Wilderness Reclamation

Wilderness Reclamation

Enchantment

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

Browse Alters View at Gatherer

Trade

Have (0)
Want (3) G12SP1991ZIGZAG , mathgrumps , deathdealer1225

Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Ravnica Allegiance (RNA) Uncommon

Combos Browse all

Legality

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

Wilderness Reclamation occurrence in decks from the last year

Latest Decks as Commander

Wilderness Reclamation Discussion

Goblin_Guide on Morph-Kido

3 days ago

Muraganda Petroglyphs: What's better than a 3 mana 2/2 with an unknown ability? a 3 mana 4/4 with an unknown ability.

Voidmage Apprentice: counterspells that can interrupt split second are generally good.

Mischievous Quanar: Fuck your counterspells! And other stuff. I want an Apex of Power, too!

Aphetto Runecaster: More card draw is never bad; worst case scenario, you add a lab man and become a real dousche.

Echo Tracer: Redo! (Or removal)

Weaver of Lies: Redo all of your other morphs, and then turn your echo tracer face up again and return this to your hand, then cast it for free with Kadena? Seems good.

Tidal Barracuda: Flash is really good with Kadena, and fucking the speed at which your opponents play is always good.

Master of the Veil: Similar to Weaver, but less mana overall.

Dream Chisel: ... duh?

Wilderness Reclamation: Untap to do all them morphs on other people's turns. Extremely powerful. And you can fuck with the amount of mana you can produce by responding to the trigger like people were doing in standard.

Leyline of Anticipation: Again, flash. Also, free more often than you think.

Alchemist's Refuge: ^

Crow-Umbra on Brokkos Buried in this Jungle

1 week ago

Forceofnature1 thank you! I own this deck as listed in paper, and have played it irl about 3-4 times so far in the past 2 months. I haven't won with it (yet), but since it is a more Voltron-y build, I don't really expect it to.

I tend to play this deck as like "Threat Police", I usually only swing at the commanders in our meta that I know can snowball & run away with the game ( Korvold, Mimeoplasm, anything that's really group sluggy & oppressive to the table). I do this in part to try to build some good will, but also let everyone else know what can happen on a crack back.

In the couple games I've played, I've consistently had Cephalid Constable and/or Sawtusk Demolisher in my opening hand, or in the first couple draws. Mutating Sawtusk onto Cephalid on Turn 4, and making someone pick up potentially 6 permanents can be backbreaking and a special kind of filthy.

I haven't pulled it off yet, but I am hoping some future games will give me the opportunity to create some Mutate stack clones with Mist-Syndicate Naga or especially Scute Swarm with 6+ lands on board.

Cards I'm kinda on the fence about after a couple of plays: Drana, the Last Bloodchief and Wilderness Reclamation. The one time I've played Drana, I had a graveyard with Birds of Paradise and 2-3 other smaller, but more threatening creatures. I think of my friends was playing Mogis, God of Slaughter, so I kept saccing Birds of Paradise, would swing with Drana, and my friends would always return Bird to my field instead any of the other creatures. I'm considering replacing Drana with Phyrexian Reclamation, Painful Truths, Spawnwrithe, or even Wash Out. I want to play it a bit more to get a feel for what I really need.

Wilderness Reclamation & Seedborn Muse are more here to help me keep mana open for removal, or to flash in a creature before my turn if I have Leyline out. I pre-ordered a Court of Bounty, so that might take Wilderness Rec's slot.

The last game I played, I had a Cephalid Constable/Sawtusk Mutate stack swinging at my friends playing Mogis, God of Slaughter, God-Eternal Kefnet, and Otrimi, the Ever-Playful. I essentially took Kefnet out with the Cephalid bouncing, and was in a position to continue swinging away and keep everyone's boards clear, but was eventually bled to death from Mogis' various group slug effects. My Mogis friend had a creature that was bigger than my Sawtusk stack, so I couldn't connect to remove his bleeding effect enchantments.

My friends have told me this deck is scary to play against.

TetrAggressive on Zaxara, Nightmare Hydra

3 weeks ago

Hey I also recently built a Zaxara deck. I'm opting not to run the infinite mana enchantments so my deck differs from yours in power level but I still have a couple suggestions you might like:

  • Ertai's Meddling not only is it on theme but in a pinch (in a scenario where your opponent could easily pay the mana, or maybe you only have 3 mana leftover after a turn) you can use it as a hard counter even if the suspend counters aren't that high. Any other X spell counter in that scenario would be dead so I think it's a solid include (it's also hilarious to suspend someone's spell for like 10 turns).

