Put the top four cards of your library into your graveyard, then return a creature card and a land card from your graveyard to your hand.
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|Fate Reforged (FRF)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Sudden Reclamation Discussion
1 year ago
@Ripwater: Welcome to the dark side! I'm humbled that my list inspired you to actually build the deck. She is very hard to properly disrupt and that's why I love her so much. I'll answer your questions as best I can and hope that it helps! If you have any more questions don't hesitate to ask here or in a pm.
- Dealing with stuff getting exiled isn't generally a problem, except for mass graveyard hate like Rest in Peace or Leyline of the Void. Sacrifice outlets can save any creature from targeted exile effects or even something like Merciless Eviction. At first I tried playing lots of cards to counter these kinds of cards, but in time I realized that just playing conservatively until you can find windows to take big turns is much better than having slots dedicated to reacting to being on the back foot. I've also learned that even having key pieces of the combo exiled or a huge chunk of value creatures getting removed isn't necessarily game over. The deck has a lot of built in resiliency and redundancy, so if a RiP hits a few value creatures, don't be afraid to blow it up and keep chugging along. However, if you are running into these types of effects a lot, and you need to be proactive about it, there are a few cards I've tested to help mitigate the damage done.
Loaming Shaman can help at sorcery speed if you anticipate a Rest in Peace coming, or can be flashed in with Chainer to really dampen the hurt.
Bone Harvest , Footbottom Feast , and Gravepurge are instant speed Loaming Shaman style effects that can save at least your creatures from this sort of thing. I don't run them because it requires you to both have them and hold up mana for them, but again if you're experiencing a lot of graveyard hate these can help. They also don't target, so they get around things like Grafdigger's Cage.
Corpse Churn , Grapple with the Past , and Sudden Reclamation are cards that can be used to help fuel your graveyard or to protect key pieces against targeted or mass hate. I ran Grapple for a while and cut it because it wasn't a great card for filling the graveyard, and I rarely needed it to stop a Rest in Peace, but it could be much better for you.
Riftsweeper can also help dig important pieces out of exile if they get hit, but I cut it because it was dead outside of these graveyard hate interactions and not furthering my own gameplan when I'm already on the back foot didn't feel great.
(1 Continued) Why I'm only running Plaguecrafter and not the other similar effects. Plaguecrafter is quite clearly the best of these style of effects, second maybe only to the C18 card that picks a different mode for each opponent. I cut the others mostly because Plaguecrafter puts in so much work for me, but also because they're bad against wider aggro strategies like Elves or Goblins, and they're hard to reliably use en masse. If you like this style of effect, Butcher of Malakir is Grave Pact on a body, or you could just slot in Grave Pact and Dictate of Erebos. They're fantastic cards, just not my style. I don't like having too much creature removal because when I'm ahead they don't do much of anything.
(2) The way the deck is setup now, you can go infinite with Izoni, Savra, Chainer, Earthcraft/Pitiless Plunderer, and enough creatures in the graveyard. The old combo relied on World Shaper I just haven't updated that section of the primer too much. I cut Bitter Ordeal purely for the fact that I just don't need a win condition because people scoop so often. Plaguecrafter can empty their hands, Izoni makes a mass of tokens, and Mikeaus makes it hard to truly get rid of anything I can stick. I'll update that section of the primer more in depth in a day or two when I've got some more time and have both the infinite and non-infinite win conditions listed.
(3) I don't have any alternative win conditions, but I also don't have any real win conditions either. Izoni is essentially my way to say "okay here's how I can finish the game" but as I stated above I mostly just get concessions when my opponent's are all topdecking and I've got 90% of my deck on the battlefield. Creature beatdown is viable, and if you're looking to go the fairer route like that you can add stuff like Pathbreaker Ibex or Avenger of Zendikar to really lay the smackdown on your opponents. You could also add in something like Exsanguinate or Torment of Hailfire as a "real" win condition with Cabal Coffers/Urborg and Pitiless Plunderer. There's a ton of ways you can tweak for your meta and playstyle so don't be afraid to toy around with spots. Just because I cut something in the past doesn't mean it's bad. I've gone back to old cuts numerous times. For example I recently re-added flip Liliana from Origins. It was never great for me before, but the first game I landed it after I put it back in Liliana won me the game by herself. The deck itself has gotten better since then, so that helps, but the point stands. Sorry for this really long-winded reply, just wanted to cover everything I could while I've got the time so sit down and give a thoughtful reply. Thanks again for the interest and I'm glad you like the deck! :)
1 year ago
Satyr Wayfinder definitely fits very well; I just wanted to focus on having flexible recursion with my self-mill. For example, cards like Grapple with the Past or Sudden Reclamation mill me first, then allow me to choose either X or Y from the graveyard to bring back, instead of being limited to only choosing from the handfull of cards you just revealed.
