Reclamation Sage

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Reclamation Sage

Creature — Elf Shaman

When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.

plakjekaas on Should I Put Loran in …

18 hours ago

She's a human Reclamation Sage in . That also draws cards in a less "bad" way than Temple Bell would.

Although it is a creature, and is summoning sick. If your board gets wiped a lot in a way that artifacts stay in play, the Bell is probably better. If not, Loran is likely a way more useful card.

DemonDragonJ on Brother's War Spoilers

1 month ago

Loran of the third path shall be a nice replacement for Reclamation Sage in my Chulane, Teller of Tales EDH deck, due to her additional abilities.

Grind on Meren

2 months ago

cool deck!!! it looks great.
a couple comments:
I prefer Caustic Caterpillar and Reclamation Sage over acidic slime because of lower mana cost. the caterpillar is great because you can recur him and he sacs himself.
i prefer Regrowth to restock as 2 mana is much easier to pay than 5.
having sac outlets is very important to meren, High Market is decent, as is Viscera Seer.
having recurrable creatures that double as removal is great for controlling the board. some options are: Big Game Hunter, Nekrataal, Bone Shredder, Plaguecrafter, Demon's Disciple.
creatures with innate recursion are useful, i like Reassembling Skeleton.
some great low mana value enchantments: Phyrexian Reclamation, Animate Dead.
it's good to pack draw spells, some to consider, Life's Legacy, Momentous Fall, Rishkar's Expertise, Skullclamp.
last comment, more ramp is good, and boardwipes might be helpful. Decree of Pain is solid because it can draw you a ton of cards. and lots of good ramp in green out there, i like to run 10 ramp cards. Wood Elves can fetch you Haunted Mire, 2 mana ramp like three visits and nature's lore are good, or cultivate and kodama's reach are solid performers. when deciding what to cut, i look at the top of the mana curve. having fewer 5, 6, and 7 drops will help make your early game more consistent and will make your deck more competitive.
anyway just some thoughts, hope it helps and keep on having fun!!!

to_regatha_and_beyond on Meren Reanimaten'

2 months ago

Nice deck! I play Meren too, she's a super fun commander.

Given my experience, a couple of suggestions-

Besides that, the rest is looking really strong. I'm definitely going to steal some of your ideas. Nice deck!

StoryArcher on Don't Let Em Breathe (Quick)

2 months ago

Slashdance

I would actually avoid lands that come in tapped if you can, for the very reasons you mention - keep in mind, I only run 19 lands with no mana dorks which goes against conventional wisdom. If you were to drop Boseiju, Who Endures, I personally would replace it with Lair of the Hydra, since your third and fourth land coming in tapped is usually not as big a deal, but you need those first two or three lands you play to be available right away.

Broken Wings is another nice budget sideboard option I meant to mention - I use Reclamation Sage because the deck is predicated on casting creatures first and foremost, which is also why the main deck only has 7 non-creature spells.

The trick with decks like this is avoiding the instinct to drift into 'win more' mode. You normally only need to deal 17 - 22 damage to win the game, and you want to do that as quickly and as efficiently as you can. Being able to deal 100 points of damage on turn 5 is meaningless if you can't get there. Nothing in this deck is actually key to it winning, so it becomes very difficult to derail. Just make sure that you have a means to deal with Ensnaring Bridge and a way to recover from board wipers, which often means NOT casting a creature or two when what you have on the board should be enough.

Corrus555 on Green/blue sea monsters copy

2 months ago

Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.

My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.

lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/

Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.

Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate

The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.

Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker

Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.

Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail

To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample

Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.

AstroAA on Punching in Pillow Fights

5 months ago

It has been a while indeed. Even though you're running things like Kenrith's Transformation and Song of the Dryads, I feel as if you still aren't running enough removal. A basic list of stuff you should definitely consider is:

In addition, I see you running an aura strategy. I'm personally not a fan of auras, but you do you. You're also running a rather low creature count at 12. I would definitely consider trying to add more creatures, particularly things like Collector Ouphe and Hushbringer as you aren't running many artifacts with activated abilities or creatures with ETB effects. With Collector Ouphe, you can punish your opponents for ramping via mana rocks, and with Hushbringer you can protect your enchantments against effects from Acidic Slime and Reclamation Sage. Destiny Spinner is also super helpful since she herself is an enchantment and can protect against your spells getting countered.

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