Reconnaissance Mission

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Legality

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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Reconnaissance Mission

Enchantment

Whenever a creature you control deals combat damage to a player, you may draw a card.

Cycling (, Discard this card: Draw a card.)

DreadKhan on Legacy merfolk

2 months ago

High Tide is useful if you have a fairly good draw effect down because it can double your Islands... turn 5 or 6 it lets you play out tons of stuff, giving you 5ish mana. People also use it in combo decks, it's great with Blue untap effects. Since you can't run The One Ring, the next best option I can think of is Reconnaissance Mission, it's another grindy card draw option, but probably much worse than The One Ring. It would play well with your evasion abilities, but if games rarely go long I'd skip it!

If you're on a budget and can't use Force, maybe Cursecatcher could help keep opponents in check? Could certainly be sideboard card, it would play well with Svyelun's Ward buff.

Last_Laugh on Ne-Faerie-Ous

3 months ago

Upvoted for the name alone. I have several card draw suggestions for you that are very budget friendly but very impactful here.

Reconnaissance Mission/Bident of Thassa will draw a LOT of cards here. Plumb the Forbidden in response to boardwipes keeps your hand full (instant speed on this is honestly amazing). Breena, the Demagogue isn't a faerie, but it goes well with goad and those counters add up FAST. Robe of the Archmagi because Alela is a warlock.

One last card I'd suggest is dirt cheap and highly underrated here. Nykthos Paragon. It's conveniently an enchantment that triggers Alela and Alela conveniently has lifelink. The low bar for this is 2 counters on everyone, then 4 the next turn, then 8... and that's assuming Alela's power was starting at 2.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course

Last_Laugh on

3 months ago

Ok, I have several suggestions for you. I'll try to break it down by category and keep it budget friendly.

Card Draw (load up on this effect, it's one of the decks biggest strengths): Aerial Extortionist doubles as annoying removal while drawing cards. Breena, the Demagogue draws cards and beefs up your dudes quick. Starscream, Power Hungry  Flip because the monarchy is pretty easy to take back and hold here and he's an artifact so he comes with a buddy. Tegwyll, Duke of Splendor is an anthem effect for faeries that draws cards. Bident of Thassa/Reconnaissance Mission will draw a LOT of cards here. Plumb the Forbidden I typically use in response to boardwipes so I have a grip full of cards to redeploy. Tocasia's Welcome is self explanatory. Robe of the Archmagi since Alela is a warlock.

Buffs/Counters: Anduril, Narsil Reforged's 2x +1+1 counters on everyone is nuts here. Skyhunter Strike Force will give everyone +3+3 just for attacking all 3 opponents. Nykthos Paragon is conveniently an enchantment and Alelas has lifelink built in (this thing is deceptively disgusting here). Flowering of the White Tree is another good anthem effect here.

Vault of the Archangel is expensive to activate but you typically don't need to. This affects combat in your favor just with the unspoken threat of potential activation. Hold up mana, be committed to using it if needed, and cast stuff on your 2nd main if you didn't activate it.

Feel free to check out my list for more ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Crash Course

Optimator on Roses of May -- (Marchesa Threaten)

5 months ago

I'm glad you love the deck elliotmward97!! I've had her for many years and I love her dearly. I even love Marchesa enough to have a five-color "Secret Marchesa" deck: Special Snowflakes. My playgroup ranges from precons and upgraded precons to "powerful casual" and this deck seems to hang with their stronger decks very well. It's certainly not cEDH, nor would I really want it to be. One of the reasons I kept the Threaten subtheme going string from it's budget days.

As far as "very little" card draw...

Bloodtracker, Braids, Arisen Nightmare, Grim Haruspex, River Kelpie, Sage of Fables, Scorn-Blade Berserker, Yawgmoth, Thran Physician, Phyrexian Arena, Jeska's Will, Syphon Mind, and Skullclamp are all card draw. That's eleven.

Phyrexian Reclamation is big-time card advantage if my goons keep getting whacked, Viscera Seer is decent card selection when the engine is running, and the non-Treaten theft cards could even be viewed as card-advantage if you squint (looping Thalakos Deceiver and Puppeteer Clique and Keiga, the Tide Star, Zara, Renegade Recruiter getting lucky a few times, Grave Betrayal sticking, etc).

Actually seems above-average to me, elliotmward97.

Perhaps it's light in more pure Concentrate- and Tidings-style draw, but I like the creature-based draw that synergizes with Marchesa. Makes the deck feel like it has more character, and the ceiling is quite high when the engine is rolling. Lower floor, perhaps. I've thought about including more draw effects like Bident of Thassa, Reconnaissance Mission, and Coastal Piracy since the deck swings out so much, but I like where things are right now.

Made_Compleat on The Wheels Keep Spinning

5 months ago

Damn this is a cool deck. I love the synergy! You get extra internet points for including Molten Psyche.

Coastal Piracy is basically another Reconnaissance Mission, so it might behoove you to put that in.

For the memes, might I suggest Hive Mind? I know it kinda sucks, but it lets you copy all your wheels three times. That's quadruple the locusts.

Finally, Path of the Pyromancer is a great wheel that gives you a huge mana advantage and an extra card.

NV_1980 on Sneaky Ninjas

7 months ago

The idea of combining ninjas and removal makes sense. However, I fail to see the connection between the ninjas and the deck's milling cards (which seems to be your main source of removal). If you're dedicated to combining ninjas and mill, I'd recommend adding cards that allow you to draw cards based on ninja's damaging players (examples include Bident of Thassa, Coastal Piracy and Reconnaissance Mission) and then using other cards to force mills based on your draws (Jace's Erasure, Psychic Corrosion and Sphinx's Tutelage).

If you're interested, I've built more of a toolbox ninja deck with the same commander: (Stealthy Interchangeables)

Crow_Umbra on Extra Large Imperial Flaming Wings!

7 months ago

Goro-Goro and Satoru have been a lot of fun to play. If you want to change around your creature base a bit, I'd recommend checking out:

  • Death-Greeter's Champion - She can be a repeatable means of granting double strike to one of your smaller & fast creatures. Due to the wording on G-G&S, combat damage from double strike will create 2 Dragon Spirit tokens.

  • Flamewake Phoenix - Another fast & evasive body. It has a decent chance of being re-cast with its Ferocious ability, due to your likelihood of making Dragon tokens from G-G&S. You have about 6-7 creatures with power 4 or greater in the 99, and a 3 more with variable power (Shivan Devastator, Sprite Dragon, & Firkraag).

  • Archwing Dragon - Pseudo-Dash on a bigger body.

  • Grim Hireling - Can help round out your Treasure production with the Goldspan and Professional Face-Breaker you already have in the 99.

A couple non-creature spells that could be worth a look:

  • Breath of Fury - It has potential as a combo piece with G-G&S to (potentially) create infinite combat steps. This Commander Spellbook page will explain the steps of how the combo works. This can work with a decent core of cards already in your 99 (Loyal Apprentice, Daring Piracy, Urabrask's Forge, basically any creature with Haste).

  • Reconnaissance Mission - G-G&S aims to connect with combat damage, so this will be right at home in the 99. The Cycling is also handy so it doesn't sit in your hand if you don't really need it.

I hope these suggestions were helpful. Best of luck with the deck, I hope you have fun with it.

MrHighscore on In the grim darkness of the far future

9 months ago

Updated. Not sure for the better, but for sure plays into the win conditions.

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