Splendid Reclamation

Splendid Reclamation

Sorcery

Return all land cards from your graveyard to the battlefield tapped.

Browse Alters View at Gatherer

Trade

Have (4) gildan_bladeborn , DemMeowsephs , metalmagic , Azdranax
Want (2) Merxzay , thatdoctorwhoguy

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare

Combos Browse all

Legality

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

Latest Decks as Commander

Splendid Reclamation Discussion

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

11 hours ago

Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.

I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.

  1. Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.

  2. Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.

  3. I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.

  4. Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.

  5. Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.

  6. I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?

  7. Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.

  8. I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.

  9. I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.

  10. My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(

All of this discussion is what makes Omnath such a great general as there are so many viable build options.

ChandraNalaar on Deforestation

2 days ago

My version is very much inspired of this list, and I've played it quite a lot. Although all those additions look super fun, the only one I'm considering right now is the MDFC version of Regrowth (Bala Ged Recovery + Bala Ged Sanctuary ). This deck has few creatures and about two landfall interactions (Lotus Cobra and Tireless Tracker), so I don't think Ashaya, Soul of the Wild or the landharmonicon effect in Ancient Greenwarden are a big plus for this deck, although a third crucible effect could be relevant (expensive though).

I'm mitigated about Scute Swarm, since I often find myself with a low land count on the battlefield. I usually tutor for lands that produce more than one mana in the early turns, and if I get back a bunch of lands from the graveyard with Splendid Reclamation, then I'm probably winning anyway. But it has high board-flooding potential, so it could be worth testing (-:

Anyway, that's my 2 cents on this

TraceT on OM_NOM NOM! The Natures way.

1 week ago

As far as ramp goes I think you have a good amount, but it could maybe use a little tuning! Nissa's Pilgrimage has too big a chance of failing to find in a deck with only 5 forests. I would add in Circuitous Route and Explosive Vegetation. Having a really low curve probably doesn’t need to be your biggest concern since your whole game plan is dropping 3-5 lands a turn. So I would probably drop a couple of the lower costed single land grabbing spells.

Also Scapeshift and Splendid Reclamation are wonderful possible game enders in landfall decks.

I also run 40 lands in both of my lands matter/landfall decks and try to keep the basics around 20 because I used to run 36 and maybe 10 basics and starting to fail to find before you have the board state to win the game is a really terrible feeling

mitz7 on Tatyova's Playground (Simic Landfall/Draw EDH)

1 week ago

Scapeshift though a little pricey is a must run card in any tatyova, with the addition of Mystic Sanctuary, you can scapeshift twice on 9 lands, making 17 2/2's with Field of the Dead. Scute Mob, Lotus Cobra, Hedron Crab are also worth running. hedron crab can be used to mill yourself, and then using cards like Splendid Reclamation brings lands back from the yard. I would also replace some of the higher cost ramp spells with repeatable ramp effects like Sakura-Tribe Scout.

CrasherDasher on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

2 weeks ago

I think there's a couple of cards that could be good that I'm not seeing mentioned yet. Vastwood Surge seems like a significant upgrade over Ranger's Path. Most of the time they will function the same but the upside on Vastwood Surge to pump your board when you need to is very good. Especially since you can play a land and then cast it kicked the turn after you play Omnath leaving you with 4 7/7s after what I think is a reasonable play pattern to expect. Many of the DFCs could definitely see some real play. In particular I like Valakut Awakening  Flip as a way to dig deep. One of the big upside to these cards is that you can cast them as the spell side and then replay them later as lands from the graveyard via Crucible of Worlds effects. Note that they are not counted for Splendid Reclamation or Genesis Wave but cards that let you play lands from your graveyard or deck do let you play MDFCs as lands from those zones.

Weird_Frisbee on Omnath, Locus of Damage

2 weeks ago

I heavily recommend Cavalier of Flame, all 3 modes are A+ for Angry Om, and it does so much work in my OMNATH CRUEL GRUUL.

World Shaper as a second/backup Splendid Reclamation.

Also, having one sac outlet kinda limits you, Goblin Bombardment will help you spread around damage as needed.

GL fellow Angry Om player.

jacobpmesser on Mill - All in Turbo - creature sideboard

2 weeks ago

I did this with dredge a few years ago. I switched to Splendid Reclamation for game two with Valakut, the Molten Pinnacle for the GG.

I think you'd want the creatures game 1 though. No one wants to waste a spell on a 1cc unless it's all you have. But if you come over the top with some big nasty fliers, they'll sit on those crabs while you sneak that win.

Game 2 I think I'd play a more controlling element and let all those kill spells go to waste in their hand.

MagicMarc on WINDGRACE | again a amazing Land´s Deck

2 weeks ago

Some things to do with a Lord Windgrace deck:

Everybody Dies! : Massacre Wurm + Natural Affinity. Have the affinity in play, cast the Wurm when all of your opponents have a lot of land out. All of your opponents will lose 2 life for every land you just killed. If any of your opponents are still alive. Use your crucible and stuff like World Shaper or even Groundskeeperto get your lands back. Additionally, you can add Massacre Girl in place of the wurm but it will only kill their lands if a 1/1 creature is in play and wont do damage to the players. You can also replace Natural Affinity with anything else that makes all lands creatures like Living Plane or Nature's Revolt.

I'm A Fat Bastard! : Before you cast your Craterhoof Behemoth put any of those lands into creatures cards like Natural Affinity, Living Plane or Nature's Revolt into play first! Then when you cast the behemoth, it, and all of your creatures and land creatures will become HUGE!

Kill It With Fire! : Using Scapeshift or World Shaper or Splendid Reclamation while you have Valakut, the Molten Pinnacle in play or in graveyard and Prismatic Omen in play. X number of lands enter play, valakut thinks they are all mountains and you get to spray damage everywhere. You can also put Field of the Dead in the deck and take advantage of that for lots of zombies when you do this event. If you add Ob Nixilis, the Fallen to the mix you can drain your opponents all out while this is going on as well.

Hocus Locus! : With Omnath, Locus of Rage in play and Goblin Bombardment you do something to trigger his landfall a little or a lot. You get a lot of 5/5 elementals who are 4 pts of ticking time bomb damage! At any time, you can sack any elemental to the enchantment. This does 1 pt to any target, then the Omnath trigger does another 3 pts! Just putting lands into play the normal way makes this good. But then when you have a bunch of land in the yard, using Splendid Reclamation is insane with this.

That is all i got for now! Good luck with the deck!

Load more