
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Reclamation Sage
Creature — Elf Shaman
When this enters, you may destroy target artifact or enchantment.








Flarhoon13 on
Garth, where are the bodies, Garth?
3 months ago
Turn 4 was my first spell Reclamation Sage, "call me Rec" for Jesse's Eidolon of Rhetoric... I wanted my opponents to flood the board for my Phyrexian Rebirth. The Gitrog, Ravenous Ride had already hit me for 7. Turn 5, Mirari's Wake. Turn 6, Phyrexian Rebirth took out 4 of my opponents' creatures plus Rec Sage. I had floated enough for Garth One-Eye as well. Turn 7 my excitement for a giant Villainous Wealth was entirely dampened by Ethersworn Canonist. I cast Hydra Broodmaster with six mana available from lands plus a possible Black Lotus for 9, so I could monstrify for four 4/4s. I realized in this turn cycle, though... I should have just Disenchanted the Ethersworn Canonist. I ended up using Garth to cast his Disenchant, which worked out fine. Turn 8, I untapped, cast Black Lotus into Villainous Wealth for x=10, targeting Seth (The Gitrog, Ravenous Ride). It was the right choice. Among 8 total nonlands, I hit a Rune-Scarred Demon, which fetched the Palinchron. I used my remaining 5 mana from Orzhov Basilica and City of Brass to Time Warp. Turn 8, again, I generated infinite mana with the Palinchron and Mirari's Wake, so, creating a million hydras of enormous size. Garth One-Eye cast Regrowth on the Time Warp, allowing me to kill my opponents on my next extra turn
DemonDragonJ on How Good is Atalan Jackal?
4 months ago
wallisface, I definitely have some excellent cards in that deck with abilities that trigger when they enter the battlefield, such as Reclamation Sage, Eternal Witness, Craterhoof Behemoth, Brutalizer Exarch, Coiling Oracle, Mulldrifter Mystic Snake, or Peregrine Drake; do you agree that those creatures are excellent cards for flickering?
Balaam__ on Balaam__
4 months ago
@legendofa I’m back with some more from a few sets.
•Silent Dart might qualify. The angle is a bit strange, but technically possible.
•Carrion Imp could be feasible from that angle.
These I’m not sure about.
•Dawn Charm At first I thought yes, then realized the hand position is opposite what it needs to be. We should see the person to whom those hands belong, yet we don’t. Maybe they’re reaching high into the air or something.
•Gruesome Menagerie I don’t think the zombie’s head is above ground and looking at his hand, I think only the hand burst out.
•Sigiled Sword of Valeron I don’t think it’s from the viewpoint of the guy holding the sword.
•Naturalize same as above.
•Magistrate's Scepter again, same as above.
I forgot to check against your list, so please ignore duplicates.
I was wondering if you could do me a favor. I tried my hand at building my first Pioneer format deck, and ran into a confusing issue. Idk the cardpool so I’ve been relying on various sources to check legality. One app said Cavern of Souls is legal so I added it, but that flagged the deck as Illegal. I checked a different source and it said it was legal, then another said no, and so forth. Do you know for certain whether it’s legal or not?
SteelSentry on Which is More Important: Total …
4 months ago
Some of those are also relative because sometimes being one bigger than the other is a much bigger deal than just one. I can tell you from Standard that I can remember way more Lightning Strikes being cast than Shocks ever were unless you were in specifically a Prowess-style deck; thrown at a player, 2 and 3 damage is the difference between a playset doing 8 and 12, and 2 toughness and 3 toughness are important breakpoints in creature design for many reasons, the Bolt test being one of them.
Shared Summons is certainly a powerful card, especially in combo decks, but Eladamri's Call letting you find the right creature and casting it the same turn makes it better in most cases than getting two creatures and then dying to some artifact or enchantment you didn't have the mana to remove with Reclamation Sage which means I prefer it in most cases.
Lightning Angel is actually a good example of 3 vs 4. Mantis Rider is good, and also, relevantly, a Human, but it dies to Bolt or a 1/1 plus a Shock, and anything it kills it trades with. In a mirror match, the Angel can block other Angels all day, dodges Bolt, and unless you're playing a cube (Flame Slash and Flametongue Kavu are popular includes) or a format that has playable expensive red removal like Witchstalker Frenzy, a red deck may struggle to kill it 1-for-1.
With the draw spells, this is a very common theory in Yu-Gi-Oh actually, but a card going +1 like Quick Study is very powerful. More cards is always better, as is mana-to-card ratio, but little burst draw or cantrips usually live and die on their efficiency, and Quick Study being the cheapest unconditional way outside power to go card positive makes it incredibly noteworthy. Like the tutor argument, you might prefer card filtering cantrips that leave you neutral because the right card is more important than more cards, but it depends on why you're putting the spell there in the first place.
It's a very interesting topic that is often ignored in Commander due to the nature of the format, but the idea that "1 isn't always 1" is what really makes card analysis for 60 and 40 card formats special to me.
NonetheWeisser on
Wear my foot up on they necks....
8 months ago
Grounbreaker is GROUDBREAKING (lol), but really it's a massive threat that ends games as soon as turn 3. I did not pyt much thought into a sideboard, but maybe...
Beast Within, Dryad Militant, more dismember, Reclamation Sage, Blossoming Defense. Things of that nature.
ProgramIncomplete on
The Mycotyrant
9 months ago
Sure thing!
When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.
But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora Flip as our boardwipes.
