Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling (, Discard this card: Draw a card.)
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|Commander / EDH||Legal|
Reconnaissance Mission occurrence in decks from the last year
Latest Decks as Commander
Reconnaissance Mission Discussion
16 hours ago
Hi! Nice version of the Locust God, xhatredsucksx. I like many of your ideas like the storm cards, the red mana generating spells, the Flux or the Isochron Scepter, I'll keep them in mind.
I've also been playing The Locust God, since it came out. Things I think could help you:
29 lands is a bit low, even with your mana rocks, red mana spells and low CMC curve. I have 35 lands in my version (38 if I count the dual modal face spells like Valakut Awakening Flip, for example), and 10 ramp/mana generating cards. And even so, even with all the card draw this commander grants, sometimes is not enough mana to go fast.
Brudiclad, Telchor Engineer rocks in his proper deck, but in yours, you don't have any big or powerful token to transform your locusts in (only Cackling Counterpart but not enough). In your current build he will only be a 6 mana body that generates you a 2/1 each of your turns.
Cavalcade of Calamity and Tetsuko Umezawa, Fugitive are nice, but be careful as if you play cards like Ogre Battledriver , Shared Animosity or Favorable Winds for example, you'll be countering yourself. In my opinion, better the Ogre, the shared animosity and the favorable winds than the first ones.
Card I recommend:
Mana Geyser in front of a tapped table will give you the game in one turn by generating enough mana to draw much cards to find a combo or just creating enough locust to kill everyone. I've won many times with it.
Ashnod's Altar will combo with your Locust God and your Skullclamp, granting infinite Locusts / colorless Mana / Card draw.
Rites of Initiation also win games by discarding a lot of cards and making your locusts something like a 20/1 for example. Again, like mana geyser, is a card to use against unawared opponents or when you have enough counterspells in hand.
Goblin Bombardment is a powerful sac outlet to respond a Mass removal or end the game. It will deal serve as a direct damage way to win against people who use cards like Propaganda and will prevent your enemies of wiping the board without receiving tons of damage.
1 week ago
Flickerwisp , Path to Exile , Grasp of Fate seem good exile effects to make tokens.
Reconnaissance Mission is another way to get value from your tokens. And Open the Armory is an inexpensive way to tutor skullclamp.
Finally after you foretell all these cards, Windfall seems like a good way to refill your hand.
Just some ideas, cheers and have fun!
1 week ago
Hey, well done on a budget. Nice Sol Ring and Mutavault promos :)
More flying/unblockable Pirates can help to easier trigger Malcolm and Breaches.
- Departed Deckhand --> Volcanic Dragon
- Spectral Sailor --> Swaggering Corsair
- Siren Stormtamer --> Goblin Trailblazer
- Warkite Marauder --> Captain Vargus Wrath
- Storm Fleet Sprinter --> Littjara Kinseekers
- Zara, Renegade Recruiter --> Maelstrom Colossus
- Archetype of Imagination --> Confiscate
Imagination also makes it so your opponents creatures most likely can't block your creatures because they can't have flying. The only creatures who can block are ones with reach or there's an effect to be able to block creatures with flying.
Sources of repeatable draw when a creature you control does damage or combat damage to a player are good with more flying Pirates.
- Bident of Thassa --> Sisay's Ring
- Reconnaissance Mission --> Dreamstone Hedron
- Tandem Lookout --> Divination
Some Pirates can repeatedly help to clear the way of blockers to do more damage with Breaches and other Pirates.
Any creature you gain control of with Recruiter becomes a Pirate until end of turn. If that creature does damage to an opponent then it will trigger Breaches and Malcolm.
Good luck with your deck.
2 weeks ago
Hi zach3584,thanks for your comment! Reconnaissance Mission it's a good card but for this deck i prefer Military Intelligence . However I put it in the maybeboard ;) I'm like your opinion,look at my other decks too and tell me what you think
2 weeks ago
This deck has great concept and card chocies! Have you ever considered Reconnaissance Mission ?
1 month ago
1 month ago
Hey, consider a few less creatures and more cards that have good interaction with Locust God?
- Skullclamp > Plated Geopede
- Shared Animosity > Tunneling Geopede
- Reconnaissance Mission > Anax, Hardened in the Forge
- Impact Tremors > Agitator Ant
- Psychosis Crawler > Jace's Mindseeker
- Teferi's Ageless Insight > Invader Parasite
- Thought Vessel > Shocker
- Arcane Signet > Robber Fly
- Commander's Sphere > Barbed Shocker
- Command Tower > Cloven Casting
- Reliquary Tower > Clone Legion
Skullclamp combos with Locust and one Insect to create many Insects and draw many cards depending on how much mana you have. Shared Animosity can be a win condition by attacking with Insects, each Insect will have power equal the number of total Insects you control. Reconnaissance Mission lets you draw a card each time a creature you control does combat damage to an opponent and with flying Insects this can double your Insect army by drawing a lot of cards. Impact Tremors can be a win condition since it triggers each time an Insect is created. Psychosis Crawler can be another win condition, it triggers each time you draw a card.
Command Tower, Arcane Signet and Commander's Sphere are staples in Commander. No maximum hand size is a good effect when you want to be drawing cards since at end of turn you don't have to discard any of them from your hand. Thought Vessel is ramp with this effect and Reliquary Tower is a land.
Good luck with your deck.
1 month ago
Seems like a fun deck. Though I feel the draw wincons are not that necessary. Probably best to primarily go for combat victories. Cards I suggest for this are Cathars' Crusade through making your warriors large quickly. Beastmaster Ascension is also a pretty good card to run. When going for infinite combat combo wins, use Derevi, Empyrial Tactician. The combat phase is split into parts and the last part is called the end of combat phase, where you still have priority to do stuff before your creatures are removed from combat. Basically you just use Derevi's ability to untap your lands after your warriors hit and then pay Najeela's ability and keep repeating till you win. I also think you need to be very careful when using Kindred Discovery. It can very easily make you lose if you try going infinite with it up, or otherwise make you hesitant to go infinite and prevent you from winning because of it. You instead use the other combat based draw spells like Reconnaissance Mission, Coastal Piracy, Bident of Thassa and Raiders' Spoils, which also is a combat booster. You shouldn't be running all of them as you have other means of drawing, but at least one or two is good Edric, Spymaster of Trest is also a good choice, though its prone to removal. I also recommend Blood-Chin Rager, Brutal Hordechief and Mindblade Render as they all are very useful for their abilities (menace to all your warriors, making your opponents lose life even quicker, and draw power, albeit a bit limited compared to others). Also, Rubblebelt Raiders is a really good growing warrior.