Reconnaissance

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Planar Constructed 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.

Hexapod on Life with Eddie

2 months ago

Thank you for inviting me to comment on your deck.

First it needs to be said that Edgar Markov is a very strong commander, whom will immediately draw the aggro from the table. This means you have to go in assuming a 3 VS 1 match in which you are the archenemy, unless your meta is incredibly high-powered.

Keeping this in mind, I see three aspects of this list that could be improved. I never aim to build a net deck, and I hope these suggestions will make the deck fun for you.

1 - Mana Base: Lands that come into play tapped make your deck slow. Lands that do not provide colors can get you screwed. I would replace most of these by Shocks, Fetch, Filters, Pathways and Bond lands to ensure you are always on curve. What is the Wasteland trying to protect you from? What is the value of Cabal Coffers here?

2 - Mana Curve: You have a high curve, with 15 cards being 4+ CMC. I would lose most of the 5-6 CMC, focusing on being already in a position to win by turn 5.

3 - Creature Count: You have one of the most broken mechanics ever with eminence, and should strive to capitalize on it as much as possible. I would rise closer to 40 creatures and lose nice-to-have, win-more cards in other categories to make room.

Suggestions: Lose Sorin, Grim Nemesis and Sanguine Bond. I don't understand Staff of Compleation in this list. You don't really need Demonic Tutor if all your cards are good. Urza's Incubator only works with a fraction of your creatures. Entomb and Animate Dead are circumstantial at best.

Door of Destinies makes your Skullclamp useless. Consider replacing the latter with Shared Animosity.

Add Reconnaissance, it is the best. You can activate before combat damage to save your creatures, and after combat damage to give the equivalent of vigilance.

Hope these comments are useful.

Cheers!

Optimator on Aerith Gains

2 months ago

Seems like a great brew! Very well-built. My gut says it's gonna work great right out the gate.

If it were me, I'd try to squeeze in a few ways to give her evasion. Make use of that lifelink while guaranteeing commander damage while simultaneously not sliding into a full Voltron deck. Whispersilk Cloak, Brotherhood Regalia, and Psychic Paper could do double duty with protecting her.
Still, she makes a good blocker without those. Equipment/Auras that give flying and/or vigilance could be good on defense, though they'd probably replace cards that are stronger in a vacuum.

Reconnaissance can give her pseudo-vigilance while making attacking with all your support creatures safe.

Protecting the whole board, as your current roster of protection cards leans toward, are still important since you'll end up distributing a lot of counters to a big board. Wouldn't want to drop many of those, but perhaps one.

Maybe cut Cosmos Elixir and Scroll Rack? I've never been impressed with Cosmos Elixir, personally, and Scroll Rack--while very powerful--doesn't seem to synergize beyond its raw power (which is certainly there). Still, card "advantage" isn't the easiest in mono-White

Crow_Umbra on Mardu, meat token dispenser

4 months ago

No prob! Glad the suggestions were helpful. You could also include some other Mobilize creatures like Dalkovan Packbeasts, which make those Warrior tokens that are going to auto-sacrifice anyways.

I'd recommend checking out Plumb the Forbidden as a way to get some more draw, & also as a way to sacrifice your own creatures in combat. There is a timing in combat where after your creatures deal/are dealt combat damage, they are still considered as attacking. It's a timing rule that makes something like Reconnaissance work to "save" your creatures from combat. The newest printing of Reconnaissance explains it in its reminder text. Basically you could use Plumb the Forbidden in that same timing window.

Last general suggestion would be to caution against very color intensive cards in 3 color decks. I'm not saying that they should not be included, but maybe to keep an eye on how consistently you can cast them.

Crow_Umbra on Sam's

4 months ago

I think what AlwaysAblaze is trying to suggest is that you will likely need a Vigilance anthem like Brave the Sands, because your creatures will not untap with every single extra combat step. Reconnaissance was also recently reprinted and has some updated reminder text. It's essentially a pseudo-Vigilance anthem with the upside of being able to pull your creatures out of combat at any point, including after they have dealt combat damage, but before combat ends.

I know you have a major Samurai creature theme going, but I also wanted to let you know that the older Samurai don't work super well with Isshin, unfortunately. The Bushido ability only triggers when the creature with it blocks or becomes blocked, and doesn't trigger on attack.

Apoptosis on Smile all the way

5 months ago

In: Alesha, Who Laughs at Fate (a solid recursion option), Ali from Cairo (this is a ripcord to pull when you're looking at lethal, I've found myself in this position a few times and since this deck is very good at dialing up answers, I've slotted good 'ol Ali into the deck, Callous Bloodmage (this is a needed answer for decks that also rely on graveyard recursion), Carrion Feeder (I needed a creature based sac-oulet, which would be easier to tutor and would allow infinite combos), Dolmen Gate (chose over Legion's Initiative and Reconnaissance -both of which I love and are good alternatives -I'm testing out the gate to see which one I like more), Goblin Bombardment (free sac outlet, can go infinite), Pinnacle Monk  Flip (back into the main and out from the maybe; the one game I didn't have it I found the game stretching with lots of juicy targets accumulating in the graveyard and no way to get them back; I like options), Swamp (up to 5 total, better hitting land drops), Viscera Seer (another more optimal free sac-outlet).

Out: Aether Vial (I love this card and it's done good work mid-game, but I think there is better value), Anafenza, Kin-Tree Spirit (I decided to remove the infinite combo with Murderous Redcap for more resiliency and interaction potential), Baton of Morale (I really want to showcase the power of banding and think this could be a good way to direct damage to the creatures you want to die/recur, but am testing Dolmen Gate as an alternative way to do it), Cauldron of Souls (good for ETB recursion and wraths but I wanted to bring down the CMC, tough call), Claws of Gix (replaced for better options), Denethor, Ruling Steward (better options), Legion's Initiative (I love this card and it lets me get an extra ETB trigger, but am trying Dolmen Gate as an alternative), Murderous Redcap (took out the infinite damage trigger with Anafeza), Sword of Light and Shadow (I really like swords, but felt there are better options).

NV_1980 on Shes a Man Eater

5 months ago

Looks good (but a tad bit expensive :)). Reconnaissance can act as a second Maze of Ith, which is very useful for both Kaalia and Master of Cruelties. Isshin, Two Heavens as One is awesome too, as he allows Kaalia to trigger twice per attack.

Crow_Umbra on The Factory of Tomorrow, Today!

7 months ago

Clones like Spark Double, that can copy Satya, can get really silly in this deck. Satya copies the Satya-fied Spark Double or Sakashima already in your 99, and those clones copy something else on your board. It snowballs pretty quickly from there. I've generally enjoyed running a suite of clones like Glasspool Mimic  Flip and Silent Hallcreeper; I guess whatever clones seem most interesting or budget friendly for you.

If you do add any clones, I think they could be swaps with some of the higher CMC creatures at the top of your curve, or Arcbound Crusher.

Lastly, I'd recommend checking out Reconnaissance as another means of keeping your creatures safe in combat, especially since you're already running Dolmen Gate. The reprint from Assassin's Creed has updated reminder text. Basically you can use it to remove a creature from combat at any point during combat, including after it's dealt combat damage, before combat ends. It's like pseudo-Vigilance with additional upside.

Load more