Reconnaissance

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Exodus (EXO) Uncommon

Combos Browse all

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.

Reconnaissance Discussion

Bababad on The Jenara Effect

5 days ago

There is certainly power and some wonderful cmc heavy interactions you have here. Depending on what your matchups are you will do quite well, especially with those evasive angels. Even against my stronger decks I could see issues when squared up 1v1 with this if I couldn't lock you out with tempo plays.

how well do you find yourself operating during midgame? does it feel like you get punished for swinging in? how consistently can you play your opening hands? Does my removal always feel ideal/versatile enough for my matchups? Does my commander feel impactful enough?

These would be the questions I would use to hone cuts and additions by.

My personal thoughts: Since there isn't much in the decklist dedicated to pumping/protecting Jenara, Asura of War , I would heavily consider using Derevi, Empyrial Tactician in lieu of her at the helm. Birb lets you manipulate the tempo of the board, giving your angels pseudo vig, the ability to untap lands, and the synergy with a potential Sunblast Angel is hilarious. Always having access to derevi for 4 mana always feels good, lets you punish any crackback, and with efficient rocks can be used to great efficiency.

If you wish to keep Jenara, Asura of War as the mander, I would recommend some low cmc cards to give her battlecruiser like synergies and leave your favorite angels as curvetoppers. Pir, Imaginative Rascal , Hardened Scales , Animation Module , heck even Rancor can be devastating in an opening hand with Jenara. Most Jenara, Asura of War decks i have squared up against have been extremely punishing control decks that win almost exclusively with commander damage.

overall, for either case I would recommend these cards:

Quicksilver Amulet / Elvish Piper take land count/ramp out of the equation.

Garruk Wildspeaker almost never gets removed, acts as an aggressive rock with surprisingly more evasion than artifacts most of the time. the overrun will serve you well

Angelic Field Marshal / Reconnaissance (use this after the damage step to untap your guys after they connect, silly ruling for a silly card)

True Conviction is an absolute all star in my buddy's angel deck. just deletes everyone with a stable board.

Chameleon Colossus and Mirror Entity are all star angels, even if not aesthetically pleasing ones :P

Greater Good could help you get some value out of your key pieces being spot removed.

Aura Shards even if you aren't using that many bodies, is always an extremely political and welcome topdeck in almost any game.

and you can't go wrong with Sol Ring , Urza's Incubator , Coalition Relic and Ancient Tomb to hopefully make those opening hands smoother.

That being said I am almost certain the deck runs quite well as is, it is more dependent on what you find lacking as you play amongst your meta. Lowering the curve usually always helps smooth things out, but as long as it runs and you are having fun you gotta do you :)

well done!

demon_vayu on Narset, American Beauty

5 days ago

Personally I love playing narset, and relish the hate the deck generates. That being said, i play typically only a few rounds a night with her, since I play it til it wins then switch decks to be fair. I'm not a fan of Lightning Greaves with narset, since it turns off protection effects like the swords, auras, and Reconnaissance . I use either Swiftfoot Boots , Haunted Cloak , Sword of Vengeance , or wait a rotation to attack. Timing it right can be tricky due to wipes, but I've been successful too much to worry about interference. +1 from me, a narset player on a budget.

Last_Laugh on Edgar's Dega Vampires

2 weeks ago

Stasissword - This deck is retired. I try to keep it updated with new additions and keep it up to date for others to reference though. If you don't run it already, look into Reconnaissance ... card is super busted here.

noctis366 on Warrior Queen [Najeela Midrange/Tempo cEDH Primer]

3 weeks ago

Two cards I have been seriously considering in my list are:

Force of Vigor : Can deal with a lot of hate cards, or slow opponents down.

Reconnaissance : to avoid tricks

Any thoughts? I’m more keen on FoV.

loricatuslupus on A Deal With the Devil EDH

3 weeks ago

I like this deck, it's a really neat Kaalia direction and the Shapeshifter/contract idea is a cool one! However, I agree with the other comments both here and on the forum with regard to getting earlier wins. Coloured mana rocks are an absolute must (whether you go with the signets or talismans is up to you) and Commander's Sphere will usually do work too. The key is casting Kaalia as soon as possible, because she gets everything else out for free, so quality mana production beats having more land - I second trying to cut down to 35, and while I get that 'lands are cooler' you're still only playing one per turn in Mardu. You also don't seem to have any ways to either protect Kaalia or give her haste, these are crucial considering she's only a 2/2 and getting a demon out alongside when she enters puts you a turn closer to victory. The classics are of course Lightning Greaves and Swiftfoot Boots , but I really like both Dust Corona and Reconnaissance . Razaketh and Vilis are strong additions that work excellently in concert and will give you some good cards advantage. I'm not sold on Mikaeus just because all you shifters count as Humans! My deck Still Better than Dan Brown... might suggest some more removal too, although I have gone the land destruction route and I wouldn't recommend that unless you actively want to lose friends...

