I'm curious about what you, and other people, think of Reconnaissance.
For duels, people agree its effect is not worth a card. However, it seems to me that Reconnaissance becomes far more powerful in multiplayer.
First, Reconnaissance works like an improved Serra's Blessing by essentially giving all your (targetable) creatures vigilance by untapping them at the end of the combat. In some sense, it is even more powerful than vigilance: creatures with both vigilance and a tap ability such as Stonehewer Giant can attack, use their tap ability, deal damage, then become untapped.
Moreover, similar to Maze of Ith, Reconnaissance allows you to cancel any unfavorable blocking by removing some of your creatures out of combat. This mean no creature of yours has to die while attacking unless you wish so. You can even activate this in response to combat tricks, or avoid Phyrexian Obliterator type of effects that could otherwise paralyze you.
Effectively, having Reconnaissance out means you usually have no reason not to Alpha Strike every round: you can always untap your creatures afterward so they can block, and any unfavorable combat can be canceled. If an enemy has less creatures than you, you are also guaranteed some sort of damage. It also allows you to take advantage of effects triggered by combat damage (Lifelink, Umezawa's Jitte) by the declaration of attackers (Battle Cry, Hero of Bladehold, Sun Titan, Geist of Saint Traft, Kaalia of the Vast), or by untapping (Order of Whiteclay), no matter how dangerous the board looks.
Finally, Reconnaissance gives your creatures with First Strike and Double Strike an extra edge by allowing you to get them out of combat between the First Strike Combat Damage Step and the Normal Combat Damage Step, effectively making them deal damage without taking any in return.
Overall, I feel the benefits that Reconnaissance brings are massive - it can keep many of your creatures alive (by cancelling combat), preserve your life (by not making you vulnerable each time you attack), allow you to reap the benefits of combat even when the board is dangerous, and give you neat combat tricks involving vigilance+tap abilities and first/double strike.
There's nothing inherently flawed with the card but nothing about it makes me want to champion it. First of all it's confusing since the rules text doesn't really articulate how the card can be abused. This has a host of problems for someone like me. First of all, if I put in decks people will probably just netdeck them at some point and have no idea why the card is there. Moreover, even if they do it's incredibly likely that they'll get called out for cheating and be forced to prove that the card is indeed "tricksy." Beyond that it's just a marginal 1-of that some creature-based decks will want. Given that White has very little card draw, weak recursion and a lackluster endgame I have a hard time justifying these kinds of spells in my lists. Finally, it's just another cute but far from game-winning effect. This card has value when you have a solid board, sure, but it's garbage when you're on the back-foot.
I don't mind the card, it's certainly not bad, it's just not "good enough" for me. I would never play Serra's Blessing nor would I play a slightly better version of the card.
There's nothing inherently flawed with the card but nothing about it makes me want to champion it. First of all it's confusing since the rules text doesn't really articulate how the card can be abused.
Agree, the only thing I can see to abuse it with are cards that include the text "when [it] attacks" like Sun Titan. I don't think there are enough of these cards to justify inclusion in any deck.
But what's this mysterious synergy with Reconnaissance and first/double strike? Sure, you can untap your attacker after first strike damage, but how is that relevant? Either it already won combat anyway, or it didn't matter that it dealt damage first. Am I missing something?
When I said "abuse" what I really meant was "use." My problem with this card is that the printed text is worthless (the average person will not figure out how to use it) and it's not good enough to explain its hidden potential every time that I list it. If this card were a Mystic Remora, sure, then I would take the time to explain "HEY THIS CARD IS GOOD YOU SHOULD PLAY IT!" Since this is just a glorified Serra's Blessing, a card that I would never play anyways, I'm not exactly inclined to do the legwork for it. Yes, I see how you COULD abuse it in theory, but in practice those feel like niche cases and even when you are "abusing" this card, well, let's face it, it's not though you're going to win the game a result. This card is good when you're ahead or stable and bad when you're behind. It's a 1-of at best since it's useless in multiples and not worth removing and it's a rules headache for newer players. For all these reasons and more I don't really want to push the card. Again, it's not bad, I certainly don't hate it, I could just never see myself playing it nor suggesting other people to play it. Even in a perfect world where everyone understand how it worked it's just not that great. Fine card, nothing bad about it, it's just not a Stoneforge Mystic or whatever.
