Settle the Wreckage

Settle the Wreckage

Instant

Exile all attacking creatures target player controls. That player may search his or her library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle his or her library.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (2) CosmicDragon , 1Doogan1

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Settle the Wreckage occurrence in decks from the last year

Standard:

All decks: 0.46%

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.01%

Settle the Wreckage Discussion

Femme_Fatale on Synonyms/Nicknames System for Deckbuilding and ...

1 week ago

Introducing the synonyms/nicknames system to alleviate all those "wtf was that one land of that one cycle named?" problems that plague you.

This system is simple. It is designed to redirect terms that you typed out that match a synonym/nickname of a card, to that card name. This lets you never have to remember the name "Seachrome Coast" and can instead just type out "WU Fastland" (as an example). Note that this only works in text edit entries on deck lists and inventory, not the live edit or the card search forms.

There is a lot of other things that are utilised here as well.

  • Godzilla Names
  • Non-American Spellings
  • Common Nicknames
  • Common Misspellings
  • Redirections of Misspelled Submissions
  • Each side of a split card as a synonym (unless they already exist as a card).

Not needing to know the name of each card in a land/artifact cycle is a big boon, but you still need to know the nickname of that cycle and the syntax. For lands/mana rocks/the swords of X and Y at the present moment it is always "XY Nickname" or "YX Nickname". Examples:

  • WU Fastland
  • GR BFZ
  • GW ABUR Dual Land
  • BW Fetch

For 2 colour lands, it is always the two colour letters, followed by the nickname, and then followed by the option to have the world land either connected to the nickname or not. (these are all viable options for example: "WU Fast", "UW Fastland", "UW Fast Land".) For 3 colour lands, it is only the primary order of colour letters you see on cards, or the Alara/Khans name. (WUB Lair, Mardu Triome as examples.) Swords and other artifact cycles follow the same setup (though swords can also be "Sword of GB" or "Sword of G and B"), and mono colour land cycles use the same setup just with only one letter. Note that none of these are plural, so don't put that s in. Colourless cards that are a part of a cycle use C/Colorless/Colourless.

Some of these cycles don't have well defined names yet (like BBD) and some of these cycles have had too many names that people constantly fight over so there was no point in bothering to put them all in and instead I just used the TLA (specifically BFZ).

Goals:

The primary purpose of this is to make the ability to tag cards and edit decks/inventory far more robust than what it has been. Tappedout doesn't presently have a spellchecker, and to be fair most sites don't. It's not an easy feature to implement. So with this synonyms/nicknames feature, we can alleviate some of those aggravations of misspellings or different ways to spell a word by making them valid targets and redirecting them to the right card name. Another benefit of this is the ability to give cards shorthands or nicknames when the community largely doesn't remember the actual name of a card, just their shorthand. We have all been hit with "wtf is that land's name again?" when we know for a fact that it's just "the blue and white shadows over innistrad reveal land". This saves the step of having to open up a search engine to figure out the card name, and in general speeds up and makes the process of building decks and inventory, a lot more enjoyable.


Cycles that currently have nicknames: Show

A lot of the cycle synonyms are meant to intuitive and robust so that you won't even have to think about knowing what the exact written synonym actually is and still be able to get it right on the first try, though it will take time to reach a point in which this is 100% true. As an example of scope, each recognized nickname for a cycle creates 6 entries for each given card in that cycle. So the AKH lands have 30 entries for each card in that cycle, resulting in a total of 150 entries. The Triomes have the same amount, but if I were to add each individual string combination of the colour letters (WUB, BUW, WBU etc) then that count would increase by 45 for each entry, resulting 75 entries for each one, totalling at 375 entries for the whole cycle.


Nicknames will usually be things like "Snappy", "Bolt", "Path", "Bob", "FoW", etc. They are to be commonly used by the larger community as a whole, not what your FNM/play group exclusively uses (though this isn't a hard set in stone as I'm not omniscient).

