Reclaiming Vines

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Frontier Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar Common

Combos Browse all

Reclaiming Vines

Sorcery

Destroy target artifact, enchantment, or land.

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Reclaiming Vines Discussion

solarPULSAR on Mono Green Battlecruiser

1 month ago

It seems fairly slow for modern, imo you should be ramping turn 1 with Mystic Elves or Llanowar Elves, or doing the Arbor Elf + Utopia Sprawl Combo for 4 mana on turn four. Some other good ramp cards are Cultivate, Nissa's Pilgrimage, Kodama's Reach, Rampant Growth. Acidic Slime can replace Reclaiming Vines. You can also add more protection for your big baddies with Blossoming Defense, and you can use Rancor to give them trample to get through chump blockers.

dotytron on Hapatra

3 months ago

Natural StateDispossessRoot Out and Manglehorn seem like really good options

but then also right now there is Reclaiming VinesCreeping MoldSpringsage Ritual

Styrupp on Green Landfall Hydras

3 months ago

Start by removing Sylvan Scrying and all Seek the Wilds what are you going to search for a Forest?? better to remove and get higher chance to draw a land. Natural Connection is good you need more instant speed spells which ramps and good synergy with landfall.

Suggestions: Kodama's Reach,Caravan Vigil, Cultivate problem is that they are sorcery speed, Harrow may be a thing for the dubble landfall.

2x more Evolving Wild for synergy with landfall is a ++.

Reclaiming Vines remove it, use a more efficient one, like Nature's Claim,Reclamation Sage or Acidic Slime. (Natural State is ok)

Remove your Titanic Growth,Giant Growth and Aspect of Hydra but keep Swell of Growth for landfall.

Remove Somberwald Alpha Hidden Herbalists need to remove creatures to increase your chance to draw your big endgame like Nessian Wilds Ravager and Oran-Rief Hydra.

Remove Loam Larva is just a dead draw Elvish Visionary and Pilgrim's Eye is 100 times better.

Pilgrim's Eye is thinning your deck so you draw endgame cards earlier. Elvish Visionary replacing it self.

Llanowar Empath is an expensive Elvish Visionary i would remove it.

How i would read this deck:Go def early game and then slam huge HYDRAS end game!

Neko069 on

4 months ago

Abzan Battle Priest: Malisimo. Todo lo que tenga Outlast es malo. Es de las peores habilidades que sacaron en el ultimo tiempo. Es demasiado lenta. Y no ganas un partido curandote. En vez de usar algo que hace que no te mueras, usa algo que gane el partido.

Abzan Falconer: Idem. Le doy el beneficio de la duda porque da volar, y es bastante relevante. Pero a la larga la vas a terminar sacando.

Ainok Bond-Kin: Idem. Usa Archetype of Courage mejor.

Briarbridge Patrol: Si queres robar carta, usa mejor Duskwatch Recruiter  Flip, que no depende del combate ni del estado de la mesa. No estas jugando eldrazis o bombas incasteables como para que tengas una necesidad de hardcastear tu mano. El mazo tiene una curva relativamente baja, para ser Commander.

Kessig Cagebreakers: Lo veo poco relevante, lento. Funciona solo cuando estas perdiendo. Que se yo...le doy el beneficio de la duda.

Asceticism: Redundante. Hace lo mismo que el comandante, y probablemente este en mesa seguido. No es mala carta, pero ya tu comandante hace el 70% de esa carta. Usa el slot en otra cosa

Primal Rage: Pone una Nylea, God of the Hunt, no jodas...

Raking Canopy: Poco relevante. No sabes si va a haber criaturas voladoras en mesa, no sabes si van a ser 4/4, o mas.

Wrap in Vigor: No previene la ira mas comun de todo el formato. No sirve.

Ajani Unyielding: Cambialo por Ajani, Mentor of Heroes

Elspeth, Sun's Champion: Se contradice con todo tu mazo. Cambiala por cualquiera entre Ajani Goldmane, Ajani Steadfast, o Ajani, Caller of the Pride

Nissa, Vital Force: No hace nada que quieras hacer en el mazo. Cambiala por Nissa, Voice of Zendikar

Creeping Mold: Usa criaturas para esto, que las podes traer del tacho y volver a usar. De ultima, es preferible Bramblecrush o Beast Within que se lleva planeswalker tmb.

