Creature — Elf Warrior
Elvish Reclaimer gets +2/+2 as long as there are three or more land cards in your graveyard.
, , Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle your library.
Printings View all
|Core Set 2020 (M20)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Elvish Reclaimer Discussion
1 week ago
A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.
next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.
so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.
when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.
Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.
you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.
counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.
you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.
theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.
2 weeks ago
Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.
If you opt for a strategy more anent utility lands, there is a multitude of options that become available.
Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.
For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.
'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.
Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.
One more interactive spell would be nice. Beast Within does the job.
There are some things I'd recommend you ablate:
Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.
Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.
Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?
Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.
Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!
Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!
The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)
In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.
Good luck and happy cartography!
3 weeks ago
Here are the changes I'm about to post, FYI:
Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.
Traverse is another spicy card, but adding in more Surge to the deck is just nuts.
Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.
Easiest upgrade in ever.
The times this deck would lose is because my hand was empty. This will help fix that, while al
I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.
The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.
More fetch is always good.
I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)
3 weeks ago
Sorry for the delay again everyone. The combo of school and work these past couple weeks has kept me pretty busy. I decided I'm going to just get the update down now! Ill get back to life in a bit haha.
Zilkios: I am going to have to mess with some stuff in order to make it work again. I guess the spoiler button is no longer a thing. There are a ton of Primer that are broken on the site I guess. Are the Tappedout creatures still keeping things up and running?
Elvish Reclaimer Is a fine card, it is just really slow. 3x the mana plus summoning sick is not great, even though you can tutor it. Running both is definitely an option if you have room.
Like Rasarusaid, Perilous Forays is a great sack-outlet in this deck because it also keep providing you token with landfall. If you happen to have Lotus Cobra or Amulet of Vigor in play you normally just win the game because you get all your basics out of the deck and deal all the damage. Better is a Warstorm Surge effect is in play of course.
Talking about Surge, if you have one of those in play you start really taking over the game, if you get luck enough to play a second one, gg. Now that we have one that can be tutors into play AND cost less to cast, life is good. I would not consider taking one of the three out, it is just to powerful.
Out utility lands might not always come to hand, but that can be said for any utility land in any deck. I would rather take them out for a basic (or Sheltered Thicket) then switch them out for different utility lands. Although Hour of Promise is cool, it is just not worth the commitment. I have drawn that card in many opening hands and have been very frustrated. However, if you want to play it, go for it!
SynergyBuild: Might be worth a consider, and could honestly go in any deck, the problem is out landbase is pretty delicate here. Basics are very important due to all the basic ramp we do, so adding more utility isn't really worth it.
Rasaru: I have thought about this for a while, but it might be worth making a list of cards worth considering. There are definitely games where I hope to get non-creature removal to deal with a Winter Orb, but then I realize I can just kill the player who owns it an move on with the game. I have opted to play more aggressively with my build, so removal is pretty scarce. In fact, I have won more games by blowing up my own board with Blasphemous Act then I've used it to wipe the opponent's boards.
All this being said, creatures rarely last long one the board if Om_rath doesn't want them there. He is a removal machine, but the trick with this deck is decided it is just better to kill a player over removing some targets. Also, it is fairly easy to cast our commander 4+ times in a game, so although protection is great, it is not needed as much as you might think.
1 month ago
VexenX the primer hasn't worked properly in some time, only your 'active decks', and 'needs updates'. TO has been lackluster lately and more and more players are using Moxfield.
I've been running extensive tests with this deck for a while now, it is by far my favorite casual commander. Here are some of my notes:
I find an opening hand Crop Rotation frustrating, yet a love seeing it later. I would rather have a Elvish Reclaimer early. The inner debate went on as to which one I should run, ultimately deciding that I'm going to try to run both.
Perilous Forays: I could live with or without it, it's good but not great a lot. A potential cut.
Terror of the Peaks, Warstorm Surge, and Where Ancients Tread all compete for the same job. Getting two or three in the same hand is more diminishing than it is beneficial. Warstorm may be on my chopping block.
Unless I can get more more find land cards w/o any clauses, I may rethink Reliquary Tower, and Command Beacon. I like bringing Hour of Promise back into my deck. I also believe Sheltered Thicket deserves a slot. If I'm fetching tapped forests, might as well get a dual.. or cycle it for and upcoming loam or rec.
I will include a link to my list so you can see what I run, and what I'm thinking with my 'considering cards.' Is there a Discord for Omrage, does anyone know? Rage on brothers and sisters.
1 month ago
It looks like no more goodies for Om_rath, but I'm very happy with C21! There is were I sit right now for this next Update, let me know what you think!
The only change I am not sure about is the last one, but is seems like an overall plus to me. Also, the only "weak" slot I see in the deck at this point is Force of Vigor, but that is mainly because I have not drawn it all that much yet. If a good creature-card draw card is printed that might be what is cut.
Let me know what you think!
1 month ago
Hey VexenX, thanks for responding. I am not a huge fan of devour as I have already tested it fairly thoroughly but thought it was worth exploring again due to the commander rule change and the addition of Fiery Emancipation. I think that this addition will really change the deck, 9 dmg instead of 3 per elemental, including Omnath means we need a much smaller board state to deliver lethal damage.
Point taken about the Shamanic Revelation the life swing is significant, maybe cutting card draw isn't the right move.
Momentous Fall is attractive to me as it is instant speed, it is less reliant on board state than our other draw engines. I agree that over time Elemental Bond is better value but my play group know my deck too well and know the best way of beating me is to disrupt my ramp spells early and stop my set up. Just a meta choice I guess.
I would advise against removing Amulet of Vigor this has always been a powerhouse when resolved, it enables so many early plays that I for one would never consider cutting it.
Springbloom Druid would be worth cutting ahead of Tempt with Discovery. I am a big advocate for non basic land search and as you rightly said grabbing a Gaea's Cradle untapped is usually worth it. That said after thinking about it Elvish Reclaimer might be a little slow and only good early game so might be the better cut.
1 month ago
Why not cut Gruul Turf instead of Evolving Wilds for the Fabled Passage? Wilds is a guaranteed second landfall trigger, while Turf relies on extra land drop effects. Plus, if someone gets rid of Turf, it kinds hurts more.
Traverse the Outlands out for Terror of the Peaks is also a good change. High CMC ramp spells are probably not where we want to be. I kept Hour of Promise in my list to search for Gaea's Cradle, but I may end up cutting it for Explosive Vegetation/Ranger's Path (I already swapped in Migration Path.
As far as the rest, I too will probably swap Elvish Reclaimer for Finale of Devastation. However, I still run Nissa, Vital Force in mine, so I will test out Garruk's Uprising in her place. If I find out that Nissa is important to the deck, then I'll just do a straight swap for Elemental Bond.
As far as trying to find a spot for World Shaper and Heroic Intervention, that's going to be really difficult. Most, if not all cards, are pretty vital for the deck. The only cards I could maybe see cutting would be Springbloom Druid and Force of Vigor, but even those are sketchy.