Even cards like Benefaction of Rhonas and Commune with the Gods are preferable because while you ARE limited to choosing from just the cards you reveal, you're given multiple types of cards you can pick from to bring to your hand.
Satyr Wayfinder CAN still shine though. Its strength is that it's a creature instead of a sorcery/enchantment/ect. This makes it far easier to abuse since most graveyard recursion is creature-based.
I hope that all makes sense and didn't come out as a rambling mess!
2 years ago
Coiling Oracle - Not always ramp, but always replaces itself in terms of card advantage. Compare it to an Elvish Visionary or a Baleful Strix that are good in the first place and you'll notice that even if it isn't guaranteed ramp, it's still a gamble that's worth it.
Farseek - Great colorfixing when you have dual lands, and you want a couple of CMC2 ramp to get the ball rolling.
Nature's Lore - You need shocks for this to be worth it in a three-color deck, otherwise it's too inconsistent for colorfixing.
Deathrite Shaman - One of the best manadorks available if you have fetches and/or you run self-mill, since it ramps you in the early game and can grave hate in the late game.
Chromatic Lantern - You don't need a lot of mana rocks when you're in green, but this one's utility is good enough when you're 3+ colors. Can help with activating Tasigur, the Golden Fang more, especially when you have Training Grounds out and colored mana is the limiting factor.
Harrow - Instant speed ramp is good if you want to save mana for counterspells/removal, and land sacrifice is good for self-mill/recursion synergies.
Realms Uncharted - Technically not ramp but it's both card advantage and dumping stuff into the graveyard, while fetching your 4 strongest lands and forcing your opponent to choose between bad and worse.
Fork in the Road - Not land ramp, not very impactful, but dumping stuff into the graveyard while colorfixing ain't too bad. Maybe a bit sad to get this one back with Tasigur, the Golden Fang's ability, but that's what delve is for.
Exploration - It's ramp that requires you to have a lot of card draw or things like Crucible of Worlds and Oracle of Mul Daya, but can lead to stupidly fast starts of dumping your hand and recovering with Tasigur, the Golden Fang's ability. Definitely stronger than Burgeoning.
Animate Dead - One of the best reanimation spells in the game by far.
Victimize - Even if you're not focused on reanimation, getting back 2 creatures for only 3 mana and something to sacrifice is very often worth it. The more self-mill you have, the more targets you get.
Regrowth - The original Eternal Witness which is cheaper but less abusable. Very good in conjunction with Tasigur, the Golden Fang since you can force your opponent to choose between the things you want or Regrowth which lets you get what you want.
Seasons Past - Card advantage recursion, very good in general and even better when self-milling to give yourself lots of choices.
Grapple with the Past - Instant speed recursion for 2 that also dumps stuff into your graveyard.
Nyx Weaver - Not an amazing creature, but can be dropped early as a blocker and some slow value self-mill only to be used as recursion in the late game.
Fact or Fiction - Drawing the best 1-4 cards out of your top 5 at instant speed for 4 mana is makes this one of the best cards for one-off card draw, especially when the rest end up in your graveyard for delve/recursion.
Baleful Strix - Only replaces itself in terms of card draw, but a flying deathtouch blocker for 2 mana is a very annoying deterrent.
Windfall - Very good card advantage if your game plan is to dump your hand such as with Burgeoning and Exploration effects and fills up your graveyard with the things you discard, but risky since it can help opponents with draw/recursion/reanimation.
Whispering Madness - Extra copy of Windfall if you want one. Cipher can be good if you have stupid amounts of mana for dumping your hand, but not worth one more mana if you're deciding between this or Windfall.
Necropotence - Not great in 3+ colors where it gets hard to cast and not really necessary when you have blue, but still stupidly good with enough life and mana.
The Gitrog Monster - Very strong draw engine since he triggers off of sacrifice, discard and mill. Also a 6/6 deathtouch for 5.
