Pale Recluse

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.)

Browse Alters View at Gatherer

Printings View all

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

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Pale Recluse Discussion

Ziusdra on Card creation challenge

2 months ago

Here is a card I've been wanting for a while. Not necessarily on a god, but at least on a legendary creature.


Yu Ren Szi, the Power of Thought

Legendary Creature - God

Flying, haste, prowess

Cycling noncreature spells from your hand triggers Prowess abilities on your creatures.

Whenever you cycle a card, you may Scry 1.

4 / 5


I have wanted a commander for Cycling effects for a long time, and keying it to Prowess also gives it some power and flexibility, but it doesn't deliver you that win-con unless you go wide, which isn't easy to do with prowess, since those bodies aren't cheap and don't always replenish themselves.

Other prospects for cycling commanders that I can imagine would be rakdos (who likes it when you discard) and abzan (who will reanimate the creatures you cycle). Let me show you this Abzan commander I've been sitting on for a while (it's been ages since I've seen a wildcard so indulge me ;) )


Azranath, Master of Life's Cycle

Legendary Creature - Demon Angel Avatar

Vigilance

Creatures with cycling you control enter the battlefield with an additional +1/+1 counter on them.

Whenever you cycle a creature card on your turn, until end of turn you may cast another creature card from your graveyard by paying its cycling cost and paying 3 life.

2 / 4


Not only is it card advantage, but it's a very cheap reanimator recursion of Abzan flavor that keeps it solidly in a cycling theme. (You can't break it with the big green or white creatures that you want to; instead you're limited to the ones that have cycling, like Krosan Tusker , Barkhide Mauler , Elvish Aberration , Greater Sandwurm , Jungle Weaver , Shefet Monitor , Pale Recluse , Horror of the Broken Lands , Archfiend of Ifnir , and Street Wraith ) ( Ruthless Sniper also goes in that deck, though it can't be reanimated or cycled). Access to white and green means you can remove those artifacts that keep you from accessing your graveyard.

Looking at Cycling as a commander theme thus far untapped, what would you do? Rakdos seems the other obvious choice for its wide discard mechanic applicability, but maybe you have another idea with bant, boros, orzhov... show me!

JuQ on

2 years ago

I love the idea of the Spider tribal, but there are so many weak cards you would have to use... You could add Arachnogenesis and Spider Spawning for completion.

You could consider changing commander to Doran, the Siege Tower as honorific spider lord to capitalize on the spiders' high tougness, you would have access to two additional not too bad spiders (Ancient Spider, Pale Recluse) and stuff like Wave of Reckoning and Trostani, Selesnya's Voice

Arachnus Spinner (+Arachnus Web) is a badass spider I always wanted to run.

Four of your cards create tokens and another for of your cards place +1/+1 counters on your dudes (not counting Reyhan), Doubling Season and Hardened Scales are underused in this deck. Those cards are amazing when the whole deck is built around counters or tokens.

YamishiTheWickedOne on The End is only the Beginning

2 years 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

2 years ago

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

Snap157 on The End is just the middle

2 years 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

3 years 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

3 years 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

3 years 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/

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