Reclamation Sage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Core Set 2019 (M19) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2014 (C14) Uncommon
Magic 2015 (M15) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Reclamation Sage

Creature — Elf Shaman

When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.

Reclamation Sage Discussion

SideBae on Gruul Werewolves May.12 2019

21 hours ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

SideBae on Derevi Fat Stax

22 hours ago

Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.

Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.

Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.

Suppression Field is also an excellent card. You aren't running fetches, which is fine, but decks that DO run fetches despise Suppression Field -- AND it hoses 'walkers, which you run 0 of.

Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.

I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.

Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.

Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.

Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.

I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.

I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.

Grasp of Fate is probably better than Return to Dust . It has a wider range of targets, and tends to hit more permanents for less mana.

I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.

Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.

Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.

I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.

You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.

I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.

Mother of Runes is a D&T staple you might want to consider. She's very good for protecting your creatures, although she is a nonbo with the aforementioned Suppression Field .

I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.

You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.

Good luck with deck building!

SideBae on Karametra "Goodstuff"/Land-Matters

3 days ago

First thing I suggest is Growing Rites of Itlimoc  Flip. You have a LOT of creatures, and I like that you're running the whole host of mana-dorks. Rites lets you get even more mana, and serves as an affordable Gaea's Cradle .

I don't think Sapseep Forest is better than a simple basic. Coming in tapped is a big drawback, and 1 life is rarely very relevant in EDH. To a lesser extent, you may find Mistveil Plains to be worse than a basic as well. Mistveil is typically limited to Captain Sisay or other tutor-on-a-stick decks as a means of recursion, but in this deck it seems it won't give you enough bang for your buck. Perhaps you might consider running Drownyard Temple instead? It works well with your Dust Bowl and gives you a good outlet for excess mana.

I see Knight of Autumn is in your 'Maybeboard.' I recommend playing this card. You should generally have access to white mana, so it serves as a better Reclamation Sage .

I recommend running Green Sun's Zenith in conjunction with Dryad Arbor . The arbor on its own isn't very good -- it is effected by summoning sickness and feels bad to play as a land for turn. But Green Sun's for 0 on turn one is excellent. Additionally, later in the game Green Sun's can act as a tutor for your Reclamation Sage or Knight of Autumn to deal with a pesky artifact or enchantment.

Green-White has access to a lot of nice hatebears. I suggest Thalia, Guardian of Thraben , though that one may be a little pricey. Vryn Wingmare and Glowrider are far more affordable and only a little worse. You have a LOT of mana, so taxing non-creature spells isn't too bad for you. Also, your general is a creature on the stack, so it's not an issue with casting her. Aven Mindcensor also comes to mind, but it depends on how search-heavy your meta is.

For planeswalkers, Nissa, Vital Force is a good choice in landfall decks. Being able to cantrip lands is... good. Similarly, Nissa, Vastwood Seer  Flip is powerful in decks with a high concentration of lands, though I recommend Vital Force much more.

For finishers, you might consider Overrun or Craterhoof Behemoth . They make your dorks into fatties, and let you swing in hard. Craterhoof is expensive these days, but pairing him with Natural Order is a Legacy Elves play that works great in EDH too. Triumph of the Hordes is another candidate for the finisher slot.

Swords to Plowshares is one of the only 1-1s I recommend in EDH. Because it is so efficient, I think it can be played even in a format typically played with 3 opponents. I do NOT recommend Path to Exile , as ramping an opponent is especially dangerous in EDH.

Card draw is always important in EDH. Because you're running so many creatures, Grim Flowering or Nature's Resurgence seem powerful inclusions, similar to the Shamanic Revelation you already run. After a board wipe, they may well draw you 7+ cards. Also, Slate of Ancestry is a boss.

Good luck with deck building!

GhostChieftain on Creating a Stax Ban List

1 week ago

Are all other players just playing aggro with creatures that do nothing? Although stax is a form of control, having some cards with controlling aspects is the way to stop it. Some example cards that stop a lot of staxy things:

Harmonic Sliver and Reclamation Sage kill so many individual stax permanents and still give you a permanent. Any spell that destroys artifact and/or enchantments is awesome to have.