Since this is just a glorified Serra's Blessing, a card that I would never play anyways
You know this is untrue; the hyperbole isn't necessary. In a fair meta, which based upon many board postings there are plenty, not receiving lethal damage is relevant as well. Some people like to turn creatures sideways and some people don't like to attack into a mess of untapped creatures. While Serra's Blessing isn't worth it, vigilance plus damage control might be worth W.
That has all been hashed over previously. Results matter, though. It certainly has played much better than it looks on paper in my multiplayer C/Ube. That is the 1-of you wrote about. Obviously, that isn't "regular" multiplayer. What is?
P.S. I have no interest in whether you push a card or put it into your strategy guide. Your guide; your rules.
Since this is just a glorified Serra's Blessing, a card that I would never play anyways
You know this is untrue; the hyperbole isn't necessary. In a fair meta, which based upon many board postings there are plenty, not receiving lethal damage is relevant as well. Some people like to turn creatures sideways and some people don't like to attack into a mess of untapped creatures. While Serra's Blessing isn't worth it, vigilance plus damage control might be worth W.
That has all been hashed over previously. Results matter, though. It certainly has played much better than it looks on paper in my multiplayer C/Ube. That is the 1-of you wrote about. Obviously, that isn't "regular" multiplayer. What is?
P.S. I have no interest in whether you push a card or put it into your strategy guide. Your guide; your rules.
Heh, funny you bring this card up again. My opinion of it has since changed. For anyone who isn't aware I'm about as high on Nykthos, Shrine to Nyx as you can get. One thing that I learned immediately while playing it is that you want to curve out with both creatures and enchantments in order to mitigate the effects of mass removal. The first White deck that I built post-BNG was a creature-based aggro deck with Reconnaissance, Precinct Captain, Luminarch Ascension, Spear of Heliod, Brimaz, King of Oreskos, Hero of Bladehold, Heliod, God of the Sun, Stonehewer Giant, Sun Titan and a couple big drops such as Angel of Serenity, Mass Calcify and Storm Herd. The fact that the card acts as a virtual Rampant Growth in addition to making it easy to attack with Hero/Brimaz every turn was really powerful. The interaction with the Giant wasn't nearly as impressive but it's not like I had a ton of equipment to fetch or anything. The deck was tight for slots and I could only find room for 2 or so in any of my variations.
Anyways, I agree that the card does have a home in aggressive decks, especially ones that reward you for attacking. The ability to trigger Brimaz, Hero of Bladehold and Sun Titan every turn and to keep all of your dudes all the time is just unreal powerful.
Do you have any serious plans to ever updating these? That sounds like I'm calling you out--I'm really not. I'm sure it's a pretty big p.i.t.a.
It's just that it feels like they're actually putting out higher percentages of MP-focused cards in each set over time, not less. Feels like they're really starting to figure out flexible templating that works equally well in duels and MP games.
I'm not sure if this has been said before but I really liked when you had a list of maybe 15 staple cards in that colour for multiplayer. It's like the ultimate TL:DR to the guides which I found quite good.
I'm not sure if this has been said before but I really liked when you had a list of maybe 15 staple cards in that colour for multiplayer. It's like the ultimate TL:DR to the guides which I found quite good.
So basically a list of the "best N cards in the color under Y dollars" or something similar?
I'm not sure if this has been said before but I really liked when you had a list of maybe 15 staple cards in that colour for multiplayer. It's like the ultimate TL:DR to the guides which I found quite good.
So basically a list of the "best N cards in the color under Y dollars" or something similar?
Agree with this. Something like top 10 under $5 and then maybe 5 more that are still under $10 or however it works out. If you are paying more than $10 for a card in MP, I think you value smashing your opponents at all cost over enjoying time spent together. Unless budget isn't a consideration for the entire group or you play proxy.
I'm not sure if this has been said before but I really liked when you had a list of maybe 15 staple cards in that colour for multiplayer. It's like the ultimate TL:DR to the guides which I found quite good.
So basically a list of the "best N cards in the color under Y dollars" or something similar?
Agree with this. Something like top 10 under $5 and then maybe 5 more that are still under $10 or however it works out. If you are paying more than $10 for a card in MP, I think you value smashing your opponents at all cost over enjoying time spent together. Unless budget isn't a consideration for the entire group or you play proxy.
I generally stick to the budget of $100.00 per deck. That will often mean I have a few $10 cards in each one but I try and keep the power level of all my decks roughly equal. Expensive cards don't always have to be oppressive, try-hard cards which destroy cheaper decks. They can simply be popular cards for an older set.
