Reclaim

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern 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
Magic Origins (ORI) Common
2012 Core Set (M12) Common
Ninth Edition (9ED) Common
Seventh Edition (7ED) Common
Exodus (EXO) Common

Combos Browse all

Reclaim

Instant

Put target card from your graveyard on top of your library.

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ORI

M12

9ED

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Reclaim Discussion

Xica on Bant Miracles

54 minutes ago

Reclaim/Noxious Revival are both borderline useless if you don't have reliable ways to discard (i would say 6 discard outlets at least), even stuff like Taigam's Scheming or Contingency Plan would make them a lot better. (They would still remain a dodgy 3 card combo of course :/)
(aaand the latter of the 2 is a LOT better imho, so why do you play Reclaim?)

While its true that you can always scry bad cards to the bottom, i would not do so - and not play cards that are only situationally useful. When you scry them to bottom, you simply destroy your late game, as you decrease the chances of drawing live cards later.
(Please ditch Temporal Mastery its no use to the deck - at best it time walks you from T2 to T3, but the deck is certainly unable to race with aggro, and a single extra turn doesn't produce inevitability. Unlike having all the extra turns from then on.)


And you have to decide, what you want to get out from the miracle effects, do you want strong removal & control, or tempo-ish win conditions...
If the former then use Terminus, Entreat the Angels (& maybe Banishing Stroke as Path to Exile 5 & 6)
If the latter then use Bonfire of the Damned & Thunderous Wrath
(Again, if a deck is quasi nonexistent it doesn't mean its bad (or that its good), it only means that no one plays it. Red green miracles could easily be a deck in a shell with a lot of Faithless Looting type effects, and Reclaim, maybe with Hollow Ones - for )

If you want to go the control route then Counterbalance is the way to go, while you abuse instant speed manipulation of the top of your library.
In this case the deck will have a LOT of similarities with the Ninjabeardelver lists, because both decks need to focus on having specific mana curves for their best counterspells to be online (Counterbalance & Disrupting Shoal respectively).
Having some some way to Peek at the opponent's hand is very beneficial, when it comes to catching their best spells with our counters, and the mana cost and cantrip nature of the card makes it a very nice inclusion.
Any card that draws, or can scry at instant speed, doubles as a potential counter, and instant speed card draw enables casting Entreat the Angels on the opponent's end step.

Adding a few tempo creatures here and there does no good. When they are good its unlikely that you draw them, and are able to protect them, while in most cases they are just 4 dead cards.
Azorius Charm is tempo card, in this deck it does nothing - maybe it can be a 2 mana cantrip :/



I hope my comment instead of inducing rage, help improve the deck, have fun!

superhuman21 on Titania, Protector of Argoth

1 hour ago

I'm currently working on a deck based around Titania, Protector of Argoth+Zuran Orb+Crucible of Worlds, so this deck is interesting. With the idea of an land reanimator/elemental deck, I'm not sure that it would work best as a mono-green deck.I myself am working on a one. Anyways here are some suggestions

  1. Anthousa, Setessan Hero + Perilous Forays+Ring of Kalonia+Zuran Orb.
    Equip the ring to Anthousa, turn 3 lands into 2/2s and attack with them. Before any would be destroyed (if they would be) use the mana produced by them to activate Forays 3x. sac the 2/2 lands (putting elementals on field) and new basic lands.
  2. Boundless Realms/Animist's Awakening + Creeping Renaissance+Zuran Orb = massive lifegain.
    Play the land grab sorcery, putting a large number of lands on field, tap out all but a few of your lands for the mana, activate the Orb gaining 2life per land, play creeping ren. and bring the lands back. If titania was on the field you'll now have like 10-30 elementals (from sac), plus an additional 20-30 life.
  3. You can do the same as the above but if you have Isochron Scepter+Reclaim you can rebound a the creeping ren. sorcery, and repeat the 2nd part of the cycle after you repeat the above once. This will allow you to get more tokens on the field and gain more life.
Other cards that should be run are Thousand-Year Elixir for giving elemental's haste and Coat of Arms which will create a ridiculous power boost to all elementals if you've done the above combos even slightly. Each elemental could have 6-30/6-30 no problem.

