Wilderness Reclamation

Combos Browse all Suggest

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Wilderness Reclamation

Enchantment

At the beginning of your end step, untap all lands you control.

SaberTech on How good are Gideon's Lawkeeper …

4 weeks ago

Tapping effects are normally a resource loss since they cost mana without giving you any permanent gain in return. Using them specifically for politicking is an interesting idea though. If not a Hylda deck then I guess it could be a Derevi, Empyrial Tactician deck? That would seem to fit the deck's theme. Having access to green means that Seedborn Muse could be one of your game changer cards as a way to offset the resource loss of running tappers. Wilderness Reclamation and Drumbellower could also help a bit too.

Domineering Will seems like a good fit for this sort of political deck. It's very versatile and can completely mess up an opponent's combat plans.

Sleep is a pretty low-key older card but if you are playing politics is has some notable applications over a board wipe, especially if you aren't inclined to blow up your own board of Gideon's Lawkeeper type cards. In the mid to late game it can be a pretty scary punishment to have your defenses tapped down for a couple rounds while everyone else has access to all of their stuff. You might even be able to swing a deal with the person whose creatures you just tapped down, offering to also tap down the biggest monsters that could attack them in exchange for a favor or two.

As a bit of a meta tactic, if you do end up running sorcery speed tapping effects like Sleep in your deck then make a point of sitting to the left of the person that you think you will be the most likely to use your spells on. That way you and each of your other two opponents will be free to consecutively attack the person you used Sleep on before it gets back around to that player.

Icbrgr on Modern Control: Temur Wilderness Reclamation

1 month ago

@Drellino because we don't have Uro, Titan of Nature's Wrath/Fury anymore I think it's a big ask to have Niv-Mizzet, Parun alongside Wilderness Reclamation in the same deck. I wont say it cant be done because there are still tools like Brainsurge and Jace, the Mind Sculptor (ect ect) out there though. Seems like it could be fun to brew; if you work something up put a link on my wall and id love to check it out!

Drellino on Modern Control: Temur Wilderness Reclamation

1 month ago

Hi, i was trying to build a deck with Wilderness Reclamation and Niv-Mizzet, Parun in it. I don't want to play it for competitive reasons but don't make it too poor either. I see ur deck and i think something similar can come out. What do u think? Is it possible or niv-mizzet is unplayable?

psionictemplar on Seasons' Approach: How the seasons go by...

1 month ago

Have you considered other color combinations in this? I'm looking at this and thinking it might be better suited as a bant deck where you can use Impulse style cards to get to your approaches quicker. I know you have tons of stall as it is with the Fog effects but that seems limiting and not a good use of Wilderness Reclamation. Wilderness really shines when you can be proactive during your turn, untap and then react to your opponent if you need to. What I'm picturing is early ramp with a mix of some fogs, counters, and draw/scry effects. This way you create a bigger board sooner and can really take advantage of wilderness.

Picture this, ramp early with things like Search for Tomorrow, Planar Genesis, or Rampant Growth until you get to 4 mana. Cast Wilderness Reclamation. Untap and wait for your opponent to try something that you Rewind/Unwind. End of their turn Impulse, Memory Deluge, or maybe a Gifts Ungiven finding 4 different Fog effects to crush their dreams of victory in combat. Back to your turn to do it all again. Six mana available, Seasons Past and watch their face drop as all their hard work is about to be pointless for the 2nd time this game.

I'm just theory crafting here but I feel like it would be a lot more fun and engaging than just draw for the turn, play a land, go. Play fog, my turn again. Up to you though. I'm not sure how you enjoy the game. But if this intrigues you, I can always help you explore the idea more.

Icbrgr on Modern Control: Temur Wilderness Reclamation

2 months ago

@DragonMaster420 That's pretty much the going rate for how control decks achieve their wins... control wins by establishing an insurmountable advantage rather than racing.

Early Game (Turns 1–3): Focus on survival, using cheap interaction (e.g., Counterspell, Fire / Ice, and Lightning Bolt) to neutralize early threats.

Mid Game (Turns 4–5): Deploy Wilderness Reclamation or Cryptic Command to stabilize the board and/or generate massive card/mana advantage.

Late Game (Turns 6+): Once the opponent is out of resources, wait to safely deploy Traumatic Critique.

Currently 26 actionable answers Show

DragonMaster420 on Modern Control: Temur Wilderness Reclamation

2 months ago

ok so what turn can you realistically win on without the Wilderness Reclamation? because even with it, you'd need 11 lands to burn an opponent with Traumatic Critique

DragonMaster420 on Modern Control: Temur Wilderness Reclamation

2 months ago

i'll admit i'm not familiar with this combo or if its fast enough for current modern, but i do think Utopia Sprawl could be beneficial if you're relying on Wilderness Reclamation for mana.

Load more
Have (1) metalmagic
Want (3) pnkghst9 , TrueRandom11 , qao50