Added a "top 20 cards under 5 bucks" section. Would people rather see 25-30 cards or is 20 enough?
I like it! I think 20 is just the right number. Thanks!
I decided to cheat and put functionally similar cards together. No reason to waste multiple slots on Aura of Silence and Return to Dust if they accomplish basically the same thing.
After playing, is there anything you would change about the deck? Is Mastery of the Unseen more of a card draw engine and lifegainer for this deck? I'm afraid my deck wont be able to close games out if my dudes get chump blocked all day, but this one looks a lot stronger and consistent with the choices for a devotion package. Here's mine for reference:
Is Mastery of the Unseen more of a card draw engine and lifegainer for this deck? I'm afraid my deck wont be able to close games out if my dudes get chump blocked all day, but this one looks a lot stronger and consistent with the choices for a devotion package.
It's both.
I'm not especially worried about blockers because eventually you'll have "infinite mana" + Glory which makes attacking and blocking impossible and Mastery of the Unseen makes it trivially easy to draw your deck (more-or-less) past a certain point.
I would love to see some Sun Titans in that badboy. Recurring Displacer and/or Myriad Landscapes to fuel Emeria always feels busted.
Crusade is a sizable upgrade to Honor of the Pure. I understand that it's "all" vs "you" but when your list has Nykthos, Shepherd, Evangel, etc. then it's not close to being close.
I would run Herald of the Host over Marshal's Anthem. Remember, Herald clones also copy her mana cost. In a 4 player game she represents 6 White plips when she attacks.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
For duels, people agree its effect is not worth a card. However, it seems to me that Reconnaissance becomes far more powerful in multiplayer.
First, Reconnaissance works like an improved Serra's Blessing by essentially giving all your (targetable) creatures vigilance by untapping them at the end of the combat. In some sense, it is even more powerful than vigilance: creatures with both vigilance and a tap ability such as Stonehewer Giant can attack, use their tap ability, deal damage, then become untapped.
Moreover, similar to Maze of Ith, Reconnaissance allows you to cancel any unfavorable blocking by removing some of your creatures out of combat. This mean no creature of yours has to die while attacking unless you wish so. You can even activate this in response to combat tricks, or avoid Phyrexian Obliterator type of effects that could otherwise paralyze you.
Effectively, having Reconnaissance out means you usually have no reason not to Alpha Strike every round: you can always untap your creatures afterward so they can block, and any unfavorable combat can be canceled. If an enemy has less creatures than you, you are also guaranteed some sort of damage. It also allows you to take advantage of effects triggered by combat damage (Lifelink, Umezawa's Jitte) by the declaration of attackers (Battle Cry, Hero of Bladehold, Sun Titan, Geist of Saint Traft, Kaalia of the Vast), or by untapping (Order of Whiteclay), no matter how dangerous the board looks.
Finally, Reconnaissance gives your creatures with First Strike and Double Strike an extra edge by allowing you to get them out of combat between the First Strike Combat Damage Step and the Normal Combat Damage Step, effectively making them deal damage without taking any in return.
Overall, I feel the benefits that Reconnaissance brings are massive - it can keep many of your creatures alive (by cancelling combat), preserve your life (by not making you vulnerable each time you attack), allow you to reap the benefits of combat even when the board is dangerous, and give you neat combat tricks involving vigilance+tap abilities and first/double strike.
I don't mind the card, it's certainly not bad, it's just not "good enough" for me. I would never play Serra's Blessing nor would I play a slightly better version of the card.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Agree, the only thing I can see to abuse it with are cards that include the text "when [it] attacks" like Sun Titan. I don't think there are enough of these cards to justify inclusion in any deck.
What if he can block your Sun Titan with Typhoid Rats? Maybe you want to avoid the trade but still return a card to the battlefield.
A Knight of the White Orchid blocked by two Diregraf Ghoul
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
You know this is untrue; the hyperbole isn't necessary. In a fair meta, which based upon many board postings there are plenty, not receiving lethal damage is relevant as well. Some people like to turn creatures sideways and some people don't like to attack into a mess of untapped creatures. While Serra's Blessing isn't worth it, vigilance plus damage control might be worth W.
That has all been hashed over previously. Results matter, though. It certainly has played much better than it looks on paper in my multiplayer C/Ube. That is the 1-of you wrote about. Obviously, that isn't "regular" multiplayer. What is?
P.S. I have no interest in whether you push a card or put it into your strategy guide. Your guide; your rules.