Pull from Tomorrow/Stroke of Genius/Blue Sun's Zenith - Lots of card draw if you have lots of mana, great when you're ramping hard and dumping your hand. Pull from Tomorrow is the best one for card draw because it digs one deeper, but the other two can mill someone to death with enough mana.
Taigam, Sidisi's Hand - CMC5 and needs a turn to do anything is not great, but the filtering and creature removal is alright if he survives.
Lim-Dl's Vault - Incredibly good card selection. It's card disadvantage in itself but you can easily dig through your library until you get a pile that gives you card advantage plus playable cards.
Sensei's Divining Top - One of the best cards for card selection. Use its first ability before using Tasigur, the Golden Fang's ability to help force certain cards into your hand, then use the first ability again to dig even deeper into your library.
Sylvan Library - Very good card for card selection, becomes stupidly good with lifegain and/or fetches for shuffling.
Satyr Wayfinder - Cheap way to get stuff into your graveyard, sorcery speed but creatures are more abusable than instants/sorceries.
Compulsive Research - Great source of card selection since 1. you get to draw before discarding, 2. you can discard anything from your hand, not just from the three you drew, 3. it can be card advantage if you discard the right thing.
Thirst for Knowledge - Like Compulsive Research except a lot better because it's instant speed, and slightly worse because you'll have more opportunity to discard and recur lands compared to artifacts.
Beast Within - Can target anything, so one of the best pieces of spot removal in the format.
Sultai Charm - Very flexible removal or decent card filtering, one of the best charms available.
Reclamation Sage - Removal on legsthat can chump block, be cloned, reanimated etc.
Krosan Grip - Very strong removal, can't be countered and can stop problem cards like Oblivion Stone and Necropotence.
Murderous Cut - Creature removal for 1 is very good, as long as you have enough stuff to delve away.
Abrupt Decay - Slightly too restrictive in commander unless you play in a combo heavy meta, but still worth considering.
Nature's Claim - Removal for 1 is very very good. It's arguable whether this or Krosan Grip is better if you can only choose one.
Tetzimoc, Primal Death - Not very good, but pretty fun and good value if you have a lot of mana.
Vraska the Unseen - Unconditional removal: good. Sorcery speed for 5 mana: bad. Planeswalker with 2 loyalty left after you removed something: not great, but fun.
Scavenging Ooze - Targeted grave hate for cheap is great.
Toxic Deluge - The best creature board wipe in the format, bar none.
Pernicious Deed - One of the best board wipes in your colors. Can be asymmetrical if you have the most expensive stuff, can kill tokens for 0, can hold the table hostage by waiting with blowing it up.
Decree of Pain - CMC8 makes this not great, but the card draw makes it worth considering. Cycling is also good as an instant speed uncounterable board wipe against early aggro.
Torment of Hailfire - Generic big mana wincon, can still be pretty painful even if you don't cast it for X=lots.
Crop Rotation - Card disadvantage since you sacrifice a land, but being able to fetch any utility land at instant speed for 1 is crazy for potential. Bojuka Bog, Tectonic Edge, Alchemist's Refuge, Cabal Coffers/Urborg, Tomb of Yawgmoth, Thespian's Stage etc. Can compensate for the card disadvantage while colorfixing with Myriad Landscape/Blighted Woodland.
As Foretold - Not a very good card, but it's pretty fun to use if you get the ball rolling, especially since you can spend any extra mana on your commander once you get to freecast spells. Even better with cheap instants.
Propaganda - Generic protection, both against token decks and to avoid becoming the path of least resistance in multiplayer.
Isochron Scepter - Absurd value with stuff like Brainstorm, absurdly annoying with counterspells. It runs a fairly high risk of being a dead card in your hand though, since you won't be running lots of CMC<=2 instants. Very sad to get from Tasigur, the Golden Fang's ability with an empty hand.
Faerie Artisans - Relatively underrated card. You get the ETBs of anything your opponents cast/flicker/reanimate/etc. plus a chump blocker/attacker of varying quality.
