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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 |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Phyrexian Reclamation
Enchantment
, Pay 2 life: Return target creature card from your graveyard to your hand.
Rekt_Angles on
My Life gain hurts huh?
1 week ago
Considering the lifegain theme combined with an aristocrats style gameplay based on creatures dying, I would recommend for your consideration Veinwitch Coven, Pest Infestation, Starscape Cleric, Creeping Bloodsucker, (Possibly, depending on token generation) Mirkwood Bats, and possibly cut Epicure of Blood since 5 mana is a lot to ask for an effect you're getting more efficiently elsewhere.
Also recommend Vito, Thorn of the Dusk Rose for doubling up on life loss, Well of Lost Dreams for a consistent draw engine, Scavenging Ooze for graveyard hate that synergizes with your play pattern, Bloodthirsty Conqueror is a duplicate of Exquisite Blood that goes infinite with your commander, Prosperous Innkeeper for one shot ramp strapped to a soul-sister type of effect, and some sac outlets like Viscera Seer wouldn't go amiss since you really want things to die. Phyrexian Reclamation also suits this playstyle well since you'll likely have more life than you know what to do with, your creatures are mostly cheap to cast, and being able to instant speed recur your creatures to hand is valuable in this archetype.
Hope this helps!
Necramus on
2 months ago
Goldberserkerdragon it may be worth it to run things like Phyrexian Reclamation so you can avoid having your commander taxed into oblivion!
RufusTheGrufus on
Anikthea's Enchanting Recycling Plant [Primer]
4 months ago
"That's just my 2cents, would love your thoughts.”
Oh boy, well I definitely have some thoughts!
“Creeping Ren - Yeah, it's definitely not as good as replenish. I suppose it depends on the amount of interaction/wipes in the meta and if you have enough card draw to bypass the grindy attrition.”
Yeah definitely, and on second thought it may be more appropriate to compare it to Phyrexian Reclamation. I'll probably have to playtest with Creeping Renaissance swapped in over it; I'm not sure yet which will be more cost intensive in the long run, and being able to hit different card types with Creeping Renaissance is really nice. I'm a bit hesitant though because it would dilute the enchantment count further and Phyrexian Reclamation is relevant way earlier in the game.
“Archon of Sun's Grace - It's nice, it makes tokens. For 4 mana, is there something better?”
Oh man, Archon of Sun's Grace is so much more than just a creature that makes tokens for four mana! Just In looking at it's stats, it's a ¾ with flying and lifelink, for four mana; which is an amazing cost rate. This list is pretty vulnerable to faster decks and/or decks with a lot of flying, so both the lifelink and the flying help keep me around till the mid/late game. On that same note, the tokens produced do the same exact thing. Because Archon of Sun's Grace triggers off of enchantments entering the battlefield, it's surprisingly easy to organically generate a game-winning number of tokens (either through combat damage or ping effects).
“Mindwrack Harpy - 4 mana, mill cards. I feel that there are other cards that can mill. I get it's an enchantment creature, I just wonder how impactful it is.”
Maybe it's just my playgroup in particular, but having flying creatures in a deck feels incredibly impactful on it's own. Like you've pointed out, it's an enchantment, so it will trigger the significant number of cards that care about enchantments that are built into this list. Additionally, it doesn't just mill yourself and provide you with more card selection for Anikthea's ability, it also mills each opponent. With just one Mindwrack Harpy, your opponents will likely be irritated and disrupted, but with a plethora of Mindwrack Harpy copies (which this deck is capable of doing!) you're also threatening to take players out of the game. It definitely has downsides in that it can assist other players who are also playing with their graveyard; but the fact that it happens on your turn helps balance that out a bit.
If I were to cut Mindwrack Harpy I'd want to slot in a similarly efficient, enchantment-based piece of card advantage. Flickering Ward could be interesting since it also doubles dips and acts as protection, but the card advantage efficiency is nowhere close unfortunately.
“I feel like in EDH, you are going to have a lot of stuff in your GY regardless."
Sometimes you will, sometimes you won't! There's so much variance just within a single deck, let alone across 4, that I wouldn't say it's guaranteed. And even then, I would rather be reliant on my own methods of getting cards into my graveyard, during my turn, rather than waiting for my opponents to interact with me in some way. For decks that rely on using their graveyard it's really important to be able to control when cards are put into the yard, rather than just passively waiting for your graveyard to fill, since graveyard hate is plentiful and easily accessible.
“Mirkwood Bats - As a finisher, do you need the redundancy? It cost a lot and without the setup doesn't seem too impactful.”
Mirkwood Bats I don't feel as passionate about but man, you really don't want me to have any flyers lol! The setup for this card is literally baked into the deck’s packages; and you wouldn't play any wincon cards before you're set up anyways (e.g., casting Craterhoof Behemoth with no other creatures)! Mirkwood Bats wasn't originally on my radar but eventually got added to this list back when I was more heavily playtesting it.
Because this list allows for a ton of tokens to be produced, oftentimes my turns would get obnoxiously long without being able to close out the game. Mirkwood Bats allows me to capitalize on tokens the second they're produced, as well as when I sacrifice them (which is way more rare, but definitely comes up).
In terms of redundancy I'm actually worried I may not have enough of these effects, but I also don't want to convert the list fully to an aristocrat build. I would not say that having four ping effects is redundant in a 100 card deck and, while I have various tutors to help mitigate that; I haven't found myself with an excess of pingers when playing this list (so far at least!).
legendofa on
Grandeur in Commander
10 months ago
I had a Grandeur Commander concept with The Ever-Changing 'Dane. Get a Grandeur creature out, sac-copy it with 'Dane, and use something like Phyrexian Reclamation or Malevolent Awakening as recursion. I never built it, but I think there's a viable casual deck in there.
Belfore on
Pestilence of Phyrexia
10 months ago
strong textAny price cap per card cause Vorinclex, Monstrous Raider is a bit pricey but fits very well into your deck. You might also consider Evolution Sage and also doing a text search on the gatherer for infect. You might also consider Skithiryx, the Blight Dragon, Sheoldred Flip, and Phyrexian Reclamation. that is just for starters.
ldvatwa on
Volrath: No School, like Old School
1 year ago
I love that you run all the old versions of these great cards. I remember pulling those versions of Avatar of Woe, Mutilate, and Phyrexian Reclamation out of packs. Good times!
Pheardemons on
Mishra's Relentless Horde
1 year ago
Phyrexian Reclamation was there as a way to get the token generatros back like Krenko, Mob Boss. I do understand the potential of taking it out.
War Cadence has not been tested as it is the newest addition. I liked the idea of politicing. Plus, it was a win condition giving my creatures essentially unblockable. I'll think about it.
Vedalken Orrery is one of those cards I include in almost all of my decks. It is always a good choice. However, I do understand the fact that this deck usually wins on my turn in combat, so it may not be NEEDED here.
Because I have Wound Reflection and Archfiend of Despair I was debating on City on Fire. It rarely wins the turn it comes down and it tells the whole table what I'm about to do on my next turn. Granted, blocking creatures still triple damage.
Krenko, Tin Street Kingpin was another one that has been kind of subpar. If I can get it down turn two or three it is a powerhouse. Late game it's pretty bas as it has small attack and is required to attack.
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