Here's a list of nicknames that I have. Show

Here's a list of non-american spellings I have in: Show

Here's a list of things that is in the works to do. Show

Limitations:

A card can have any number of synonyms/nicknames. But only one synonym/nickname can be tied to a card. So if a new card/land cycle gets printed that has covers a misspelling (like an UNcard might) or has that nickname as it's actual card name, those synonyms will get removed (as an example, Snapcaster Mage cannot have Snap as a nickname). We are also looking to limit the amount of times a synonym has to get removed so nicknames of cards during their presence in the standard formats are not likely to be put in, as they become forgotten or even re-used when they rotate out. These are also done manually so sometimes a change might just take a while to do if it encompasses a large number of cards or a large number of synonyms.. We also won't be going through alternate language as possible synonyms because WotC doesn't nearly double check duplicate card names for foreign languages as well as they do for English cards.

This is not something on the card submission form, so it is not available to edit for any user.

If you know of something missing like common misspellings or common non-American spellings that will be needed, or cycle syntaxes that you tried to use but didn't work, post them here and I'll review them for possible inclusion in the future.

EDIT: Before you ask for a nickname etc to be added:

  1. Check if it exists first by trying it out.
  2. Check if the larger community recognizes it, this is done by going around discords, lgs' and other forums about that nickname.
  3. Check if it has any nsfw, discriminatory or derogatory terminology, we straight up will not allow these.

This isn't a system for your pet nickname that your local playgroup uses. This is a system that can utilize nicknames that naturally grew organically out of continued use from the larger mtg community as a whole. This isn't a "which nicknames do you think this system could use" but rather "which nicknames that are used across the world that we have missed".

hungry000 on High Huatli

3 weeks ago

I suggest you play Aegis Turtle instead of Lagonna-Band since you don't currently have any spells that can target it. Otherwise you could play some Dive Down, which gives protection and buffs +3/+3. Another card you could play is Dragon's Eye Savants.

I think you should do more with your sideboard. You have Fae of Wishes, so you get access to any 1-ofs you play (Teferi, Settle the Wreckage, counterspell, etc) that hose certain matchups in game 1 which is huge. You could even play a copy of either Huatli or High Alert in the sideboard so you can Wish for it (a lot of combo decks do this in Legacy). That way you essentially have 11 copies of your payoff card in the main deck.

TriusMalarky on Core 2021 Speculation for no ...

1 month ago

I hoped it would be a little funny.

Although, Teferi does need to be toned down a notch or two. The general jist of "control planeswalker" is fine, but I think they went too far on both recent Teferis.

I mean, Teferi, Time Raveler not only straight counters any counterspell, which is a pretty big portion of Blue's competitive identity, but it also deals with many permanents and draws cards. Not to mention the small(but occasionally relevant) cherry on top that means that Supreme Verdict is now an instant.

Teferi, Hero of Dominaria's +1 is pretty great. I mean, it literally says "your next Absorb or Cancel+ costs 1 mana. Draw a card." Except it's better, because it also works with instant speed removal like Settle the Wreckage, Azorius Charm and Supreme Verdict. Not to mention Dig Through Time.

And then he's a meh-quality 5-mana removal spell for the bad situations. And his ultimate(no real surprise, ults are always absurd) is "target opponent doesn't get permanents".

All-in-all, both Tefs do everything Control wants to do in one card. They're removal, card draw, and they counter spells. And it's all repeatable. And it's one card. Did I mention that it's one card? And there's two of them? So Control players can run 8 copies of single-card "do-everything" planeswalkers. Which they won't, because legendary and also you need actual removal because they're a little slow, but still. I don't think you'd be in a bad position if you just threw

4x Big Tef

4x Little Tef

4x Fatal Push

4x Thoughtseize

4x Dig Through Time

4x Supreme Verdict

4x Azorius Charm

4x Absorb

2x Jace, the Laboratory Maniac

in a pile. Of course, that's Pioneer, so it's missing Cryptic and Path if you were in Modern.

GVDT on Kentaro, the Smiling Weeb

1 month ago

First off, you'll want a couple more lands, commander when you can't play anything sucks

A quick note: The commander you have chosen gives you the ability to run a lot more colorless "utility" lands, some fun ones are: Arch of Orazca Blighted Steppe Buried Ruin etc.

