Settle the Wreckage


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
Ixalan (XLN) Rare

Combos Browse all

Settle the Wreckage


Exile all attacking creatures target player controls. That player may search his or her library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle his or her library.

Settle the Wreckage Discussion

ChrisHansonBiomancin on Barkbow

3 days ago

Sweet deck man, and nice name haha. I think this is a cool concept & the Arkbow is a really intriguing card to build around, and I'm considering adding it into my Bant Flash deck (M20 Flash) which of course also uses Ambusher.

One thing I might recommend would be to have a bit of instant-speed removal; not too much to dilute the Arkbow's effectiveness, but enough to give your opponent more to worry about while you hold up your mana for Bowing on their end step.

One card that seems like it could really give opponents headaches would be Settle the Wreckage . If you have 4 mana up, they have to worry about getting blown out by Settle if they go with an all-out wide attack, but they also can't attack with too few creatures since you could easily Bow something big into play or just flash in an Ambusher from your hand. Plus, hitting Settle on turn 3 with help from dorks is brutal against aggro.

Seal Away is a nice cheap removal option that can help you survive long enough in the early game to set up the Bow, while enabling tempo plays in the midgame once you hit 6 mana or so & can both Seal & Bow on the same turn.

One last card from my list you might consider is Angel of Grace , which curves out nicely after Ambusher to cover the skies while Ambusher controls the ground.

If I had to pick something to cut, I feel like Loaming Shaman isn't really needed here. It seems better in a toolbox-style deck that uses a lot of one-ofs & tutoring effects, but most of your cards here have multiple copies & there's no way to tutor. Also Rhonas isn't really in her element in this deck. The biggest creatures don't have trample or evasion, her trigger goes to waste if you Bow into her on the end-step, and you don't have a reliable way to get her back into the library for re-Bowing. You could maybe move her to the side for decks that don't play many creatures. All in all tho this is an awesome deck, +1

ChrisHansonBiomancin on UG Flash

4 days ago

This is a cool list, & I'm honestly not surprised to see someone as decorated as LSV saying that it could be a good archetype. I've played a few Flash decks over the years, and I honestly feel like Nightpack Ambusher is the best win con for that kind of deck that I've seen in Standard. IMHO a lot of people are underestimating it since it first stands out as a Wolf lord, versus looking at it as a 4/4 that makes a 3/3 every turn. Add in the fact that we have Frilled Mystic and you have a pretty disgusting 4-drop Flash option to serve as the backbone of the deck. The only problem is T3feri.

That all said, having tried to do straight Simic Flash multiple times in the past, I'm skeptical that Green & Blue can do it alone since they have such limited removal & rely so heavily on counterspells & bounces, which create card disadvantage. If that kind of deck gets behind in tempo, it can have a hard time catching up. I'm looking at these low-CMC creatures like Spectral Sailor , Merfolk Trickster , and even Brineborn Cutthroat (which takes a few turns to get going), and it's just hard to see how it keeps up with a fast aggro deck. I've always leaned toward Bant for a Flash deck since White offers good removal & usually some solid instant-speed creature options, though currently I could also see BUG being good with Assassin's Trophy for removal.

I brewed a Bant version & it feels pretty consistent in playtesting. Settle the Wreckage is the perfect card for regaining the tempo advantage & hosing the go-wide strategies that can give Flash decks problems. Seal Away is nice cheap instant-speed spot removal. Angel of Grace is a great top-of-curve option that can go above the fray while Ambusher mucks up the ground, and its trigger is surprisingly useful for enabling aggressive attacks to close out games.

Additionally, I've beefed up the low-CMC creatures by including Growth-Chamber Guardian & Incubation Druid . They aren't Flash creatures, but they are cheap to play & their ability to Adapt at instant speed means that your opponent has to treat them as though they are bigger than they really are if you have mana up, while also offering a nice mana-dump in case you don't need to counter anything. During playtesting, GCG has really shined in the midgame when you have 5-6 mana & can continually tutor a friend while showing counterspell mana. The Druid is the card you always want to see in your opening hand, as hitting the 4 drops on turn 3 is where you really want to be.

