Deep 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

Deep Reconnaissance

Sorcery

Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

Flashback (4)(Green) (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

Soara on Gishath Jurassic Park

4 years ago

Looks like a good draft of the deck if anything I would do 2 things to improve the consistency.

  1. Not counting the artifact ramp, I counted 15 cards that ramp you. Increase this to 20 cards, and that will give you a 75% chance of summoning Gishath on turn 6 game after game.

  2. Get rid of the artifact ramp for more cultivate effects, cards I didn't see in your list Beneath the Sands , Deep Reconnaissance , Far Wanderings . There are many more of those effects in magic and all can be had for less than a buck each.

By doing these 2 things you can cut the lands down to 37, and you'll open up 5 slots for cards in your maybe board.

xram666 on Mana flooding is a good thing?!?! (PRIMER)

5 years ago

You can't have enough lands! +1 from me. I have some suggestion that may fit into your deck

Tuft on Rashmi's House of Value

7 years ago

Breeding Pool, Flooded Grove, Temple of Mystery, Botanical Sanctum, Hinterland Harbor, and Yavimaya Coast are all relatively cheap (except for the Grove), and will do way more for the consistency of the deck than adding a singleton of Jace - unless, that is, you're going to go for a strong "basics matter" subtheme, which it doesn't look like you're doing.

As far as the deck proper goes, Krasis Incubation, Terrifying Presence, Pulse of Murasa, Reclaim, Natural Connection, Learn from the Past, Nissa's Judgment, Map the Wastes, Contingency Plan, Deep Reconnaissance, Incremental Growth, Vexing Scuttler, Sylvok Replica, Stingerfling Spider, Sigiled Starfish, Shambleshark, Lashweed Lurker, Embodiment of Spring, Dawntreader Elk, Conclave Naturalists, and Borderland Ranger can all be cut. I don't wnat to be frank, but I feel like I have to - those cards are bad. They're simply too low power. From a pure powerlevel perspective, you're going to find yourself outgunned. And although it's really tempting to look for cards like Torrential Gearhulk, Scroll Rack, and Sensei's Divining Top that are "staples" in EDH and are super popular and expensive, those are only really worth it if you've already got a high-power deck filled with high powerlevel cards because it adds consistency to your draws and lets you use your high powerlevel cards to their fullest. I also think that although Scroll Rack and Top are super synergistic with your commander, you should probably save them for last because they're so expensive and relatively low-impact compared to your actual win conditions. If you're on a budget, consider Crystal Ball - although it's a little bit more expensive manawise than either Scroll Rack or Top, it's still pretty damn good.

Your deck is not high powerlevel, sorry to say - although selecting one of your top 3 cards seems really good, it's absolutely godawful useless if the top three cards are Conclave Naturalists, Sigiled Starfish, and Krasis Incubation. Instead of looking to the big ticket cards for power, which will be inconsistent, you should be looking at cheaper synergistic cards - Things that will only cost you a buck or two like Dig Through Time, Vedalken Orrery, Mystical Tutor,Courser of Kruphix, etcetera.

Now with those cuts, that leaves you with 21 extra slots to put in cards that help you with your goal. We need to take a look at your mission statement for the deck and build an idea around which the deck will be built - you said that "The goal is to utilize Rashmi to get insane value from casting cards for free and stealing and copying my opponents cards. Currently has a counters subtheme with most of the creatures". So what can we do with that? Well, looking at clone and stealy effects, you're missing a few really good ones - Stunt Double, Clever Impersonator, Sakashima the Imposter, Cryptoplasm, Progenitor Mimic, and a personal favorite of mine, Phyrexian Metamorph. As far as stealy effects go, there's no shortage in blue. Thada Adel, Acquisitor, Bribery, Treachery, Corrupted Conscience, and Treachery (although this might be a bit out of your price range).

Spelljack is a little costly for a mere counterspell, but it's right in your niche of stealing spells. Cultural Exchange lets you trade away some garbage mana runts for their biggest beatsticks, and Perplexing Chimera is just a lot of fun.

Now all these cards combined will probably not even come close to equaling the cost of a single JTMS, but it'll be much better for your deck if you pick these guys up because your $100 of power isn't focused on one card that you rely on to really blow up your opponent. Instead, it's more evenly dispersed and distributed to make sure that more of your draws are live gas, and less of them are shit like Reclaim.

Also, if you still want better ramp, cut the Simic Keyrune for a Simic Signet, and use Cultivate and Kodama's Reach for your oneshot spells. Although they only drop one land each, they set you up for consistent land drops further down the line, and guarantee you access to both colors.

If you're still interested in a +1/+1 counters subtheme, I've got a lot of ideas, but since you said you're probably gonna phase that out, I'll leave those for another time.

Draw_Wurm on Azusa aggro/token

7 years ago

Elephant Grass for defense while ramping. Gaea's Liege for a retro blocker. Dungrove Elder for something hard to remove. Yavimaya Elder and Yavimaya Dryad for ramp.

Dirtcowl Wurm is fun. Elvish Aberration for the forest cycling. Allosaurus Rider

Creeping Corrosion and Tranquil Grove are also good tech.

Abundance, Explosive Vegetation and Deep Reconnaissance also good ramp.

CaptSillva on Dragon Lords

7 years ago

Alright, so this deck seems to have a lot of issues so let's take it one step at a time.1.It doesn't seem to be necessary for this deck to be four colors. It's too unfocused and at the moment you just don't have the fixing to support it and it is creating a major strain. If you are going to go through with this you will need to add more flexible fixing like Haven of the Spirit Dragon, Cavern of Souls, City of Brass, Mana Confluence, and/or Birds of Paradise.

  1. This deck is far too slow for modern. You need to be faster than this. And cards like Dragonlord's Servant, Slumbering Dragon, Dragon Tempest, and Crucible of Fire should help.

  2. This deck has too many cards so you will need to make some cuts. Obviously, you can start by trimming a color or two. I would suggest you stick with red/black or red/green and get rid of the rest. And you will need to get rid of Deep Reconnaissance. It's not a very good card to begin with and it's not modern legal.

Have (1) ajmcnulty
Want (1) TrueRandom11