Thorbogl on Bant Miracles, let's develop a ...

3 days ago

I really like Reclaim and Noxious Revival in miracles, just put miracled cards back on top and miracle again

Gandolfini on Best MTG Reveal/ face-up Flip- ...

2 weeks ago

Hi Toodz, I have Reclaim would be a good choice if I made a frontier version, but for modern there is a card called Noxious Revival which I find very useful, I may decide to add a 2nd copy to the deck.I will check out your brew!

Toodz111 on Best MTG Reveal/ face-up Flip- ...

2 weeks ago

Gandolfini, thanks. Ever thought about Reclaim for recursion and manifest targets? I've got a spicy brew with it and miracle cards here.

Gattison on Join the Herd

1 month ago

Hey there, interesting build. I like obscure stuff like this. I do have some ides for you, too.

First of all, with an average CMC of just over 2.0, 25 lands seems way high. Do you draw too many lands if games go to 10-15+ turns? I would try 20, maybe 21 lands in this deck, personally.

With those four new slots, how about some draw, such as Ponder, Brainstorm, Serum Visions... hell, even Divination or Counsel of the Soratami would work nice because Coiling Oracle can help you ramp.

If not draw power, then maybe recursion? like Reclaim? or protection, like Ranger's Guile?

Also, I would only do 3-of Simic Growth Chamber & Thornwood Falls each. Full playsets (4-ofs) are for cards you don't mind seeing in your opening hand, 3-of is for when you want to draw into it every game, but don't want it clogging up your opener. You seem to know this, but I'm just being clear. You don't want slow-lands on T1-T3.

Wings of Velis Vel seems like an under-performer here. All your creatures are already aurochs, so you don't need the second part. I think you'd be better off with the classic Giant Growth. it costs less, and if you use it on an Aurochs Herd, it'll become a 7/7, not remain a 4/4.

Crown of Ascension definitely seems cool here, though. Crown of Vigor might fit in as well, if you have any space left. happy playtesting!

EDIT: Also, you should add the "Aggro" and "Tribal" hubs to your deck's categories for maximum exposure. As well as "U/G Simic."

bellz76 on Curses

1 month ago

Have you seen this?

https://www.youtube.com/watch?v=UleH4wxzONA

The Prof has a really good take on the 5 color mana base. The main focus fetchlands (budget or expensive) and the shocklands (or the BFZ halflands or cycle lands from AMN) so you can go get whatever color you need... it also focuses on playing rocks that produce any mana and not just 3 of them. Darksteel Ingot as an example... Commander's Sphere is another... and Chromatic Lantern is a big winner here...

I think that you're going to need more recursion... like, you'll want to be able to cast recursion several times a game... so anything you can find that returns it to your hand is a win. It's a sorcery so that shouldn't be too tough... Archaeomancer is great, or even Reclaim. Stuff like this so you can kill someone with enchantments and then replay them all on the next unfortunate player.

Also, you'll need to stay alive. You aren't running many creatures, so you'll need more mass removal. You'll prob want to go above the normal 5 that's recommended by the Command Zone peeps.

That's all I've got for now.

encelade on Rashmi, Tempo Crafter

1 month ago

Hi, Thanks for the great deck and primer. I've been playing your deck online for a while now, and I feel that during long games I am running out of steam and need some graveyard recursion. I have added Reclaim which is cheap and helps get key cards back to our hand. Any thoughts ? To make our creatures more resilient I have replaced Swiftfoot Boots by Asceticism. Finally, have you been happy with Verdurous Gearhulk in this deck ? I am tempted to remove it for another tutor ( Eldrich Evolution ) or card draw ( Rhystic Study). In any case, I am looking forward to see how your deck evolve with time, it's a lot of fun to play.

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