Sorry for writing a novel but this has always been one of my favorite archetypes to play, so it's exciting to see it have some real viability. Here's my Bant list if you want to check it out: M20 Flash

McToters on No, its a flying anvil

1 week ago

Super cool your meta has allowed you to run Parhelion as your commander. Definitely a challenge as it is an expensive cast (8cmc) in white. A few more ramp suggestions maybe to go in place of some vehicles:

Sword of the Animist really nifty equipment that searched for lands on the attack.

Caged Sun or Gauntlet of Power great for any mono deck.

One of my favorite newish ramp cards is Settle the Wreckage . The cool thing with this is it can be flexed as an actual boardwipe if needed. Otherwise make some tokens and ramp yourself after you attack.

I’m more of a basic land guy myself, but I would say to think about this: there’s a new card from M20 called Brought Back and it would work pretty well if you had some cheap fetchlands in the deck like Terramorphic Expanse —crack 2 on the same turn then cast Brought Back and you’re technically ramping in white! It’s rather contextual but Brought Back can be flexed as recursion for some creatures/artifacts/enchantments if needed instead.

And lastly, if interested, there are these:

Thaumatic Compass  Flip is neat.

Azor's Gateway  Flip is fantastic if you can pull it off.

Marble Diamond , Thran Dynamo , Ur-Golem's Eye , and Sisay's Ring .

Good luck! And awesome deck, hopefully some of those suggestions help! +1

ChrisHansonBiomancin on UG Flash: At Last, Vengeance!

2 weeks ago

Nice, a fellow Flash enthusiast. +1 all day

I've also really enjoyed playing these kinds of decks over the years but have typically opted for Bant due to White having removal options that Simic doesn't, so I'll be interested to see how this fares.

A couple ideas I'll share from the deck I put together (M20 Flash):

  • For my one-drop slot I'm mixing 2 Siren Stormtamer alongside 2 Spectral Sailors, rather than 4 Sailors like you have. Since there's no benefit to having multiple Sailors in play at once, while the Stormtamers still play well with draw-go & can cheaply protect your Ambusher, it might be worth considering.

  • Two other non-Flash creatures I included are Incubation Druid & Growth-Chamber Guardian . The Druid might not be necessary here due to only 2 colors, but ramping into turn 3 Frilled Mystic or Ambusher is pretty nice. Both creatures share the fact that they are cheap bodies that can be leveled up at instant speed.

  • Essence Capture might be worth looking at as well. Since you only have 4 lands that don't produce blue, I think you could swing the mana cost. Also works nicely with those 2 Adapt creatures if you decide to add those.

Btw if you're thinking about adding another color here's what I have for White so far: Settle the Wreckage (definitely helps with the "going wide" problem you mentioned), Seal Away , Absorb , and Angel of Grace

McToters on Feather: Mid-Budget

2 weeks ago

Hey dude! Sweet build! I’d say both of ours are very similar—at least more closely related than our Skullbriar decks. I see you’re running some stax stuff like Mindsensor and Abolisher, which are dope. How do the stax pieces play for you? Just curious cause even though they are strong cards they don’t seem totally synergistic to the spellslinging style of the rest of the deck.
I love Sentinel Tower . I’m definitely going to get one of those, as well as the Veilstone Amulet .
I know you’re running plenty of mana rocks but what are your feelings about Land Tax and Smothering Tithe ? I’d also recommend Settle the Wreckage as a boardwipe or ramp for yourself depending on the scenario. Understandably not a card for everyone— that’s really all the feedback I think I have until I mull it over some more.

Your deck looks great!

SufferFromEDHD on Tomik the Taxman

4 weeks ago

Ghost Quarter and Settle the Wreckage with that Aven Mindcensor.

Dust Bowl every land becomes Wasteland. Might be useful with Balancing Act.

Dawn Charm nifty white tricks.

Admonition Angel all the landfall.

Grasp of Fate over Oblivion Ring.

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Settle the Wreckage occurrence in decks from the last year


All decks: 0.46%


All decks: 0.11%

Commander / EDH:

All decks: 0.01%