Mirage Mirror - Incredibly strong card, even though it may not look like it at first glance. Copy a Cabal Coffers/Zendikar Resurgent for lots of mana, copy creatures like Arcanis the Omnipotent/Etali, Primal Storm and you get to tap/attack immediately as long as the artifact has been in play for a turn, copy creatures like Oracle of Mul Daya/Kess, Dissident Mage and get cheap value, scare off attackers by saying "I can copy the biggest dude on the board and block you", dodge removal/board wipes by copying a land etc. Extra fun if you run Dark Depths.
Avenger of Zendikar - Generic wincon, but still a very good wincon.
Exsanguinate - Generic big mana wincon, can save you from an early aggro death even if you don't cast it for X=lots.
Telepathy - Not a good card, but it's pretty fun for politics and mind games.
Assault Suit - Kind of fun multiplayer card, but not very good since your opponents aren't forced to attack with the equipped creature. Can cause some funny commander damage blowouts if your politics game is strong.
Psychosis Crawler - Generic but slow wincon, decent creature to clone.
Dark Depths - If you're already running support cards for Cabal Coffers, you have most of the stuff for a decent Dark Depths package like land tutors and Thespian's Stage (plus Marit Lage is cool). Throw in a Vampire Hexmage for a potential turn 3 20/20 to really set the pace of the game.
Hinterland Harbor/Woodland Cemetery - Checklands are great and not that expensive, and stay great even as your manabase improves. These two will get reprints in Dominaria, might want to wait for them.
Temple of Malady - The last scryland, you have the other two.
Cephalid Coliseum - Good for card filtering late game, comes in untapped early.
Choked Estuary - Not the best cycle of lands, but at least it's better than lands that always come in tapped. Doesn't exist in your other colors yet.
Golgari Rot Farm/Simic Growth Chamber - These are not that bad budget lands since they give you virtual card advantage at the cost of speed, but having three of them in a three-color can sometimes be too slow and awkward. If you want to keep them, then buy Dimir Aqueduct.
Halimar Depths - I would not use this over a basic land in your deck because you don't have lots of lands to find with your ramp, and the upside is not big enough for a tapped land that only produces one color.
Evolving Wilds/Terramorphic Expanse - These are a bit slow but they're good for colorfixing and they're great for Ramunap Excavator and Splendid Reclamation, as long as you have enough basics in your library.
Lumbering Falls - Manlands are not really worth it in commander unless you're have a lot of equipment, combat damage triggers or creature sacrifice.
Reliquary Tower - This is not a definite cut, but you don't want too many colorless lands in a three-color deck. Reliquary Tower is only necessary if you have lots of card draw and very little graveyard interaction, but since you have plenty of graveyard recursion, you should be fine without it.
Tectonic Edge - It's a good card, but I prefer using Ghost Quarter because you don't need to have any mana ready to be able to use it. Wasteland and Strip Mine are both strictly better, but expensive.
Temple of the False God - Not that great in three-color decks.
Jace, Memory Adept - Milling opponents with this guy is stupid, milling yourself is kind of decent but at 5 mana it's bad.
Kiora, the Crashing Wave - If you want it for the -1 (which is pretty good), just run Explore instead. Using it for the ultimate is stupid since your opponents have 3 turns to handle it and you're not getting any value from the +1.
Tamiyo, the Moon Sage - The -2 is not the worst, but at 5 mana and when you're blue it's not really worth it. Same as with Kiora, the Crashing Wave, you will never reach the ultimate against competent players and the +1 doesn't really give you any value. This one's worth some money, so sell it and buy better cards.
Archfiend of Depravity - The effect is not terrible but in practice it's less impactful than it seems. You can usually play around the ability or remove the creature if it's a huge problem.
Beastcaller Savant/Deathcap Cultivator/Elves of Deep Shadow - This deck has no reason running mana dorks other than Birds of Paradise and Deathrite Shaman, at most. Elves of Deep Shadow is not awful since it's 1 mana and colorfixes, but still not worth it.
Dimir Doppelganger - The main advantage to clones is that you can abuse strong ETBs, which this clone can't. Decent if you're two colors, not really if you're three.
Edric, Spymaster of Trest - This guy will more often enable your opponents than it will help you. Terrible card unless you're spamming tokens.
Forgotten Creation - Dumping cards into the graveyard is not bad, but CMC4, only in upkeep and discarding before drawing is awful.
Kruphix, God of Horizons - You need a lot of big mana dumps or a draw/go playstyle to justify using Kruphix, God of Horizons. Your commander is a mana dump but your limiting factor is going to be colored mana.