Reclaiming Vines: Idem

Day of Judgment: Para que???? Estas jugando casi 10 cartas para que lo tuyo sobreviva a una ira, y vas a jugar iras?? no tiene el mas minimo sentido...

Planar Outburst: Idem

Butcher's Cleaver: Muy caro para el efecto que genera. Sugiero Stoneforge Masterwork

Throne of Empires: No hace nada que quieras hacer en el mazo.

aholder7 on LD Deck

5 months ago

I personally prefer it Sideboarded for control match ups because against other decks it's basically a worse Structural Distortion. However I think that it's better than Reclaiming Vines since the deck already has 4 Creeping Mold

aholder7 on LD Deck

6 months ago

General Notes:

i dont think you need blue here. milling doesnt do anything for you (even if you mill a land that doesnt change the fact that the top card of their deck could be another one). and while making things cheaper is better, if you play 3 drop land destruction (which you should play as much of as possible) then playing a 2 drop that reduces cost doesn't really make things come down faster. And the thing is unless you're casting more than one land destruction spell per turn its probably better for it to be a mana dork (a 1 drop preferably. theres no particular reason for you to use 2 drop dorks). or to replace them with mana rocks that are much harder to remove.

Now lets look at green. what does green give you that red does not have.

mana dorks. good beat sticks. and enchantment hate. if you have green in the deck, make sure you are getting all the benefit you can from it. if you're not then you may as well play mono red (possible, i made a mono red land destruction deck a while ago just to prove you could).

1 ofs are inconsistent. if you put a card in your deck you need to understand how often you want to see it. if you put 4 in, you are generally saying you want to see it every game and in general as much as possible. as a 3 of, you are saying you do not need to see it every game, but you still want to see it most games or its great to have but doesn't do as well in multiples. 2 of means you dont want to see it in most games or you really don't want to see it in multiples. 1 ofs are usually used as 5 ofs or as tool box cards. what i mean is that if i really want to play as many Terminates as i can i will play 4, but i may still want more so i play Dreadbore which is worse, but is basically my 5th Terminate. A tool box card is mostly for decks that can search for cards with things like Chord of Calling or Trinket Mage etc that can search the entire deck for the 1 of that you put in there for just this case. your deck doesn't search so right now most of your 1 ofs are inconsistent. for example why would i play 1 Lightning Bolt, 1 Shock, 1 Harnessed Lightning and 1 Lightning Strike, when i can just play 4 Lightning Bolt.

so lets walk through the deck piece by piece.

Creatures:

Baral, Chief of Compliance: not a bad card, but you don't play very many counters (1) and as i mentioned above it's not much better than Arbor Elf in this deck. especially since most of your instants can't actually benefit from his effect.

Goblin Arsonist: I assume that this card is in here to help protect you early game by disuading enemies from attacking. This card isn't that great at that, and most 1 drops in red really wont be. rather than try and but down a turn 1 wall, you may want to focus on making yourself quicker. so something like Arbor Elf or something similiar might benefit you more.

Minister of Inquiries: as i mentioned above this card does not furthur your goals. the best part about this card is that it gives you energy for something useful like Aether Hub but if you drop blue, then you don't need Aether Hub.

Servant of the Conduit: there are enough 1 drop mana dorks that you don't need to play this 2 drop mana dork. especially since it has limited uses.

Thragtusk: this is actually a really solid card. it gives you a good body with some life so that it has imediate impact, which is important for a 5 drop in modern. the fact that it also has residual value even when removed is what really makes this card great. my only worry is that with 22 lands you might run into problems casting it, but if you add any number of mana dorks this problem should resolve itself.

World Breaker: too expensive. you play 22 lands and this card is 7 mana. even with mana dorks this is too much risk for not enough reward.

Instants:

Appetite for the Unnatural: try Natural State instead.

Lightning Bolt: probably one of the best red cards printed.

Negate: you don't need blue. even if you do stay blue, either put in more counters or take this one out. you don't want just 1 counter.