Heh, funny you bring this card up again. My opinion of it has since changed. For anyone who isn't aware I'm about as high on Nykthos, Shrine to Nyx as you can get. One thing that I learned immediately while playing it is that you want to curve out with both creatures and enchantments in order to mitigate the effects of mass removal. The first White deck that I built post-BNG was a creature-based aggro deck with Reconnaissance, Precinct Captain, Luminarch Ascension, Spear of Heliod, Brimaz, King of Oreskos, Hero of Bladehold, Heliod, God of the Sun, Stonehewer Giant, Sun Titan and a couple big drops such as Angel of Serenity, Mass Calcify and Storm Herd. The fact that the card acts as a virtual Rampant Growth in addition to making it easy to attack with Hero/Brimaz every turn was really powerful. The interaction with the Giant wasn't nearly as impressive but it's not like I had a ton of equipment to fetch or anything. The deck was tight for slots and I could only find room for 2 or so in any of my variations.
Anyways, I agree that the card does have a home in aggressive decks, especially ones that reward you for attacking. The ability to trigger Brimaz, Hero of Bladehold and Sun Titan every turn and to keep all of your dudes all the time is just unreal powerful.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Speaking of glorified Serra's Blessings. Very strong with Archangel of Tithes.
Do you have any serious plans to ever updating these? That sounds like I'm calling you out--I'm really not. I'm sure it's a pretty big p.i.t.a.
It's just that it feels like they're actually putting out higher percentages of MP-focused cards in each set over time, not less. Feels like they're really starting to figure out flexible templating that works equally well in duels and MP games.
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
So basically a list of the "best N cards in the color under Y dollars" or something similar?
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
Yeah exactly.
I generally stick to the budget of $100.00 per deck. That will often mean I have a few $10 cards in each one but I try and keep the power level of all my decks roughly equal. Expensive cards don't always have to be oppressive, try-hard cards which destroy cheaper decks. They can simply be popular cards for an older set.
Added a "top 20 cards under 5 bucks" section. Would people rather see 25-30 cards or is 20 enough?
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I decided to cheat and put functionally similar cards together. No reason to waste multiple slots on Aura of Silence and Return to Dust if they accomplish basically the same thing.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
For reference:
20x Plains
3x Nykthos, Shrine to Nyx
1x Emeria, the Sky Ruin
Creatures (23)
4x Figure of Destiny
2x Eight-and-a-Half-Tails
2x Syndic of Tithes
4x Knight of the White Orchid
4x Archangel of Tithes
1x Heliod, God of the Sun
1x Avacyn, Guardian Angel
1x Glory
1x Herald of the Host
1x Sun Titan
1x Diluvian Primordial
1x Emeria Shepherd
4x Mastery of the Unseen
2x Quarantine Field
4x Grasp of Fate
2x Mass Calcify
After playing, is there anything you would change about the deck? Is Mastery of the Unseen more of a card draw engine and lifegainer for this deck? I'm afraid my deck wont be able to close games out if my dudes get chump blocked all day, but this one looks a lot stronger and consistent with the choices for a devotion package. Here's mine for reference:
4x Figure of Destiny
2x Grand Abolisher
4x Boros Reckoner
2x Eldrazi Displacer
2x Flickerwisp
1x Heliod, God of the Sun
4x Springjack Shepherd
1x Glory
2x Evangel of Heliod
4x Honor of the Pure
4x Grasp of Fate
2x Marshal's Anthem
2x Cathars' Crusade
2x Mass Calcify
Lands (24)
2x Emeria, The Sky Ruin
4x Myriad Landscape
2x Nykthos, Shrine to Nyx
15x Plains
1x Springjack Pasture
Yes, it could use an update.
It's both.
I'm not especially worried about blockers because eventually you'll have "infinite mana" + Glory which makes attacking and blocking impossible and Mastery of the Unseen makes it trivially easy to draw your deck (more-or-less) past a certain point.
I would love to see some Sun Titans in that badboy. Recurring Displacer and/or Myriad Landscapes to fuel Emeria always feels busted.
Crusade is a sizable upgrade to Honor of the Pure. I understand that it's "all" vs "you" but when your list has Nykthos, Shepherd, Evangel, etc. then it's not close to being close.
I would run Herald of the Host over Marshal's Anthem. Remember, Herald clones also copy her mana cost. In a 4 player game she represents 6 White plips when she attacks.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold