Wilderness Reclamation

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Wilderness Reclamation

Enchantment

At the beginning of your end step, untap all lands you control.

plakjekaas on How Good is Temple Bell?

5 days ago

Underworld Connections becomes a lot better when you can untap the enchanted land for more than one card a turn. Earthcraft, Wilderness Reclamation, Seedborn Muse, even Arbor Elf, Vizier of Tumbling Sands or Kiora's Follower would improve its use. But do keep in mind that this only becomes good if you focus your deck on untapping lands, this is unlikely to be worth it as "just a value engine" in decks.

kasprl on Plantlaza's Dino D!ck Enters the Battlefield

4 months ago

Hey. I was just scrolling around to get some ideas to improve my PreCon as well. Because you are open for some suggestions here are my 2 cents on this:

  1. Panharmonicon and all other cards which will copy an effect wont work with Pantlaza. I would cut all cards which double ETBs. A good replacement could be Teleportation Circle. Ur Commander would be a new instance, therefore it works.

  2. In my opinion a CMC of 4.5 is way to high. I would definitely cut some expensive cards like Zetalpa, Primal Dawn, Verdant Sun's Avatar, Earthshaker Dreadmaw or Annoyed Altisaur. The impact of those cards are very low in comparison to their cost.

  3. With Vedalken Orrery u need open Mana at ur Opponents turn. Beside most of ur Dinos cost 5+ Mana u will skip ur entire turn or dont use Vedalken Orrey. One suggestion are Mana Doubler like Mirari's Wake or cards to untap like Seedborn Muse/Wilderness Reclamation

Brefin on MagicalHacker - List of All Optimum Ramp

4 months ago

Been tussling with a Boros list, and the curious conundrum of Fires of Invention. It's very much like a Red Sorcery version of Wilderness Reclamation. Cast Fires off four lands, immediately follow up with another 4-drop spell. As later turns go on and both spells in a turn use no mana, this also frees up mana for various activated abilities.

Kohlossus on Sigarda, Font of Difficult to Remove Permanents

9 months ago

Sigarda's Aid and Wilderness Reclamation. And put in all the creatures where you play and enchantment, draw a card. ie. Argothian Enchantress

Licecolony on NayaDinos

1 year ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

DreadKhan on Thantis the Warweaver

1 year ago

I've always been fascinated by Thantis as a deck, nice to see something even if it's not the Stax build I'd inevitably run (with considerable glee I might add), this seems considerably more fun to play against. I'm curious how your deck ends up working when you get it down to 100, I struggled mightily with a deck once but ended up pretty happy with the result.

For stuff you could pull, Sunder Shaman seems visibly awful, with numerous better and much easier to cast solutions existing. I have never, ever had Clackbridge Troll work out even half-decent for me, maybe you'll be luckier? I'm not sure how many redundant copies you need of the 'everyone has to attack' effect, other than Goad sources which protect you, unless you actually have a big body to block with you might not want people swinging at you, so that might let you cut Goblin Spymaster? You might cut Grand Melee for not being on a body, and Thantis doesn't want to block someone else's Deathtouch creature. I think I understand your plan to use Fogs to force people to swing and grow Thantis, then a Fog renders their attack otherwise moot, have you tested this concept out much? I usually find Fogs to be bad cards unless my deck can derive enormous advantage from 1 extra turn, and that simultaneously stopping one attacker will be enough. Anyways, I worry you won't have enough actual cards that matter with so many fogs, obviously if you've tested this out before and it works well then ignore this! I really love setting up Deathtouch and Trample on a big body, but I can never decide on a good ratio. Deathtouch without Trample is awful on a big creature, but Trample without Deathtouch is still pretty useful, so I tend to run one or two Deathtouch sources like Ohran Frostfang to have the option of 1-shotting someone while not having too many when I'm stuck with a big Deathtouch creature, a frustrating situation in my experience. When I have a deck with Green in it, and I'm less than 4 colours, there is a good chance I'll be running relatively few ramp artifacts, Green just does a better job, why play a Signet with Green in it when you could dig out your preferred land for the same mana, possibly a dual? Artifacts are magnets for removal in some metas, and if you don't run any/many, it opens you up to running more hate against such cards, if you later think you might want to (after playing it). I get that you're giving people tokens, but is Briar Patch actually relevant enough to run? Same with Revenge of Ravens or Hissing Miasma, not sure you want to deter people from swinging against you, but I might be misunderstanding your deck's game plan here. What exactly does your deck intend to do with the mana you generate from untapping your lands via Wilderness Reclamation, I guess Fogs?

As for some general advice, I wouldn't cut any lands beyond 33 with a 6 mana Commander, it's probably the lower end of what you'd want to risk. I would keep an eye on your land count when playtesting, if getting to 8 mana by the time you inevitably need to recast Thantis isn't consistent, you might want to sneak in some MDFC lands, but at this point I'd build the deck first and see what it can do at this land count.

Very much hate to suggest a card, but since I suggested pulling some Fogs, maybe you could replace several fogs with a Dawnstrider to make space in the deck?

Good luck with your building!

Tur on Hidden Power - Mono-Color - …

1 year ago

Hello everyone! This will be a forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please upvote the post or provide positive feedback and I will consider creating similar posts.

The powerful cards I plan on discussing are mono-color cards which are strong with big mana in commander.

