Reconnaissance

Enchantment

(0): Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

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Reconnaissance Discussion

shaistyone on Kaalia Kills

16 hours ago

Biggest thing missing is Reconnaissance. It makes a Kaalia deck so much better.

I would also add some more defensive spells. Kaalia is well-suited to not tapping out if you smell some wrath incoming. Faith's Reward, Ghostway, Eerie Interlude, etc. are all clutch. And given the speed at which this can get out of hand, your opponents will be looking to wrath often.

ToeJam on Zur the Dick

2 days ago

Reconnaissance could be useful here

LoneCrusader399 on By Any Means Necessary

5 days ago

Skullclamp, Cathars' Crusade, and Reconnaissance feel like must haves in this deck. They all synergize with your main strategy and/or help to enable it.

Recruiter of the Guard, Karmic Guide, Viashino Heretic, Anarchist, Selfless Spirit and Iroas, God of Victory are creatures that would fit in quite well with your general strategy.

Instead of Mizzium Mortars and Cerebral Eruption as boardwipes; Wrath of God, Terminus, Toxic Deluge or Blasphemous Act would be better.

I would actually play Sorin, Solemn Visitor over Sorin, Lord of Innistrad as Solemn Visitor's + ability is something you want more than either of Lord of Innistrads abilities.

Enablers like Buried Alive, Victimize, Oversold Cemetery and Viscera Seer will help you to ensure you have things in your graveyard to abuse.

Your also lacking good finishers and Alesha tends to lean towards combos. For example, any sac outlet with Murderous Redcap and Anafenza, Kin-Tree Spirit will infinitely ping everyone.

Sloanan on Her Name v. 2.0

1 week ago

Any reason for no Key to the City? I feel like that card was designed exclusively for Alesha. You discard a creature you want to reanimate, making her unblockable, then just put it out onto the field attacking! Admittedly might not work as well with the greaves, but that's why I usually trade them out for Swiftfoot Boots. It's more mana but it gets around the shroud.

Also have you considered Sunforger? It will tutor and cast all of your instants except Vampiric Tutor.

While I like the Faceless Butcher/Fiend Hunter, I always worry that they're not as good without sac outlets for the permanent exile. I usually choose Duplicant, Garza's Assassin, or King Macar, the Gold-Cursed (who works particularly well with Reconnaissance). Big Game Hunter is also particularly good in this build - you can either discard him and pay the madness cost or just reanimate him to kill a fattie.

n0bunga on Dark Phoenix, Who Frowns At Fun

1 week ago

Reconnaissance may be worth pursuing?

Tabernacle actually shouldn't be in this deck I am only proxying it. So I may just adjust it to City of Brass, or Mana Confluence.

commodore_goyf on Mr. Ruhan Goes to Washington

3 weeks ago

Love it -- Per WarlordNeal, if you ever need to bail him out of combat -- Reconnaissance

Also, Scroll Rack combined with the free shuffle Land Tax gives you is like a Brainstorm every turn, which can help you see more cards early or find what you need later. You can run sac-lands to try to turn it on, which also gets you burst mana which could come in handy elsewhere. Similar vein, if you don't care about your life total and want to go all-out, what about running painlands instead of taplands/checklands?

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

1 month ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Warxuaroz on Kaalia, born in Heaven for Hell on Earth

1 month ago

Hello there, BlackWitch!

So I've been wondering how can you, with all the awesomeness and kickassness you already have, become more resilient.
I've found some interesting pieces that might suit your needs and wills.

Artifacts/auras to stick to Kaalia and lean back relaxed while she reaks the havoc she was born to dwell in:
Champion's Helm -looks good on on sadistic flying cleric chicks imo.
General's Kabuto -shroud and no damage is just what Kaalia needs! The only thing still that could break her is a wipe.
Ward of Lights/Cho-Manno's Blessing -are both similar with the exception of Cho-Manno's Blessing being much better. Maybe a little costly but certainly worth a thought or even two.
Righteous War -it's a two-colour Earnest Fellowship.
Reconnaissance -that would be nice if you wanted a Dolmen Gate effect. Not if Kaalia has shroud but still a valid ability. Maze of Ith can help you with that, as well as making opponent's creatures do no damage.

Instants:
Stave Off is just a Gods Willing with no extra effect. Simply a reliable one-drop.
Otherworldly Journey can both protect your commander from being destroyed and make her more beefy with the counter. Same can be done with Ajani's Presence or Undying Evil.
Bathe in Light can be used on Kaalia and grant protection to all the other creatures you control at the same time. To be used at a tougher than expected combat phase or in order to make your attack go through.
If you are facing an incoming Wrath of God or such, you can always use a Ghostway! Similar effect can be achieved with Cauldron Haze or even Cauldron of Souls only with -1/-1 penalty.
If you want a protection against every spell AND not just as a counterspell but with until-end-of-turn effect, there's always the old friend waiting: Silence. Very powerful imo. I need to get one as well! I wonder why doesn't it cost much more.

Now for more proactive play:
Go for the Throat is a really nice spot removal which black can provide.
Aurelia's Fury -this card I am always biased about. It can be costly, it can be cheap. It can be useless if you want pure damage of pure control. But if you need to just tap the creatures or if you just need to counter that creature spell it is the one you go for. AND it does damage!

I see you like discards and no wonder -it's a very efficient and honestly -tilting activity. If you want maximum salt, I propose Hymn to Tourach. No targeted discard can tilt as much as random shot at two lands in opponent's 2nd turn, or even before that. Pure cruelty and immorality. But that's what you aim for, right?

As to the creatures I've found:

Ending the topic of discards: Mesmeric Fiend. Not OP, but hell, it might be just what you want.
And while at two-drop creatures, Benevolent Bodyguard, Obsidian Acolyte, Daru Spiritualist, Selfless Spirit and Standard Bearer can all help you with the Bearer being far superior to others imo. If killed/discarded, you can also bring them all back with the Reveillark! Same can be done to one-drops (like the Mother) with Ranger of Eos.
Last, but not least: Deathless Angel. I know it's not the omni-potent killing machine you'd like to drop with Kaalia, but it's really nice when comes to protecting her mother or any sibling actually.

Now the tricky part: I have one thing I don't really know if it works and some that I know you won't like, but I still want you to know them.
Illusionist's Bracers can potentially let you put two fatties on board at once. I'm not sure if it really is so, sadly.

And all the life-loss cards:
Phyrexian Arena -come on! It's supernice! Who cares about 1 life if you draw a protection you'll need or a demon that will win you the game!
Same goes for Night's Whisper and Skeletal Scrying.
Toxic Deluge just annihilates the board. You usually control more beefy ones so you can get rid of anything to the threshold you choose.
Grim Tutor is just another one to get what you need.
Both Thoughtseize and Mind Twist look good. Mind Twist can really vegetablify the opponent at almost any time of the game.

And the last one: Hall of the Bandit Lord. I know 3 is a lot of life. But considering you might take far more from the opponent I believe it can be neglected. The card is very powerful if used correctly. I believe it could make the deck more aggressive, just another brick in your wall of hatred in the wrath castle of Kaalia.

I hope you will take as much as you can from it and that it will help you somehow in making this damn good deck a masterpiece.

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