Pale Recluse

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Archenemy (ARC) Common
Alara Reborn (ARB) Common

Combos Browse all

Pale Recluse

Creature — Spider

Reach (This can block creatures with flying.)

Forestcycling 2, plainscycling 2 (2, Discard this card: Search your library for a Forest or Plains card, reveal it, and put it into your hand. Then shuffle your library.)

Price & Acquistion Set Price Alerts

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Pale Recluse Discussion

YamishiTheWickedOne on The End is only the Beginning

5 months ago

I used to run 4 Pale Recluse and 1 Godless Shrine for sided Sin Collector. As of Amonket we have better options though. Interesting thing is this deck can run Maelstrom Pulse and Kolaghan's Command. I feel like sided Anger of the Gods is a good fit here.

DragonHaiku on 4 Color Cascade Exhume

7 months ago

I think Pale Recluse deserves a playset in decks like these. Reach is super helpful in pauper.

Snap157 on The Budget End

7 months ago

Have you thought about Greater Sandwurm instead of Jungle Weaver/Pale Recluse? Also, Desert Cerodon would be fantastic replacement for Twisted Abomination and some other cycling creatures. Hope this helps!

MrSableye on Living End Scapeshift

11 months ago

I missed the tombs before i posted, i am sorry. Architects of Will should replace 2 main board Kari Zev's Expertise and 2 main board Ingot Chewer. Ingot chewer is a great card, but it should stay in the side board, it is 100% dead vs Jund, Abzan, Ad Nauseam, Eldrazi, Burn, Hate Bears, Zoo, Grixis, Jeskai , Derdge, Valakut, and Infect. Also you need to cut the deck down to 60 cards to make it consistent. cutting 2 Jungle Weaver , the last Kari Zev's Expertise , a single Scapeshift , the last Ingot Chewer , and 1 other non cycling non Faerie Macabre card. While I am at it, what is the reason for including Search for Tomorrow and not Pale Recluse ?

TristanTaylorsVoice on Living End

11 months ago

Source: Played deck since 2011

After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.

On Architects of Will:

Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.

While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.

Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.

Tldr Play Big Creatures, they'll do you wonders

On Ricochet Trap:

The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.

Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.

Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.

IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).

http://tappedout.net/mtg-decks/spider-aggro/

TristanTaylorsVoice on

11 months ago

From Undead_Assassin's list:

Source: Played deck since 2011

After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.

On Architects of Will:

Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.

While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.

Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.

Tldr Play Big Creatures, they'll do you wonders

On Ricochet Trap:

The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.

Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.

Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.

IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).

http://tappedout.net/mtg-decks/spider-aggro/

ClockworkSwordfish on Astral Slide (Amonkhet Update coming Soon)

1 year ago

Why not include a creature you can "cheat out," in the form of a huge morph creature? Akroma, Angel of Fury, Sagu Mauler and Krosan Colossus are all good options. Don't forget that lancyclers count, too - Pale Recluse can do some manafixing, for instance, lessening the need for fetchlands.

You'll also get more value out of including utility cards that do something when you cycle them, such as Bant Sojourners and Renewed Faith.

oa262 on Amonkhet Living End

1 year ago

I would suggest Pale Recluse over Jungle Weaver. It's not immediately obvious but the loss in power is worth the consistency.

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