I will provide one card per mono-color identity. These cards will not include x-spells nor multi-color identity spells. (I.e. no Torment of Hailfire nor Zacama, Primal Calamity)

It is obvious that big mana is a huge part of semi-competitive play. Whether it is from ramping through creatures, artifacts, enchantments, instants, sorceries, or lands. Big mana is pretty fun. Mana doubling effects from lands are especially useful. In this article, I'll be focusing on mana doubling from lands, but other ways to generate big mana are always possible

Here are some common big mana effects for each mono-color identity:

This is not an all inclusive list as Mana Flare, Heartbeat of Spring, Keeper of Progenitus, Sword of Feast and Famine, et cetera would work just as well. In each mono-color identity the artifacts Caged Sun, Gauntlet of Power, and Extraplanar Lens can be used, however the black and green color identities have an advantage for mono-color double mana effects. Furthermore, green contains cards such as Seedborn Muse, Awakening, and Wilderness Reclamation which allow for more interactions.

Well, let us begin in WUBRG order!

White: Sacred Mesa

This card is relatively unused. According to EDHREC, Sacred Mesa is played in 1511/849227 (0%) decklists and is under one dollar. You'd be surpized how powerful this card is with double mana. Imagine making some number of pegasus at instant speed as either blockers or attackers for your next turn. (The upkeep cost can be paid by making a summoning sick pegasus during your turn.) Not to mention power and toughness buffing effects are ideal with Sacred Mesa, examples include Dictate of Heliod, Cathars' Crusade, Caged Sun, or Elesh Norn, Grand Cenobite.

It is often compared to Luminarch Ascension because they have similar effects. Yes, it makes a 4/4 angel instead of a 1/1 pegasus.

However, Luminarch Ascension has many downsides:

  • You have to have four quest counters to use the ability. (That is, you have to not lose life during an opponents turn four times.) This creates a huge target on your life total and you'll see it surely chip away.
  • Bounce effects, such as Cyclonic Rift really mess it up. Welcome back to square one!
  • Common cards, such as Vorinclex, Monstrous Raider prevent quest counters from even occurring. Vampire Hexmage or Hex Parasite are also options to remove the counters.

Sacred Mesa is way more versatile and does not have such downsides. Not to mention is it only three mana, ideal for Sun Titan recursion.

Blue: Compulsion

It is very rare to see this wonderful card. According to EDHREC, Compulsion is played in 1000/945324 (0%) decklists and is under one dollar. Having an activated draw ability with very little downside on a blue enchantment is insane. Ideal when paired with Teferi's Ageless Insight or Thought Reflection. There are a few cards which have a similar effect, such as Triskaidekaphile or Kefnet the Mindful without having to discard a card, but having a two mana activation is much more versatile. I suppose that an argument could be made with Training Grounds, but that is too much just to make the Kefnet the Mindful ability more cost effective. Furthermore, discarding a specific card like Echo of Eons, Wonder, or a shuffle Eldrazi such as Kozilek, Butcher of Truth has some nice synergy. (In fact, it should be played in most bant enchantress decks, such as the commander Tuvasa the Sunlit. Replenish for life!)

Black: Chainer, Dementia Master

This is a wonderful card, but a little pricey compared to the previous two cards. According to EDHREC, Chainer, Dementia Master is played in 6344/983251 (1%) decklists and is approximately ten dollars. Yes, we all know that you can abuse Chainer, Dementia Master with Gray Merchant of Asphodel or Kokusho, the Evening Star with sacrifice outlets such as Phyrexian Altar. Suppose we don't want to abuse this card into the ground is it still just good card? Yes. We can fill up or graveyard with Buried Alive or Entomb and get back a creature card, or we can grab a creature card from an opponents graveyard. It can also be used to interrupt graveyard combos, such as Aristocrats by using the ability on an opponents Butcher Ghoul with the undying trigger on the stack.

Red: Scourge of Kher Ridges

An extremely powerful and undervalued card. According to EDHREC, Scourge of Kher Ridges is played in 1005/912333 (0%) decklists and is under three dollars. If you're able to untap with Sourge of Kher Ridges and double mana, your opponents are going to have a rough time. As you can put multiple activations on the stack, it provides you with a very high on-board presence. Even within a response to removal. I've heard players complain that Scourge of Kher Ridges dies too quick to removal and my answer is "from your opponents perspective it needs to die before you're able to untap". Ideal with lifelink (and deathtouch) equipment such as Basilisk Collar or Shadowspear.

Green: Kamahl, Fist of Krosa

Typically unseen in play. According to EDHREC, Kamahl, Fist of Krosa is played in 4786/880991 (1%) decklists and is approximately five dollars. It is odd how unused Kamahl, Fist of Krosa is compared to Ezuri, Renegade Leader when they basically have the same effect. Overrun as an activated ability which is stackable multiple times. I agree that Ezuri, Renegade Leader is better in elf tribal decks, however Kamahl, Fist of Krosa is great in most big mana decks. Ideal for wide aggro. Tall aggro will gain the benefit of trample. If you don't have extra creatures you can animate your lands as 1/1 attackers, correction 7/7 attackers. (Pretty interesting because these attackers get around Cyclonic Rift, they're lands.) You can also get some payback by animating your opponents lands in response to a creature board wipe. (From that reasoning it can be paired with cards such as Ascendant Evincar and Crovax, Ascendant Hero to destroy opponents lands through animation.)

All in all, these are relatively unused cards which have a lot hidden power with big mana. If your deck is mono-colored and designed for big mana spells or abilities, think about giving these cards a chance. See if they work well for you and your playgroup.

ReticleMouse on Forest Tribal, LoL

1 year ago

I run a Yedore deck as well and I have a few ideas/suggestions for you to consider.

I think you should seriously consider adding Blasting Station. This card goes infinite with Yedora so easily as soon as you make your forest creatures, and it absolutely kills.

I would also suggest adding Scute Swarm, Sporemound, and/or Rampaging Baloths as ways to help flood your board with blockers/attackers. this allows you not to have to rely on your land creatures so much for either.

Wilderness Reclamation is another must for me, since it lets you not only use your lands every turn for instants and abilities BUT it also lets you reset after an attack.

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