Deadly Recluse

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Legality

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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deadly Recluse

Creature — Spider

Reach (This creature can block creatures with flying.)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)

seshiro_of_the_orochi on Shelob

4 months ago

Seems fair, especially regarding the spiders. My own list isn't one here, but besides Shelly and Arachnogenesis, I have like three spiders: Arasta, Deadly Recluse, and Chainweb Aracnir. I'd love to hear your findings on the deck.

wallisface on Poison Hurts

2 years ago

One last thing, if you can replace your current lands with the snow-covered variants (Snow-Covered Island, Snow-Covered Forest), then you can run Ice-Fang Coatl, which is a big improvement to your offensive power (I'd be dropping the Counterspell to make room for it, or Deadly Recluse if you're set on keeping countermagic)

backinstep on Yeva - Mono Green

2 years ago

Yeva is my favourite mono coloured commander, as she really changes how green typically plays. Nice list! A few things..

1) Land count seems a little low, especially as your ramp seems to rely more on Seedborn Muse style effects. Stuff like Farhaven Elf and Elvish Pioneer work well for me. Also get Emergence Zone in there, handy flash back-up plan if Yeva is MIA.

2) Yeva protection. She'll have a target on her head, so more Heroic Intervention style effects are great. I use Withstand Death and Blossoming Defense.

3) Bounce effects. Instant speed creatures are great, but being able to repeatly cast for value is better. Temur Sabertooth is a baller, and even stuff like Stampeding Wildebeests and Stampeding Serow work really well.

4) Other creatures. Thorn Mammoth is hilarious, Bellowing Tanglewurm can make your beaters unblockable, Thornweald Archer and Deadly Recluse are great for surprise blockers.

TheVectornaut on Can't touch this - please help

2 years ago

If you were dropping lure, then Sedge Scorpion and Deadly Recluse would probably go with. Otherwise, Brawn seems unnecessary with enough trample auras like Unflinching Courage or Rancor in the deck. Also, Traproot Kami is too defensive for a deck that wants to play a bogle on turn one. As for Spearbreaker Behemoth , it is a great card, but it would be very out of place in this deck in particular. Just getting enough mana to cast it would be a struggle and its activated ability can't target any of the creatures in the main without first buffing them with an aura or two. Ramp and bogles aren't all that compatible as strategies so I'd stick to only one.

When it comes to exile vs. elves, I think you should build whatever sounds fun. You can always just build both in the editor and then make trades and purchases for the one you enjoy goldfishing with the most. I build a lot of decks online and only end up purchasing about 20% of them in paper.

Idoneity on Yes, "another" Diaochan question.

2 years ago

Yes, another query about this nocent folk, Diaochan .

So, I have finished her deck, but only just considered another minutia with her rules text that is not covered in the oracle.

Whenever I tap her , I choose a creature to target—let us say Deadly Recluse . Thereupon, an opponent chooses a creature. Are they able to choose the same Deadly Recluse as was previously targeted in the same activation of the ability, or must something else be chosen given the opportunity?

The keyword "another" is not divulged in the text, yet I still wish to be aware of each rule before I put this in the command zone with confidence.

TheVectornaut on Death Touch Green Boi

2 years ago

Aside from the power 9 and the original dual lands, Gaea's Cradle is probably the most high-demand card on the reserve list. Years ago, I almost bought one at $80 for a token deck but backed out because it didn't seem worth it and now it's just absurdly expensive. Even non-reserve list cards are really expensive at the moment. Wizards has done a very poor job of keeping supply in line with demand. I bought my playset of Nykthos, Shrine to Nyx for $11 during Theros, but now it would cost $120.

