Reconnaissance

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Reconnaissance

Enchantment

: 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.

Last_Laugh on Better Ingredients, Better Vampires, Papa Eddie's

4 days ago

I have a few suggestions for ya, but not a bad start.

Reconnaissance is worth its' weight in gold here. If you're unfamiliar with the card I suggest looking it up, it's pretty busted if you know what you're doing. Long story short is attack with EVERYONE safely, deal combat damage in most situations, and untap each creature at the most opportune time (including after combat damage is dealt... both 1st strike and normal) so everyone is untapped by the end of combat.

Purphoros, God of the Forge makes it so every vamp you cast domes each opponent for 4. It also lets you run Scapegoat as a finisher instead of just as 1 mana answer to wraths (trust me when I say bouncing all your stuff back to hand is 100% worth it in response to wraths so you actually have a grip full of cards to redeploy and get eminence triggers again).

On the subject of protection, this is probably the most important support type for aggro decks and there's zero of them in the deck. Don't get caught with your pants down or that is a miserable game where you end up with no hand topdecking cards until you lose. Teferi's Protection, Clever Concealment, Boros Charm, Flawless Maneuver, and I also lump Plumb the Forbidden in this section (same logic as Scapegoat). Seriously, run them ALL... unless your meta has like 0 removal you won't regret it.

Let me know if you're picking up what I'm putting down, I have more suggestions and/or help with cuts if you want it. Also, feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

Case42 on Caesar, Mardu Dressing

1 week ago

My version of Caesar leans much much heavier into token production, but I still feel that you could use Lagomos, Hand of Hatred in this version. He is a great option for an every turn guaranteed sacrifice for Caesar, plus a tutor.

Since you seem to be aiming at a Go-Wide strategy, I would suggest cards that protect your creatures in combat.

Dolmen Gate Iroas, God of Victory and Reconnaissance

Reconnaissance in particular is very strong, as it not only acts as combat protection but also as a pseudo-Vigilance effect, as there is a stage in combat after damage is dealt where you are still in combat and can activate it.

Crow_Umbra on two wind assault

1 month ago

Nice! Isshin is a lot of fun, and can quickly become arch-enemy, as I'm sure you've probably experienced. I think if you're going to move on from the Samurai, I'd suggest also trimming back on the equipment subtheme, as they can be pretty mana-intensive without additional equipment support.

I've personally had more experience with playing a more tokens go-wide take on Isshin, which I think can be pretty fun and dynamic. A few general suggestions if you do cut back on Samurai & Equipment, and decide to focus more on going wide:

Just some quick ideas for how you could make use of those Samurai and Equipment slots if you decide to change them up. Hopefully these suggestions were helpful

Crow_Umbra on Alesha, Who Blinks at Death EDH

1 month ago

Hi there, I saw your comment on the front page feed that you were looking for some help with your deck. Alesha was one of my first favorites, but I recycled her a couple of years ago to build Isshin.

In looking at your deck and some of the stuff in your Maybe Board, I have a few suggestions:

  • Generally speaking, I think you can trim down your creature base a bit more to give you a bit more room for lands, another mana rock or two, and other spells that can help your overall strategy.

  • Some of the creatures I think you can safely cut are: Ponyback Brigade (you have other token creators that aren't 3 color intensive, also kinda underwhelming), Vulturous Aven (there are other similar effects on cheaper spells, at cost of not being repeatable), and Mirkwood Bats (mostly because you currently have ~10 or fewer token creating effects in deck, so not a lot of support).

  • As mentioned for the Vulturous Aven swap, but Deadly Dispute, Costly Plunder, & Plumb the Forbidden are all excellent options. Plumb the Forbidden is one I've enjoyed in my aggro decks as a response to board wipes.

  • Fanatical Devotion is a budget option that pulls some weight in Alesha as a protection effect & repeatable "free" sac outlet.

  • Scapegoat can also be a cheap board protection effect, & means for you to return ETB creatures to hand for reuse.

  • Reconnaissance - I first started playing this card in Alesha before using it in some of my current aggro decks. Helps with pulling Alesha or other creatures out of combat after they've dealt damage, since creatures are considered attacking until combat ends. This EDHREc article goes in more detail.

  • Snarling Gorehound - Is a newer card & can help Alesha get some repeated Surveil to sculpt her graveyard.

  • I'd recommend replacing Coldsteel Heart with something like Talisman of Conviction or Fellwar Stone. I see you recently swapped out Fellwar Stone for Coldsteel Heart, but you're losing a bit of mana velocity with that ETB tapped on Coldsteel.

