Blood for Bones

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Blood for Bones


As an additional cost to cast this spell, sacrifice a creature.

Return a creature card from your graveyard to the battlefield, then return another creature card from your graveyard to your hand.

legendofa on Sheoldred Reanimate

1 month ago

Welcome to the club, Novice_Necromancer!

Since you have a lot of small creatures that don't mind dying and coming back, Malevolent Awakening or Phyrexian Reclamation might fit in here, if they fit your budget. Dread Return, Blood for Bones, and Rescue from the Underworld are also worth considering. These will help keep your tempo up and your opponents down. Attrition is more expensive, but is a very efficient removal outlet.

Sleepysherlock on Saskia Fun-Fected Super Summer BLAST (Big n' WIDE)

2 months ago

Garruk, Cursed Huntsman, Regrowth, Goblin Anarchomancer, Decimate, Hull Breach, Klothys, God of Destiny, Cindervines, Xenagos, God of Revels, Return of the Wildspeaker, The Great Henge, Conduit of Worlds, Graveyard Trespasser  Flip, Bala Ged Recovery  Flip, Turntimber Symbiosis  Flip, Masked Vandal, Shalai, Voice of Plenty, Akroma's Will, Inscription of Abundance, Dromoka's Command, Austere Command, Binding the Old Gods, Growing Rites of Itlimoc  Flip, Legion's Landing  Flip, Assassin's Trophy, Deadly Dispute, Big Score, Hostile Negotiations, Plumb the Forbidden, White Sun's Twilight, Skullclamp, Blood for Bones, Victimize, Liliana, Dreadhorde General, Tyvar's Stand, Temur Battle Rage, Domri, Anarch of Bolas, Domri, Chaos Bringer, Mage Slayer, Embercleave, Goreclaw, Terror of Qal Sisma, Hydra Omnivore, Ilharg, the Raze-Boar, Nylea, God of the Hunt, Kessig Wolf Run, Skarrg, the Rage Pits, Putrefy, Takenuma, Abandoned Mire, Staff of Compleation, Ashnod's Altar, Night's Whisper, Anoint with Affliction, Malakir Rebirth  Flip, Black Sun's Twilight, Infectious Bite, Mythos of Nethroi, Tainted Strike, Noxious Revival, Glissa Sunslayer, Elesh Norn, Grand Cenobite, Soul Shatter, Arguel's Blood Fast  Flip, Yawgmoth's Vile Offering, Rakdos Charm, Despark, Faithless Looting, Reconstruct History, Fracture, Blind Obedience, Thirsting Roots, Migloz, Maze Crusher, Apocalypse Hydra, Destined / Lead, Armed / Dangerous, Unearth, Taunting Elf,

Sleepysherlock on Spell-Slinging Mardu Copies

2 months ago

Lot of my suggestions are leaning into tokens because Blood Avatar clearly wants that, and if i can find a spell that makes tokens than Extus will be happy too. Thats my idea.

Big Score, Unexpected Windfall, Blood for Bones, Rakdos Charm, Fiery Confluence, Crackle with Power, Storm King's Thunder, Bonus Round, Sram's Expertise, Electrodominance, Jaya Ballard, Liliana, Dreadhorde General, Elspeth, Sun's Champion, Assemble the Legion, Secure the Wastes, Call the Coppercoats, Fury Storm, Ashnod's Altar, Prosperous Partnership, Divine Visitation

Let's take a short break here, because you need better creatures. Creatures that have VALUE as you recast them over and over, maybe even discard outlets. I hate to say it (and i'm not going to list them) but Aristocrat creatures are ideal here because they are cheap, and gain life which can then be used to cast wild stuff like Bolas's Citadel.

Dragonmaster Outcast, Viscera Seer, Cathar Commando, Leonin Relic-Warder, Mondrak, Glory Dominus, Lagomos, Hand of Hatred, Pitiless Plunderer, Mahadi, Emporium Master, Woe Strider, Ophiomancer, Mayhem Devil, Children of Korlis, Insolent Neonate, Elenda, the Dusk Rose, Sengir Autocrat, Syr Konrad, the Grim, Sun Titan

Also if this just ins't the direction you wanna go thats ight

Stardragon on Got a bone to pick?

6 months ago


Ok let's unpack your thoughts

Glad you like the less rare equipments. As for whip there is no real reason for it to have flash it could be cut. As for hammer yes it itself has regenerate in case someone tries to Shatter it, and it make opponents discard 2 cards.

As for bone plate it was meant to be skeleton equipment will fix that, and yeah it does do a lot but I wanted to a great almost finisher equipment to justify its mythic rare status.

As for your comment on have an Undying army if you have all of them on the field that's the point but the only way your going to be able do that is to run a 5 color deck

For Smoldering bone the pay 3 life is intended as part of the regenerate cost

For Calc yeah crop the pic will find another. His stats can change to make him more balance will probably go for a 2/3

For Lord I can change the hybrid mana to white mana and switch his P/T around but also his second effect doesn't hit him only other skeletons will make it non-token. The reason his regen cost is higher to balance him as he is a almost a combination of Atheros and Smothering Tithe

For Agamemnon thxs for noticing the zombie problem will fix that. For the spirits I'll make them a 1/1 for and keep the discard effect and lose the pay 1. As for giving creatures Undying, I wanted to have Unearth, Undying and Persist have more cards so this way skeletons have all the reanimated abilities without actually using reanimate cards

The whole Undying and Persist syergy was on purpose. And the whole keeping the counters was ripped whole from SkullBriar which existed before alchemy was even a thought.