FyreLorde on Kaalia's Inferno

3 weeks ago

subiskier: Glad you like it! Yeah, getting Kaalia swinging quickly is definitely important, though I'm not really a huge fan of Hanweir Battlements , Slayers' Stronghold , and most other lands that give haste. Effectively paying 2 or 3 mana is a pretty big tax on getting Kaalia out, and I rarely find myself in a situation where I'm really wanting to pay it. I used to run Flamekin Village in the deck, but I swapped it out for Hall of the Bandit Lord which seems to work way better as you're not really paying anything extra other than it entering tapped. As for Fervor , I've actually been looking into slotting in Dragon Tempest (which is almost strictly better in this deck) but I haven't really decided what I'm willing to take out for it yet. Swiftfoot Boots is definitely a good card, and worth running alongside Lightning Greaves , but at a 5 mana investment I'm not too fond of Whispersilk Cloak . Thanks for the comment, and good luck to you too!

loricatuslupus: Thanks! I agree, I love creature decks much more than combos and Kaalia seems like one of the few that is aggressive enough to have a consistent chance at outpacing them. In my personal meta it's rather rare for there to not be any player without a flyer that Kaalia can safe swing at, so I'm not really too concerned about preventing blocking or damage effects with things like Dust Corona and Dolmen Gate . However, I actually have been thinking about adding Reconnaissance to the deck for a while (and probably would've already if I could find a copy locally) due to it's amazing value in both giving Kaalia safe triggers and pseudo-vigilance to all of my creatures. As for Chromatic Lantern , I actually used to run it in the deck (most of the maybe board is cards I ran at one time but later cut) but I just found that it wasn't very helpful. My mana base is stable enough at this point that I very rarely am in need of it's fixing, and at 3 cmc it doesn't really help me ramp Kaalia out. The initial goal of the deck is always have Kaalia swinging on turn 4 at the latest (ideally turn 2 or 3), and 2 cmc rocks like Sphere of the Suns just do a much better job at accomplishing that. Dark Ritual has done pretty well for me, I think. It allows for some pretty explosive early turns in either getting an extra rock out or ramping out Kaalia up to 2 turns earlier. Even late game I can usually find some use for it to stretch out my mana for more valuable turns. While temple lands are arguable some of the better taplands, I personally would not run them if I don't have to as taplands significantly reduce the speed of the deck and are detrimental to my plan of getting Kaalia out as quickly as possible. I used to run Reya Dawnbringer but I found that she was often either stuck without a target, or removed before she could do anything. I cut her in an attempt to shift away from effects like hers where you have to wait a turn to get anything out of them, and towards things that give immediate value upon entering/hitting. Also there's already enough times where I have Animate Dead or Reanimate in my hand with no good targets that I don't really think I'm in need of more recursion right now. Never really been a fan of Adarkar Valkyrie as her ability seems a bit underwhelming to me, especially when you have to wait a turn to use her as well. They're both alright cards, but if I ran them it would be solely for the synergy with a couple of cards like Razaketh, the Foulblooded that you mentioned, and that's not really worth it for me. Thanks for the comment and suggestions, and good luck with your own deck as well!

loricatuslupus on Kaalia's Inferno

1 month ago

Nice list! Also a Kaalia player (shameless plug: Still Better than Dan Brown...) and I really enjoy the challenges she brings to the table. Being creature based always feels far more like playing a "fair" deck than some of the combo commanders, and Kaalia herself is a real Achilles heel that can countered/killed/ Imprisoned in the Moon . I definitely agree with subiskier about additional protection: Dust Corona , Reconnaissance and Dolmen Gate are all good picks. I see Chromatic Lantern in your Maybes, and honestly since it got reprinted there is absolutely no reason not to get a copy to replace Sphere of the Suns. On the topic of mana acceleration, how has Dark Ritual performed for you? I used to run it but found there was nothing I needed the triple black for except Necropotence and usually would rather see a mana rock. You're better off just upgrading the mana base so that it can deal with whatever you need to play, painlands and Temples are strong picks. Creaturewise I'd only suggest that as you already have Razaketh and Rune-Scarred Demon you add either Reya Dawnbringer or Adarkar Valkyrie for some serious #walue.

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Reconnaissance occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%