Board wipes like Crux of Fate or Blasphemous Act are also great for getting a stax player down. There are plenty of creature wipes as well as wipes that get other permanent types. Austere Command , Bane of Progress , and Cyclonic Rift come to mind.

Counter magic is the best way to stop literally anything. A well timed Counterspell can potentially ruin a player's next 3 turns.

Banning stax is one way to make it stop, but if someone is playing an opressive deck any other players can and should gang up on them so they have a better chance

Ocelot44 on The Old Fashioned Way

1 week ago

@SteggsTheSaurus

You're probably right, it's just that I don't like how it ONLY hits artifacts. I prefer to play cards that hit both artifacts and enchantments like Reclamation Sage

Frank_Glascock on Meren of Clan Nel Toth: Dig up her Bones

1 week ago

I checked to see if you were running Steely Resolve in your Omnath deck. I saw it and your inspiration for the deck, VexenX. I was the one who recommended that card to him. Do you think Steely Resolve would work in this deck? Dark Confidant , Grim Haruspex , Liliana, Heretical Healer  Flip, Plaguecrafter and Sylvan Safekeeper are the other humans.

Naming Shaman protects Eternal Witness , Grim Haruspex , Izoni, Thousand-Eyed , Plaguecrafter , Reclamation Sage , Sakura-Tribe Elder , Savra, Queen of the Golgari , Underrealm Lich , and World Shaper .

shermanido37 on That Ghost Guy

2 weeks ago

Let met ask you this: how does your deck win? The only answer I see here is Jarad with Lord of Extinction. However, you have neither enough tutors to rush to doing that, nor have anything really good to do in the meanwhile. I'm being a bit strict, since Karador is actually great at doing random janky midrange things, but you don't really have even that going for you.

The best suggestions I have for you are to make the most value of what you're doing in the meanwhile. Hornet Queen is great value, Reclamation Sage is great value, Wood Elves is great value, Skullclamp is absolutely amazing value.

Try and think what you want your deck to do best, then try and find cards that suit that game plan best.

l0cal_gh0st on Oops, All Removal - Skullbriar Voltron Control

3 weeks ago

Thanks for the comments everyone! Blossoming Defense is definitely going in the deck, I haven't been able to find one for some reason, guess I'll have to order it online. As for whether or not the deck can be competitive, I would agree that in a full competitive meta that this deck might have some issues, but so far in local tournaments, Skullbriar has gone undefeated (6-0) so it can at least hold its own against other fairly competitive decks. Now to the card recommendations:

-I definitely prefer Toxic Deluge to the Languish I have in the deck (I'm also working on getting a Damnation ) -I'm not a big fan of putting in Fatal Push (not running sac outlets to trigger Revolt), Beast Within (creates a blocker), or Bane of Progress (mana cost is high) -I wouldn't mind dropping Reclamation Sage for Natural State -I already have a Dismember in the deck (love that card) - Cursed Totem is going in for sure as well as Vendetta - Tangle Wire has actually been one of my favorite cards to play in the deck, I can stack the triggers at the beginning of my upkeep so that I always tap 1 less than my opponents and it can also target itself so i can tap another 1 less. This is really good at stalling the game once I have Skullbriar out so that they can't create blockers while I keep swinging every turn -Finally, while I agree that some of the hand hate and removal spells aren't the greatest, where this deck excels is the quantity of these in the deck to the point where i can consistently have my opponent top-decking and creatureless ( Icy Manipulator , Blackmail , and Despise will all probably come out as I get better cards though)

Thanks again, you guys made some really good points and I'll be buying some of those cards later today!

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Reclamation Sage occurrence in decks from the last year

Standard:

All decks: 0.03%

Modern:

All decks: 0.03%

Golgari: 0.29%

Commander / EDH:

All decks: 0.15%

Green: 1.11%

Golgari: 0.66%

GW (Selesnya): 0.73%

G/U (Simic): 0.81%

RG (Gruul): 1.23%

RUG (Temur): 2.05%

BUG (Sultai): 0.72%