Shock: you may want something like Pyroclasm to clear the board of several small units.

Sorceries:

Creeping Mold: i'd rather just have another Structural Distortion over this, but if you are seeing lots of enchantments and artifact, then this card is ok.

Crumble to Dust: this is actually one of the better 4 drop land destruction spells, as it can destroy land on their field and some in their deck making them less likely to draw more. (this is different than milling which may or may not alter the ration of lands to non-lands in the deck)

Reclaiming Vines: see reclaiming mold. also see Roiling Terrain.

Stone Rain: Bread of the deck. does exactly what you want to do.

Molten Rain: bread, meet butter.

Structural Distortion: mini Roiling Terrain most of the time, but it does let you exile land which can get the occasional Darksteel Citadel. if you end up putting Roiling Terrain in the deck, you may want to replace this with Poison the Well.

n(not in your deck currently) Boom: this card is fantastic. but usually only if you play it alongside fetches (Wooded Foothills) or Darksteel Citadel. otherwise its just ok.

Lands:

Aether Hub: if you switch to a 2 color deck you can take this out.

Blighted Cataract: regardless of if you stick with blue or not you should take this out.

Botanical Sanctum: obciously if you drop blue you drop this.

Cinder Glade: you actually will probably want to drop this regardless of what you do to your deck. you are on a tight clock. you cannot afford not to have your mana when you need it, and unless you always have 2 basics on the field when you play it, then it's too dangerous to play. you'd rather hurt yourself with something like Karplusan Forest.

Forest: basics are cool.

Game Trail gets better once you drop blue. also gets better if you add any number of Stomping Ground.

Island: this card makes people concede in legacy.

Mountain: glory be to red and all the pain it will cause.

Spirebluff Canal: you drop this if you frop blue.

Ghost Quarter is also an option. it doesn't put them a land down, but once you get enough land that you don't need all of it, you can effectively sac this one to make your opponent downgrade one of their lands or just to remove one from your opponents deck to make it less likely for them to draw more. also works well with Boom.

if you couldn't tell i really think you should drop blue.

hopefully this is somewhat helpful to you. as a tip you should probably add a budget tag since you are looking to keep this under $150.

best of luck with your deck.

usurphling on Land Destruction

6 months ago

Ok so I reworked your deck and you're right, Attune with Aether is good here for it gives you a guaranteed land drop and it will lessen your bad draws by shuffling your library. I also replaced your planeswalkers by having 2x Chandra, Torch of Defiance and 1x Arlinn Kord  Flip. I think arlinn kord is nice here for it gives your big bodies vigilance and haste...and also it gives you a blocker and later on you give your big guys trample.

With regards to land destruction spells, I will keep 3x Crumble to Dust (most of the decks right now have non basic lands), 4x Reclaiming Vines and 4x Structural Distortion because they're flexible.

You should update your list here so that your viewers can playtest it and further help you out improve your deck. Let me know if you have more questions.

CattCaller on Planetary Devastation

6 months ago

No problem! I used to run a Grixis version back when Oath of the Gatewatch first came out and had a light splash of Green for World Breaker.

The deck ran these as the destruction cards 3xCrumble to Dust 4xVolcanic Upheaval 2xGrip of Desolation 2xConsuming Sinkhole 2xReclaiming Vines

The creatures were 3xWorld Breaker 2xSire of Stagnation 3xOblivion Sower

The ramp spells were 4xHedron Archive 4xHedron Crawler 3xBeastcaller Savant 2xExplosive Vegetation

after that the deck was basically just lands including 3xWandering Fumarole 2xLumbering Falls 2xHissing Quagmire 2xDrownyard Temple

That was the core of the deck. Before Vegetation rotated, I had played this deck 3 times to a second place finish. Hedron Crawler, at the time, allowed so many broken things to happen with the deck. Either you get a turn 3 land destruction effect, or you'd get a turn 4 World Breaker and the opponent would just scoop after that.

There's a lot of other ways you can build the deck now, it's so much fun because you can start wrecking your opponent very consistently on turn 3. It's very powerful and people will never expect you to strip them of lands. especially in standard where I think everyone is spoiled with their free pass at having lands of any type they want whenever and wherever lol

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