I think you'll want some card draw and some more removal as well as any ramp you can get. Here are some budget options for each:

(Note: most of these are not auto-includes, with you needing to build the deck into them a little, except for ramp, just take some and go)

Card Draw Mentor of the Meek (if it fits with the other cards), Bygone Bishop??, Monarch cards like Palace Jailer will be easier for bushido to defend netting you extra cards per turn, but drawing fire from opponents

Removal Generous Gift, Settle the Wreckage, Day of Judgment, Dusk(most of your creatures duck the board wipe), Urza's Ruinous Blast, Slaughter the Strong, Harsh Mercy (Look at this one if nothing else)

Ramp Sol Ring (I hate that this is a card that goes in any deck, but it pairs really nicely well with your commander's ability), Solemn Simulacrum, Oketra's Monument, Knight of the White Orchid, Marble Diamond, Heraldic Banner, Caged Sun is cool, Kor Cartographer, Gold Myr

Other interesting stuff: Mirror Entity could be fun and interesting, Irregular Cohort really helps pump your samurai numbers, Brave the Elements pairs with all the white critters, Reveillark can get two of your samurai back or be a flying body if needed, Thalia's Lancers can go get an important legendary cards you want, I think Eidolon of Rhetoric may be interesting, maybe good, maybe not, Elspeth, Undaunted Hero's Ultimate is maybe achievable with so many blockers and potential very big with all of your white pips, Heliod, God of the Sun, Changeling Hero

Boomcat12B on Tuvasa enchantress figuring it out

1 month ago

You have a pretty good base already. A couple of things I notice-

One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.

Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)

Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.

Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.

Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.

Banishing Light- Not a bad card but I would switch out for instant speed removal

Cast Out- same as Banishing

Oblivion Ring- Same as above

Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.

Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.

Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL

TriusMalarky on Bant Landfall

1 month ago

Really curious what you guys think -- could Bant Landfall be good? Bant mostly for Fall of the Thran, which (with my brew) can easily be played on turn 4 with some luck. Also Zendikar's Roil and Risen Reef work really well together.

Time Wipe and Settle the Wreckage could be pretty good as alternatives to Fall, and Time Wipe even saves Reef(which is the one creature worth caring about).

Retreat to Emeria also has token generation and a built-in Overrun type effect.

Arboreal Grazer and Crumbling Vestige can create really explosive turn ones... If you draw perfectly(probably something like a 5% chance) you can land Roil on t2 and Fall on t3, locking your opponent out of a turn and giving you little to no downside.

Also graveyard hate is twice as good if you are running Fall.

9-lives on Life, Death, and Zombies

1 month ago

If you plan on putting a lot of 1/1 onto the battlefield, then I recommend Settle the Wreckage so that you can ramp if you're willing to sacrifice them.

xtechnetia on UW Blink

1 month ago

Legacy miracles player here. Without Force of Will you will not be able to play this competitively in any fashion. As long as you understand that, I think this is a sweet deck for casual play.

A few suggestions:

  • Soulherder is the best payoff for this kind of deck. It automatically flickers your creatures and grows with each flicker. I highly recommend getting yourself 4 of these.
  • Supreme Verdict is awkward in a creature-heavy deck such as yours. Ultimately you want board control, and your deck does it via board presence of disruptive creatures. If you really need a sweeper, I suggest a look at Settle the Wreckage, which is one-sided.
  • More generally, it's probably better for your deck to handle problematic opposing creatures individually. Swords to Plowshares is the best card ever for this, it's pretty cheap, and if you run Soulherder it will power up Soulherder too!
  • Although Brainstorm and Ponder are powerful cards, they lose a lot of their potential without fetches (Flooded Strand and friends), which I'm guessing is out of your budget range. Furthermore, creature-heavy decks usually don't care too much about cantrips because they operate more on redundancy than an actual control deck like miracles. If you really want to run cantrips, I would suggest Evolving Wilds as a budget substitute for real fetches.
  • Otherwise, in place of Brainstorm/Ponder, I would suggest Swords to Plowshares and Ephemerate. Its card efficiency is unrivaled, flickering a creature twice for a 1-time 1 mana investment.
  • Elspeth, Sun's Champion is a sweet card, but 6 mana is high for a deck that wants to curve out at about 4. If you want to run walkers, I see you have access to Gideon, Ally of Zendikar - that is a strong planeswalker, even in Legacy.

Best of luck with the deck!

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