Solemn Simulacrum - Not awful, but there are better alternatives for ramp when you're in green. Could be worth keeping if you run a lot of clones for slightly better value compared to something like Wood Elves or Cultivate.
Torrent Elemental - Can blow out an opponent when you have a big board, but is very telegraphed and isn't very impactful on its own. Use Pathbreaker Ibex if you want better blowouts. The exile ability isn't great even if you delve him away, since you're still casting a mediocre creature for 5 mana.
Yahenni, Undying Partisan - Good when your deck is based around sacrifice and reanimation, but very out of place here.
Bounty of the Luxa - Slow ramp or slow card draw, but you can't choose which one you need right now. Better to use proper ramp and proper draw spells instead.
Deadbridge Chant - You can keep this if you like it because it's pretty fun. However, the random aspect and lack of impact until your upkeep is a bit too unreliable for 6 mana.
Perplex - Cards that give the opponent the final choice are generally bad, and this one isn't even good for its mana cost.
Spell Pierce - Good in faster combo-heavy metas, but not quite reliable enough in slower metas.
Unravel the Aether - This card is actually very good since it ignore indestructible, but it's worth considering if you'd rather have Nature's Claim for the mana cost or Krosan Grip for the utility, since I don't think you have room for all three in the deck.
In Garruk's Wake - Good card when you have the mana to use it, but 9 mana is a lot.
Increasing Ambition - I generally recommend against using tutors since games become very samey with them, but even then there are a lot of better tutors out there than this one.
Praetor's Grasp - Not as fun as Gonti, Lord of Luxury since looking at top 4 is more exciting than picking the best card for the situation, not as flexible either since you need the correct colors to cast things.
Dimir Signet/Golgari Signet/Simic Signet - Signets are good since they're cheap, can be used immediately and colorfix you, but in a slower meta they're prone to get board wiped away compared to land ramp, so they're not that great when you're green.
Gilded Lotus - People generally don't use spot removal on mana rocks, but the big and efficent ones like Gilded Lotus and Thran Dynamo sometimes do. You can use the mana immediately, but otherwise it's not much better than an Explosive Vegetation.
2 years ago
Narcomoeba is easy to activate in this deck, but once it's on the board, does it really have the kind of impact you want? A 1/1 flier is not going to worry many people. It's really hard though, because there are a lot of cards that have synergy with the deck... I would slot in Villainous Wealth for Narcomoeba. Extract from Darkness is the hard one because the question is whether you want to replace another GY interaction card with it or do you want to cut something else to make your deck focus even more on the GY? I would say probably cut Sudden Reclamation to make room. Extract from Darkness puts a creature on the battlefield. It doesn't even have to be YOUR creature. It can target any GY. A really awesome play is to play Extract from Darkness and bring back an Eternal Witness. Even better if that Eternal Witness was your opponent's. Then use the E-Witness trigger to bring back Extract from Darkness.
2 years ago
A few cards for your consideration Sidisi, Brood Tyrant, Reclamation Sage, Torrential Gearhulk, Noxious Gearhulk, Snapcaster Mage, Scavenging Ooze, Meren of Clan Nel Toth, Crawling Sensation, and Sudden Reclamation.
2 years ago
I would cut the Jarad's Orders and Sudden Reclamation and the planeswalker. I think those are the cards with the least impact when played. You still have 9 spells (Salvage, Commune, Loam) that fill your Graveyard and you have creatures that can do the same (Splinterfright, also consider Satyr Wayfinder), and natural attrition (i.e. when your creatures die), so don't worry about there being not enough creatures in your graveyard.
I would use these 8 free slots for maybe 4 removals and 4 more creatures. It might be that 21 creatures is still a bit low for this deck - the tension being you need a critical mass of creatures both in your graveyard and on the battlefield. But it is a start.
2 years ago
That Sudden Reclamation will work very well until I can get my hands on a few more Life from the Loam. In some cases I may like it more than Life from the Loam depending on what creature I could bring back from the Graveyard. I just got a shipment of my cards for this deck, so I'm super excited to finish building this deck and start testing it. Thanks for the help!
2 years ago
Sure thing, describing my deck at casual modern fnm games as "fair" dredge, then watch the other players expression change over the course of the game, and for the other 2-3 copies of loam, an okay budget stand in is Sudden Reclamation