Reconnaissance

Reconnaissance

Enchantment

(0): Remove target attacking creature you control from combat and untap it. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Reconnaissance Discussion

zAzen7977 on Krenko MDFC

1 week ago

Great!

The more I think about, the more powerful I realize this card is - Krenko is pretty much a Goblin Reconnaissance plus Fervor with the added benefit of artifact destruction, plus with the other side of the card you can always generate goblin tokens, and you generate more as the game goes on. You could pull off lots of shenanigans with this guy. Very cool!

Last_Laugh on Edgar's Value Engine (Tuned EDH)

1 week ago

Reconnaissance allows you to attack with EVERY creature safely, still deal combat damage in most situations, and have every one of those creatures untapped by the end of combat. Players receive priority after combat damage (including first strike which makes Recon busted with Stromkirk Captain / Stensia Masquerade ) while the creature is still considered 'attacking' (you untap at that time). It allows safe hyper agression while having everyone available to block/deter attacks. Easily my #1 tutor target in my Edgar list.

Edgar's Dega Vampires for reference.

Last_Laugh on Tonight, Edgar joins the hunt...

2 weeks ago

I'm still advocating Reconnaissance .

This is by FAR Edgar's best finisher as it allows you to push max damage every turn without fear of losing a single creature and you'll have everyone available as blockers... all for .

Tzefick on White seems to be moving …

3 weeks ago

While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .


Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .

Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.

If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.


I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.

White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .

What if we made other mechanics that combines with White's strengths and ideology?

Now we're just entering brainstorm mode

brainstorm Show

Elasar99 on Alesha who doesn't smile

1 month ago

Have you thought about trying Gustcloak Savior and/or Reconnaissance in this deck? Both of them can help you to attack with Alesha without having to be afraid of her dying being blocked and make possible to activate her ability each turn without worries.

Last_Laugh on Vampiric Domination

1 month ago

Not a bad start but there's 3 areas I immediately notice need some work. Finishers, draw, and board protection.

Finishers: First off, drop Cathar's Crusade and don't add Door of Destinies. Both do nothing for your current board, require gas after they come down, and require a hefty mana investment for an aggro deck. Shared Animosity , Reconnaissance (2nd post dedicated entirely to this card), Purphoros, God of the Forge , Cover of Darkness , and Mirror Entity .

Draw: Twilight Prophet , Skullclamp , Dark Prophecy , Greed , and Herald's Horn . I run all these in addition to what you already have.

Board Protection: Don't overextend into the first boardwipe and lose! Boros Charm , Teferi's Protection , Flawless Maneuver , and Scapegoat are your best options but there's also budget ones like Rootborn Defenses , Unbreakable Formation , etc.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

king-saproling on Yeah I'd tap that. . . Derevi, Empyrial Tactician

1 month ago

Derevi is a great choice for the general. The strategy I would go for personally when it comes to Derevi is low-cost evasive creatures, Coastal Piracy effects, and land auras like Fertile Ground . The little dudes hit to draw you cards and untap your lands. This leads to snowballing damage as you are able to play more small doods, leading to exponentially more damage, draw power, and mana each turn.

Here are some other cards that would fit with such a strategy: Signal Pest , Topplegeist , Bident of Thassa , Reconnaissance , Ohran Frostfang , Edric, Spymaster of Trest , True Conviction , Wild Growth , Wolfwillow Haven , Soltari Foot Soldier , Gudul Lurker , Mist-Cloaked Herald , Slither Blade , Triton Shorestalker

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