One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.
Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.
The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.
Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.
A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!
Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.
So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.
P.S. Apologies for the long winded reply, hopefully it was insightful.
RufusTheGrufus on
Mono Green Stompy
1 year ago
Profet93, thank you for taking the time to check out the list and offer your suggestions!
I'm going to try my best to articulate my opinions of said suggestions:
-Rishkar's Expertise: I do enjoy this card quite a bit, and did originally have it in the list. It eventually got cut because the floor was too low for a 6 mana card; and I opted for a similar effect in Return of the Wildspeaker because it's one mana cheaper and has extra utility since it can help push through alpha strikes. I do feel like this deck could benefit from a bit more card advantage though.
-Pir's Whim: I actually completely forgot this card exists, I think this is a perfect swap suggestion, thank you!
-Traverse the Outlands: I totally get why you're suggesting this card, I think I personally just tend to shy away from more conditional ramp, removal, and card advantage; since typically if I'm desperately needing one of those effects I don't want to have to rely on satisfying an extra condition in order to achieve it. I think otherwise Traverse the Outlands could totally find a home in this kind of deck.
-Collector Ouphe, Manglehorn, Reclamation Sage: Collector Ouphe and Manglehorn are definitely great cards to include in this deck. My main hesitation with including them is because this decklist was made with the intent of having it be a bit more casual and less "feel bad" for when my playgroup wants to play with lower powered/more casually oriented decks. I love the idea of including them though and am adding them to the Maybeboard for further consideration! In terms of Reclamation Sage, it was in the decklist initially but ultimately got cut over more flexible pieces such as Krosan Grip, Beast Within and Return to Nature as I typically feel the need to have some options for instant speed removal; and I have a few pieces of creature-based artifact/enchantment removal that can target multiple things.
-Nissa's Pilgrimage: This is just an objectively better card than Cultivate in a mono-green deck, thank you!
-Yavimaya Hollow: Intriguing card, I'm definitely interested in testing it out!
-Turntimber, Serpentine Wood Flip: I generally have an aversion to these flip lands. I totally get the arguments for playing them, I've just never felt inclined to play a majority of them. I'd be willing to give this one a shot in the list though to see if it exceeds my expectations; especially since it's so on-theme!
-Goreclaw, Terror of Qal Sisma: I completely forgot about this guy, I'm interested in testing him out and am swapping him in over Giant Adephage; which was really just in the deck as a 'fun' pet card anyways.
-Shaman of Forgotten Ways, Somberwald Sage: I don't know how I forgot about Shaman of Forgotten Ways. Thank you for such a great suggestion, I slotted it in instead of Llanowar Tribe for now. Somberwald Sage I'm less sure of including at this point in time. I'll put it in the Maybeboard and keep thinking on it.
-Siege Behemoth: An interesting suggestion, I'm not sure if I'll find a home for it in the deck just yet but I'm adding it to the Maybeboard to consider!
-Berserk: This would be an incredibly fun include, I just need to find something to cut. It'll have to live in the Maybeboard for now.
-Life's Legacy, Greater Good: Since I'm truly a Golgari player at heart, and love playing around with sacrifice and my graveyard, these cards were definitely in consideration when I initially built this deck. I eventually opted for just Momentous Fall and not Life's Legacy because Momentous Fall can be cast at instant speed which allows it to be used in response to removal to help with rebuilding. If I had more synergy with sacrificing creatures baked into the deck, and/or more ways to utilize my own graveyard, I would definitely be including Greater Good. I'm adding them to the Maybeboard for now, especially since Greater Good may just be too much card advantage to turn down.
Thank you again for such considerate suggestions and for taking the time to look over the list!
Profet93 on
Mono Green Stompy
1 year ago
I actually completely disagree with the above GoldBerserkDragon, (GBD) both personally and professionally. 37 lands is actually my favorite # in EDH. While yes, you could it isn't optimal, especially in a build whose avg cmc is above 4.5. Now to actually provide you with suggestions unlike GBD. Some of these might be better than others, let me know what you think of each....
Rishkar's Expertise - It's draw + tempo. While it is a bit risky if you have one creature, the risk is mitigated if you have several creatures on board.
Pir's Whim > Tempt Discovery - Tempt is best if you have cradle or another high mana producing land to immediately use untapped. I used to run it but my playgroup would either not take the bait, or would just tutor for strip mine and destroy whatever land I got. Pir's whim is political and removal, all at the same time.
Traverse the Outlands - Mass land ramp
Collector Ouphe - Null rod the creature. It only stops 2 of your cards but since artifacts are huge in EDH, it's definitely worth considering. If not, then perhaps a Manglehorn or a Reclamation Sage
Since you run momentous fall, perhaps a Life's Legacy? Better yet, Greater Good!
Nissa's Pilgrimage > Cultivate
Yavimaya Hollow - Regen / politics
Turntimber, Serpentine Wood Flip - Spell or land, you decide!
Goreclaw, Terror of Qal Sisma - Ramp + Trample
Shaman of Forgotten Ways/Somberwald Sage - With the former as an alt wincon
Siege Behemoth - Push damage through
Berserk - Super fun! I once used this on an opponents (Op1) commander to kill Op2 via commander damage and Op1 lost his commander making him easier to kill. Usually used to close things out. It's also fun to use on Selvala as psuedo ramp. Not needed, but nice.
Have (3) | metalmagic , crimsonghostcan , lullygp |
Want (3) | mflint , C0LDE , beesaurs |