As for his last effect hmm as it stands now with no tinkering Blood for Bones would trigger twice as would as would Zombify, and yes I fully expected it Flicker a bunch if the brewer so chooses.

As for his mana cost I could make higher or different will think on that

As for live test not at the moment need to balance them before it happens and you pointed out many things for me to fix so I'm glad I didn't print them yet

legendofa on Got a bone to pick?

6 months ago

For the equipment, Bone Greatsword and Femur Machete are pretty well balanced commons, and Jawbone Hooks is a reasonable uncommon.

Spinal Whip has a lot going on. That's one that I'd like to see in action to really get a feel for, but it looks pretty good on the surface. What's the intent behind having flash?

For Skull Hammer, is it supposed to have regenerate itself, or does it grant regenerate? If it has regenerate itself, that could probably be changed to ": The next time Skull Hammer would be destroyed, instead it isn't." Or more likely, ": Skull Hammer gains indestructible until end of turn." I assume it's supposed to interact with the "Whenever a Skeleton regenerates" mechanics, but the only card that could care about a non-creature Skeleton regenerating also grants regeneration to all Skeletons. Also, for clarity, does it make opponent's discard one card or two cards?

Bone Plate has a bit too much going on. I'd almost split this into two cards, one that grants evasion and attacking benefits, and one that grants hexproof and recursion. It's a little bit "does everything" right now.

Also, technically, all of the equipment should have Tribal to get the Skeleton creature type, but that's a detail.

On to the creatures! First thought is that if you get all of them out at the same time, you get an army that's basically impossible to get rid of in about one turn. Lots of synergy between them.

I already gave my thoughts on King of Marrow. Still beautiful.

Smoldering Bones is Ball Lightning XXL. The regeneration ability could use a little cleaning--is the Pay 3 life part of the cost to regenerate, or is it part of the token creation triggered ability?

Calc is cute. Between good stats, wither, ward, and regenerate, this one's going to be very hard to kill. Honestly, it could just about be a 1/1 and still survive anything. I'd consider dropping the stats to maybe 3/3 for a touch more balance. Also, it looks like the top of his head got cropped off in the art. Nitpicky, but this guy needs to be seen in full glory.

Lord of Hallowed Graves could probably turn that in the mana cost to straight . It wouldn't affect color identity, and it would make the card a touch more balanced. This is one that's going to dominate every combat step. I'm going to suggest making it a 2/4 instead of a 4/2. This slightly reduces the value of the lifelink and regenerate, but holding back is a pretty high cost anyway. This guy just has a lot of self-synergy, and I'm wondering if it's too much.

Agamemnon looks like a lot of fun. It's close to being my new favorite, but I'm still going to poke at it. The Zombie token ability needs the word nontoken. Without it, it goes infinite with basically every sacrifice outlet, and that's just the start. The Spirit ability is too restrictive; it shouldn't need a mana payment plus discard on every spell cast to avoid the token. Either the opponent chooses which payment to make, make the token a more basic 1/1 flier, or have it trigger only on certain spells e.g. artifacts and enchantments. The Skeleton one is generally fine, but is maybe too good with also granting all your creatures undying. This is another ability I'd like to see in action.

Avatar of Living Death is almost there. The casting cost might be too flexible. Alongside Agamemnon, it gives your creatures persist and undying, making them virtually unkillable. The +1/+1 counter would be better for digital, since it would be hard to track in paper. I think Arena uses "perpetually" to track this kind of effect, and this would be a good place for it. The last ability is good in intent, but the wording has some vagueness. How many times would Blood for Bones trigger it? Would Zombify trigger it twice, once for leaving graveyard and once for returning to the battlefield? Is it supposed to interact with Cloudshift and other blink effects?

I like where you're going with these, and they have some great ideas. Have you used any of them in live play?

drow468 on Gobbos

1 year ago

Hi Asiimov, thanks for the comments and suggestions! I can see how Mad Auntie and Boggart Birth Rite could be useful, however, I'm not sure if they're valuable enough to include in this deck. While snoop is pretty vulnerable to removal, the deck can function well enough if it is answered (and I can pretty easily find another one if needed). So while they could be helpful, I think I would almost always prefer drawing or tutoring for another card instead.

Goblin Grenade is really interesting and I really like that idea. What I may do is put in a few copies of Tarfire in the sideboard, because that can be tutored or played from the top of the library with snoop. I'm sure grenade would work just as well if not better though, I just personally like the utility of getting some burn damage in whenever I need with tutors. Thoughtseize and Earwig Squad are also good ideas and I think I'll put them in the sideboard at some point, depending on the meta.

Blood for Bones is cute and could do some crazy things, I think it might just be a little slow for modern. If you end up building a goblins deck and run that card, let me know how it goes!

Finally, I think you could definitely get away with 22 lands. I decided to go with 23 because I've found that matches with this deck can get kind of grindy and missing land drops can be brutal, but playing with 22 lands is definitely doable if you replace that land with a card with a low converted mana cost.

Ca1m_down on BlitzKrieg

1 year ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

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