers for graveyards, combo, aggro, control etc), but yours currently appears to be “extra stuff not good enough for mainboard”. I’d suggest reworking your sideboard entirely.

Kukkakaali on Tuhmeliinit Cube

1 year ago

Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury

- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek

Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles

- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement

- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe

- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming

- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright  Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent

- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed

- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth

Murphy77 on Dimir Milling Rogues

2 years ago

First glance - without playing the deck, Thassa, Deep-Dwelling and Zareth San, the Trickster are great for the long-game but the rest of the deck might not survive into the long game. There is a benefit to playing low cmc cards. Many can be returned and re-played using Lurrus of the Dream-Den. You can sac a 1-drop with Mutual Destruction to kill a big creature, return it to your hand with Blood Beckoning and re-play the original card - all for 3 mana. The advantage of having Slitherwisp in the deck is that you can cast Omen of the Dead, So Tiny, Starlit Mantle, Minion's Return, and others and get life gain/drain, then recast them from the grave with the effect of Lurrus. Sorry, but cards like Lullmage's Domination really do nothing for me - they are just too expensive to cast and clumsy.

Murphy77 on Dimir Mill

2 years ago

If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.

Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).

Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.

As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.

multimedia on Zagras and the Dethtouch Party

2 years ago

Hey, you're welcome.

There's 12 rogues here for the party, but only 5 clerics, 4 Warriors and 1 Wizard. These ratios of party members will make it difficult to have much mana cost reduction for Zagras especially Wizards. My advice is make these numbers more even to give you more chances to have different party members on the battlefield at once. Changeling Outcast is a budget one drop party member who can be any creature type you choose for party and it's unblockable which has good interaction with several tribal combat damage effects.

Budget Wizards to consider adding:

There's some party members who could be upgraded to better budget creatures especially the Warriors:

Blood Beckoning could be upgraded to Nullpriest of Oblivion who is a two drop Cleric or if you cast with kicker you can reanimate any creature in your graveyard. Beckoning doesn't reanimate it recurs the creature/creatures to your hand which is a big difference. Searing Barrage could be upgraded to any Wizard party member because this removal spell is not needed as it's the least good and costs the most mana for what it does.


Some cards to consider cutting:

Pump spells that only pump one creature one time such as Infuriate are subpar in Commander especially when you can only cast them once. If the spell pumped all creatures you control, protected the creature from removal or it made the creature have huge power with evasion then that's different, but the pump spells here don't do that. More draw is more impactful than pump.

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