  • In looking at your mana, I think you can probably swap Castle Embereth with another Mountain, mostly because 6 of your 33 lands have the Mountain type. On that note, I think you could safely replace some of your lands that enter tapped with more Basics until you can your hands on something like Luxury Suite or Spectator Seating. Exotic Orchard can also be helpful.

  • You can also maybe swap out Junkyard Genius for something like Goblin War Drums, if you're looking for a more reliable Menace anthem.

  • I know she's in your Maybe Board, but I think Loran of the Third Path can be a potential swap with Boneshredder. The political draw she has can be really helpful.

Hope these suggestions were helpful. I'd be down to chat about additional swaps if you're up for it. Best of luck, Alesha is a lot of fun

-

hound829 on Isshin in the Red Zone

1 month ago

Yeah, right now I'm looking for things to trim out in order to add more lands and mana rocks. I think Goblin Bombardment is better than Impact Tremors as it isn't so much always looking to deal more damage to opponents, but could for example, make blocks harder/less profitable (especially if Cathars' Crusade isn't on field), help protect the major pieces that need to attack. And if The Master isn't on field, squeeze more value out of myriad tokens and Mirkwood Bats. Warleader's Call will probably be a maybe and potential replacement for Warstorm Surge to bring down the mana curve.

I've been aware of Reconnaissance but not super sure if I want to go through the effort of getting a copy for $12 just yet. (Pretty much all the other cards on the list with that kind of price tag are ones I already own from grabbing in drafts and such).

Crow_Umbra on Isshin in the Red Zone

1 month ago

Have you had a chance to play this deck irl yet? Your mana curve is pretty high for running 27 lands and a few mana rocks. At an initial glance, I think you generally have a lot of the meat and potatoes that most Isshin decks would want, but might have some difficulty getting to the stuff at the higher end of your curve.

From having played Isshin for close to 2 years now, I'd also generally recommend to maybe hone in on one of the build routes, & cutting some of the stuff that is a bit more off-theme or not as relevant to your meta. My Isshin deck initially started out as a "salad" of all the stuff that could work with him, but it didn't really feel cohesive. After a first round of edits, I focused the deck on the tokens go-wide and group slug stuff.

If you aren't too attached to any of them, I'd recommend trimming down on your cards in the 6-8 cmc range, & swapping in more lands. I'd also recommend replacing some of your 3cmc mana rocks with a few more 2cmc ones like Talisman of Hierarchy.

Impact Tremors and/or Warleader's Call could be a potential replacement for Goblin Bombardment, since you can get the damage from all of your creature tokens entering the battlefield.

Aside from that, I'd highly recommend checking out Dolmen Gate and Reconnaissance as board protection effects. This EDHRec article goes a bit more in depth on the timing for Reconnaissance, & how you can use it as a pseudo-Vigilance anthem to untap your creatures before combat ends, since creatures are considering attacking until the end of combat.

Best of luck with your build. I'd be down to chat through additional suggestions for swaps if you're interested.

Last_Laugh on A Little Sprinkling of Some Inklings

1 month ago

Damn is solid removal here.

Shadrix Silverquill is an excellent source of go-wide +1+1 counters.

Reconnaissance is great in any deck where you turn stuff sideways. This card has a few hidden tricks up it's sleeve and feels almost like cheating if you know what you're doing with it (look at my Edgar Markov deck description if you aren't familiar).

Inkshield feels like low hanging fruit, but it makes Inklings.

Stroke of Midnight/Generous Gift if you find you need more versatile removal.

Last_Laugh on Director Isshin's Cut

1 month ago

I know they're a bit pricier than the $3-4 avg. the deck has, but I can't recommend Reconnaissance and Dolmen Gate enough (in addition to Iroas). Reconnaissance, if you aren't familiar, allows you to swing with literally everyone safely, untap each creature at the most opportune time, deal combat damage in most situations (ignore the 20+ year old reminder text, it's misleading), and have every one of those creatures untapped by the end of combat. Creatures are considered "attacking" until the end of combat step ends and you untap anyone who got through for combat damage as you move to that step.

Devilish Valet will 1 shot someone out of the game (or several someone's with the above effects out). 6 tokens entering makes him 64 power which is enough to get the job done... but hitting in the literal millions is very possible with this guy. I've hit for over 8 million damage personally and it felt good (23 tokens entering got me there).

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