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.

AstroAA on [EDH][Primer] Giada's Angel Harem

2 days ago

RiotRunner789, you are 100% correct - the quest for perfection is never complete.

I just feel a certain way about some cards for no apparent reason, and Smuggler's Share is one of those cards I just feel iffy on. I don't really have a good reason as to why - I just don't really like it for whatever reason.

I thought about Well of Lost Dreams. Honestly I kind of like it more than Dawn of Hope as you could potentially pay 1:1 instead of 2:1. However it comes with the downside of being two more mana. Honestly though thinking about it I may end up swapping the two. You might've convinced me.

As for Court of Grace, I just don't vibe with the Monarch mechanic. I don't really have a good reason as to why, I just don't. I could consider it as you're right - protecting the Monarch title is easier with a bunch of fat flying angels. I'll consider it.

As for Reconnaissance, you might've just convinced me to put it into another deck I run, Adeline, Resplendent Cathar. I had been considering it for some time, but I completely forgot about the cleanup step after damage is dealt. I didn't even consider using it then, haha. Unsure about it for Giada, but definitely for Adeline.

RiotRunner789 on [EDH][Primer] Giada's Angel Harem

2 days ago

Because you mentioned card advantage, have you considered the following?

Smuggler's Share:Anytime an opponent draws an extra card is often. Plus, the random treasure every now and then.

Well of Lost Dreams: You have Dawn of Hope and the well is similiar but has a much higher ceiling. Big beater and mana open can easily net 4+ cards.

Court of Grace: On theme and keeping the monarch is easier with a bunch of fliers. Will at least replace itself and give evasive chump blockers.

An unrelated card to card advantage would also be Reconnaissance. It's purely for combat but allows you to swing with impunity with every creature every turn. Unfavorable block? Untap and back out. It also grants pseudo vigilance since you can untap and remove from combat after damage with zero downside.

Like the deck. Honestly looks good as is but alas, we are never finished tinkering.

Last_Laugh on First Deck

1 month ago

I highly disagree with a few of the suggested cuts above. Namely Dolmen Gate and Diabolic Intent.

Not only do I think Dolmen Gate deserves its' spot, but I highly recommend running more cards like it that let you swing safely so you can actually get your attack triggers. Reconnaissance is amazing and lets you swing with EVERYONE safely, untap each creature at the most opportune time, and have every one of those creatures untapped by the end of combat. Iroas, God of Victory is another that I recommend running.

Feel free to check out my Isshin list for more ideas. Upvotes on any of my decks are appreciated. Spanisshin Inquisisshin

Rhadamanthus on can i activate Reconnaissance on …

1 month ago

No, you don't get the result you're going for here. You're allowed to activate Reconnaissance as many times you want all in response to each other, but after one of those activations finally resolves and removes the creature from combat it's no longer an attacking creature. It will be an illegal target for the remaining activations and they won't be able to do anything.

YStar27 on can i activate Reconnaissance on …

1 month ago

if i attack with a Birds of Paradise can i activate Reconnaissance on it multiple times and then tap Birds of Paradise before each one resolves and make infinite mana?

thanks

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

2 months 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

2 months 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

3 months 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

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