Bellyaching aside, let's talk about gods. Nylea, God of the Hunt is best used as a mana sink for when you have excess in the late game. The only creatures you currently have that make really good use of her trample ability are Scute Mob and Heroes' Bane , and End-Raze Forerunners might make it redundant if that's a card you want to top out at. If you do include Omnath, Locus of Mana , old Nylea would be a great partner for him. As for Nylea, Keen-Eyed , I'd usually prefer the cheaper Duskwatch Recruiter  Flip unless sending stuff to the yard or keeping it on top is of vital importance. Even though Rhonas the Indomitable looks just like the first Nylea, many small differences compound into making him a much stronger card. He costs 1 less, his activated ability costs 1 less, his combat requirement is easier to meet, and he has that excellent deathtouch/indestructible pairing. The card is honestly pretty bananas and would fit very well in your deck if you can afford it. God-Eternal Rhonas is more niche. He also serves a very similar role to Forerunners as a means of finishing the game. I'd normally choose the 5-cost option over the 7-cost one, but the creatures you can currently develop before dropping Rhonas on 5 have relatively low power. Turning a bunch of 1/2s into 2/2s just isn't that impactful, so I'd add new Rhonas only if he had bigger creatures to buff. Finally, Bow of Nylea is a very nice and surprisingly flexible tool for a deathtouch deck. If you could get ~3 copies, you could drop some of the existing DT creatures like Wasteland Viper and Deadly Recluse , add in more Fynn, the Fangbearer , and shift to a very aggressive line of play. Otherwise, I think a singleton copy would be totally fine.

In my suggestions for ramp options, I was basically just using Cultivate as a stand-in for all the 3 CMC 2 land search spells like it. Nissa's Pilgrimage is objectively better in a forest-only deck, although the odds of you having Spell Mastery in the early game with only 5 instants/sorceries in the deck (3 of which are situational) is essentially zero. I also listed Harrow specifically since I've had the most success with it out of all the Cultivate effects save for Harvest Season in token-heavy decks. Being able to immediately convert the untapped lands into a Rampant Growth or any 2-drop creature makes for incredible tempo, and the instant speed is great for bluffing. Seeing a counterspell after the land sac is brutal though so I do understand the hesitation. If that's your biggest worry, I'd also keep an eye out for Allosaurus Shepherd (high budget), Veil of Summer (mid budget), and Autumn's Veil (low budget) as options for the sideboard.

Balinor5 on What a World

2 years ago

OK this is a pretty cool concept, but very costly if it flops. I guess in your play-testing, how quickly did you get to the Tree popping? Maybe something like Mana Reflection could help, I dunno.

Some of those Gods seem pretty bad... I wonder if subbing them out for mana dorks would leave you be better off. I guess you need certain colors to meet devotion requirements, but Mogis, God of Slaughter seems like he should definitely be in there. Big body, indestructible, affordable (both mana and $$$), great trigger. I think the Phenax + Purphoros (plus random Gods) will be your most often win condition, just dump a bunch of Gods and mill someone down. If you have Prophet out, its almost a guaranteed win.

Mirridon's Core seems like a cheap substitute for a better land... Heck you could almost just replace it with Evolving Wilds , but w/e you think works better.

As for weaknesses, Land Destruct obviously is a problem for a deck like this. And then you'd have to watch out for Rick's Exile All Creatures BS, but I think those are both just random match-up issues.

With all that said, I'd have to think about what you could use for early game protection. Maybe some of those 0/4 walls (there a white and a green one) that lets you draw a card on etb. It serves as a blocker, survives a lighting bolt, provides card draw, and gives a mill 4 with Phenax out. There's always the Deadly Recluse , it stops a lot of early game stuff, and you're very light on removal in this deck... Other than the 3 counter-spells, you got nothing until your Gods show up to block things. Or what might work for you are Fertilid - 3 mana, 2/2 creature that you can fetch lands with (or help your partner if they are land hosed).

The mana dork + cultivate is a good combo, but you only have 1 cultivate, so is probably not worth it, and you don't wanna be Rick for 4 turns. Plus with that you'd want to run more green than what you have.

Lastly, That Hullbreacher is hella expensive $$$ wise, is it really worth what it does?

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