  • On the topic of counterspells, Mana Drain and Plasm Capture are very on theme for gorging a huge amount of mana off someone else to not only offset tempo but also funnel it into an even bigger X-spell/hydra. Drain is pricey for sure so Spell Swindle could be another option as it accomplished the same thing.

  • Since you're running Protean Hydra I cannot recommend Retribution of the Ancients enough. This card has been an all-star in my deck on its own with by turning all your hydras into removal, but with Protean Hydra specifically it can be used to abuse the second clause of its ability, netting massive amounts of counters alongside the removal. Say for instance you have some leftover mana and an 8/8 Protean Hydra, as long as there is any valid target on the board, right before EoT you can remove all but one counter to hit the creature with -X/-X and then add twice that many back growing the hydra. It's very powerful.

  • Wilderness Reclamation is a worse Seedborn Muse but does allow you to do one trick that can be pretty powerful. Once the trigger to untap your lands at endstep goes on the stack you can float all your mana, then also use all the mana that just untapped and sink it into a big instant speed X spell which can catch people off-guard. This also works well with flash-enablers like Alchemist's Refuge and/or Winding Canyons which I also recommend.

Lastly here's some cards I'd look into that are pretty self-explanatory: Hadana's Climb  Flip, Greater Good and Mana Reflection.

If you want to check out my list it's here: X Spell Tribal?

Good luck in your games with it!

RNR_Gaming on Kruphix says "ni" in your general direction

1 month ago

multimedia making it hard to give suggestions again lol. So, I've brewed this guy up before as sort of a troll on one of the guys that plays at my lgs - Seedborn Muse and Wilderness Reclamation are absolute must have. Quest for Renewal fills a similar roll I'd actually increase the amount of dorks your playing. Priest of Titania, Elvish Mystic, Boreal Druid, and Fyndhorn Elves will all help you get out your commander stupid early. Utopia Sprawl and Wild Growth are basically elves in enchantment form. Sol Ring, Arcane Signet and Fellwar Stone put in work too. As far as your control package Rapid Hybridization, Pongify, Reality Shift and Beast Within give you some removal incase something slips through your counter magic. If you get a Seedborn Muse engine going Spell Burst or Capsize can give you a soft lock on the game.

multimedia on Kruphix says "ni" in your general direction

1 month ago

Hey, Sol Ring and Command Tower are some staples in Commander. Carpet of Flowers, Seedborn Muse, Wilderness Reclamation and Mana Reflection can make lots of mana with Kruphix. You can use colorless mana to pay for the upkeep cost of Mystic Remora keeping it on the battlefield to draw a lot of cards. Overload Cyclonic Rift is a powerful effect to use colorless mana. Mass Manipulation can gain control of a lot of creatures/Planeswalkers.

Because of the mana dorks more dual lands that can ETB turn one to make green mana: Command Tower, Yavimaya Coast, Waterlogged Grove, City of Brass. Other good Simic dual lands: Flooded Grove and Hinterland Harbor. Alchemist's Refuge lets you cast your win condition in response to something your opponent does or with Pinnacle at the end of your last opponent's turn before your next upkeep.

Forkbeard on Zaxara, the Exemplary: Hydra Infestation

1 month ago

Thanks Bassduff! Those infinite mana pieces are core IMO, but I completely get why your group frowns on it. There's been a lot of combo talk recently in my playgroup too and having a 2 card infinite mana combo with one of the pieces sitting in the command zone is pretty potent to say the least.

I like those 3 cards you've mentioned. Leyline of Anticipation is just a great card in blue no matter what you're trying to do - it also pairs really well with Wilderness Reclamation, good call there. Manascape Refractor is interesting! Lots of additional ability that you could take advantage of for big mana. You asked me to suggest 3 other potential replacement cards so I'll give that a shot:

  • Herald of Secret Streams: I've been tempted to add this guy in here for additional evasion.
  • Corpsejack Menace: Many folks have suggested this fungus here and honestly, he probably deserves a slot in the 99 for obvious reasons.
  • Animist's Awakening: Seeing as you're taking out the mana combos, maybe this spell has potential? Getting lands, thinning your deck & probably creating a huge hydra while you're at it seems decent.

  • Nothing revolutionary, but there's a few ideas for you to think about.

    Load more