Creature — Elf Shaman
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
|Have (3)||metalmagic , gildan_bladeborn , CampbellStev|
|Want (2)||burgaboo , Snohsir|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Reclamation Sage Discussion
1 day ago
I definitely prefer Aspect of Hydra over the 2 Blossoming Defense , to be honest. While Defense isn't bad, Aspect is just so good, and it can easily add 5 or 6 damage for a single mana, which can give you some really quick kills.
I'm not a fan of Wrap in Vigor , I don't think you ever want to be holding up two mana to prevent a wrath when you can instead just not play any more creatures. Realistically, 5+ power on board is scary to anyone, and they're forced to either find a way to stop combat or kill your creatures.
Also, when building your sideboard, think of what you're cutting for each card. For example, you'd probably cut Champion or Avatar to pull in 2 Scooze and 2 Weather against an aggro list. With that in mind, I'd rather have Reclamation Sage as your artifact/enchantment hate because it switches for Steel Leaf perfectly, and continues your board state building while other cards won't.
Or Thrun -- you don't have any other 4 mana card maindeck. As such, he's not great to side in. Dungrove Elder , Great Sable Stag , Barkhide Troll , Bassara Tower Archer are all better options, but they depend on your meta. You'd run Dungrove on default because it grows, Stag if counterspells, merfolk decks, or black creature decks are a problem, and the other two(which slot in for stuff like Avatar instead of Champion) if you need them to come down earlier.
Those are my thoughts for now, but I gtg so I guess I'll talk more later.
6 days ago
Also I feel like you have tutors for things but not the things to tutor. You have Green Sun's Zenith but no Dryad Arbor or Reclamation Sage and you have Crop Rotation but no Strip Mine or Scavenger Grounds . I usually try to build my tutors to have a suite to pick from for flexibility.
1 week ago
Chittersplitter is interesting. It is a little slow and there are better anthems in green, but can't complain about more squirrel cards
Sythis is our second pure enchantress style commander but looks pretty good.
Search the Premises is fantastic card draw for mono-white that will serve as a minor Ghostly Prison effect. Not sure it's good enough for other Wx decks, but mono-white will take all the card advantage that it can get.
Dauthi Voidwalker: all I can say is "wow!" Likely will see Modern play and probably should go in every Yuriko, Gonti, Marchesa, steal etc. decks.
Sol Talisman...this one is interesting. Is Sol Ring good enough to play even with suspend 3? I honestly don't know, it's close.
Foundation Breaker is a new commander staple, full stop. Unless you are playing elves it should probably replace Reclamation Sage in most decks.
Similar things can be said about Archon of Cruelty. Most reanimator decks will want this.
2 weeks ago
Some possible How Abouts: Abomination of Llanowar , Boreal Outrider (you might want some Snow-Covered Forest and Snow-Covered Swamp if you go this route), Elf Replica , Elvish Warmaster , Eyeblight's Ending , Gilt-Leaf Ambush , Harald, King of Skemfar , Jaspera Sentinel , Nadier's Nightblade , Numa, Joraga Chieftain , Path of Ancestry , Pendelhaven Elder , Prowess of the Fair , Quest for Renewal , Quirion Ranger , Reclamation Sage .
2 weeks ago
Hey, good start on a budget version of Tuvasa.
Some budget cards to consider adding:
- Fertile Ground : mana.
- Setessan Champion : enchantress.
- Vanishing : protection for Tuvasa and auras she has.
- Overgrowth : mana.
- Verduran Enchantress enchantress.
- Wolfwillow Haven : mana.
- Stony Silence : opponent artifact disruption.
- Shielding Plax : hexproof for Tuvasa.
- Duelist's Heritage : double strike.
- Favor of the Overbeing : flying and vigilance.
- Stubborn Denial
- Open the Vaults : reanimate all enchantments.
- Seal of Primordium
- Kenrith's Transformation
- Archon of Sun's Grace
- Destiny Spinner
Some cards to consider cutting:
- Azorius Signet
- Lightning Greaves
- Selesnya Signet
- Simic Signet
- Swiftfoot Boots
- Chromatic Lantern
- Arcane Signet
- Reclamation Sage
- Llanowar Elves
- Danitha Capashen, Paragon
- Transcendent Envoy
- Herald of the Pantheon
- Starfield Mystic
- Kestia, the Cultivator
- Sun Titan
- Creeping Renaissance
Consider more enchantments, less mana rocks and creatures? Adding more land auras as well as more enchantresses could replace mana rocks, Sol Ring is the exception. With only Sol then Stony Silence could disrupt your opponents artifacts. More advice for cuts is to streamline the creature base. Use the other creature spots to add more enchantments.
Danitha Capashen, Paragon , Herald of the Pantheon , Starfield Mystic and Transcendent Envoy could be cut for more low CMC enchantments since you have more low CMC enchantments then higher CMC ones which makes these cost reducers subpar. To replace Greaves and Boots for protection for Tuvasa instead use some auras. Vanishing can be repeatable protection for Tuvasa and all auras on her from removal even board wipes. When Tuvasa phases out all the auras she has also phase out. When she phases in at your next untap step all the auras also come back still with her.
Good luck with your deck.
3 weeks ago
Shalai seems alright, I might test it out. I've found the deck to have little interaction; have you considered adding Shriekmaw or Wispmare , Ingot Chewer , or even just Reclamation Sage ? It would be nice to get targeted removal from the grave with the Horde of Notions ability
1 month ago
Your deck looks like it's off to a great start for being new to this! One thing I'd recommend is maybe adding a couple more Mana Dorks like Fyndhorn Elves , Llanowar Elves , Elvish Mystic etc. You're creeping close to an average CMC of 4, and want to reliably cast not only Esix, but some of those bigger token producers.
I'd also recommend checking out Lazotep Plating as a board protection option, and has a token attached to it for Esix to play with. Other cheaper token producers to check out are Master of Waves , Spawnwrithe , Mist-Syndicate Naga , Scute Swarm , and Tendershoot Dryad . I would place more emphasis on Scute Swarm or Tendershoot, since they can pump out multiple tokens per turn cycle.
If you want to make use of Esix's ability, try to have creatures that have Enter the Battlefield Effects, which can be reused as you make token copies. Some potential cards for this effect use could be Reclamation Sage and Mulldrifter .
If you're interested, check out my Adrix and Nev deck Fibonacci Debauchery. It's not super budget, but I do have stuff in my Maybeboard that might be of interest.
I would also recommend checking out The Command Zone's Pre-Con Upgrade video. They talk about the Quandrix pre-con in detail and recommend some budget upgrades with Esix as the commander of the deck.
1 month ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.