If you have been following me over the course of the last few weeks, you've likely noticed my fondness for Temur Reclamation. Not only do I like to play it, but the deck is extremely good. I'm not the only one that likes this deck—it is the best deck based on recent results, though the format is still in its youth.

Normally I don't like to play the deck that everyone is targeting, but at the moment Temur Reclamation is just that good. We will have to see what players try to do in order to beat it at the Players Tour events happening online starting this weekend. Anyway, the deck didn't lose anything from the recent bans, and was already the deck I was playing before the bans. I actually preferred it to Jeskai Lukka. Let's talk about what the deck is trying to do and how I came about my list. 

The Game Plan

This deck is quite difficult to play because there are so many decisions each game. If you make one wrong, even if it appears to be insignificant, it can be very costly. That makes Temur Reclamation a deck that can be both very rewarding and very punishing. I would not recommend picking this deck up for a tournament without sufficient practice—it isn't for everyone.

Wilderness Reclamation allows for a massive mana advantage. We get to untap all our mana at our end step, and this is the card the deck is built around. 

There are three cards you must play four copies each of in the deck:

Growth Spiral is the best, and in most builds, the only way to get a Wilderness Reclamation into play on turn three. It also cantrips, fills up the graveyard, and is an instant. These are all important factors. Expansion // Explosion is the best way to abuse doubling your mana, and you can cast Explosion for a huge amount. All of the extra cards you draw mean a large Explosion is the easiest way to win a game. 

Building the Deck

Since there are only 12 locked slots in the maindeck, there are lots of choices to be made in terms of how to fill out the rest of the deck, and what quantities of certain cards to have. These decisions are going to fluctuate based on the metagame. A list that's good one week may not be the next if the metagame shifts. Here is my current version:

Magic: The Gathering TCG Deck - Temur Reclamation by Seth Manfield

'Temur Reclamation' - constructed deck list and prices for the Magic: The Gathering Trading Card Game from TCGplayer Infinite!

Created By: Seth Manfield




Market Price: $339.28


Fabled Passage

Market Price: $7.99

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{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

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Aether Gust

Color Identity:U

Market Price: $0.89

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Choose target spell or permanent that's red or green. Its owner puts it on the top or bottom of their library.

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Scorching Dragonfire

Color Identity:R

Market Price: $0.06

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Scorching Dragonfire deals 3 damage to target creature or planeswalker. If that creature or planeswalker would die this turn, exile it instead.

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Stomping Ground

Color Identity:G,R

Market Price: $10.19

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({T}: Add {R} or {G}.)
As Stomping Ground enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Color Identity:U

Market Price: $0.09

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Counter target noncreature spell.

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Color Identity:U

Market Price: $0.11

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Counter target spell.
Cycling {2} ({2}, Discard this card: Draw a card.)

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Color Identity:R

Market Price: $0.07

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({T}: Add {R}.)

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Color Identity:U

Market Price: $0.08

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Scry 1.
Draw a card.

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Expansion // Explosion

Color Identity:R,U

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Color Identity:R

Market Price: $0.05

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Shock deals 2 damage to any target.

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Color Identity:G

Market Price: $0.22

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Destroy target artifact or enchantment.
Cycling {2} ({2}, Discard this card: Draw a card.)

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Chemister's Insight

Color Identity:U

Market Price: $0.10

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Draw two cards.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

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Nightpack Ambusher

Color Identity:G

Market Price: $0.24

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Other Wolves and Werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.

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Breeding Pool

Color Identity:G,U

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({T}: Add {G} or {U}.)
As Breeding Pool enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Mystical Dispute

Color Identity:U

Market Price: $0.32

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This spell costs {2} less to cast if it targets a blue spell.
Counter target spell unless its controller pays {3}.

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Thassa's Intervention

Color Identity:U

Market Price: $0.20

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Choose one —
• Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.
• Counter target spell unless its controller pays twice {X}.

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Steam Vents

Color Identity:R,U

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({T}: Add {U} or {R}.)
As Steam Vents enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

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Commence the Endgame

Color Identity:U

Market Price: $0.24

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This spell can't be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

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Blast Zone

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Blast Zone enters the battlefield with a charge counter on it.
{T}: Add {C}.
{X}{X}, {T}: Put X charge counters on Blast Zone.
{3}, {T}, Sacrifice Blast Zone: Destroy each nonland permanent with mana value equal to the number of charge counters on Blast Zone.

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Color Identity:U

Market Price: $0.06

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({T}: Add {U}.)

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Ketria Triome

Color Identity:G,R,U

Market Price: $8.66

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({T}: Add {G}, {U}, or {R}.)
Ketria Triome enters the battlefield tapped.
Cycling {3} ({3}, Discard this card: Draw a card.)

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Temple of Mystery

Color Identity:G,U

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Temple of Mystery enters the battlefield tapped.
When Temple of Mystery enters the battlefield, scry 1.
{T}: Add {G} or {U}.

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Brazen Borrower // Petty Theft

Color Identity:U

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Uro, Titan of Nature's Wrath

Color Identity:G,U

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When Uro enters the battlefield, sacrifice it unless it escaped.
Whenever Uro enters the battlefield or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

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Castle Vantress

Color Identity:U

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Castle Vantress enters the battlefield tapped unless you control an Island.
{T}: Add {U}.
{2}{U}{U}, {T}: Scry 2.

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Growth Spiral

Color Identity:G,U

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Draw a card. You may put a land card from your hand onto the battlefield.

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Wilderness Reclamation

Color Identity:G

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

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Shark Typhoon

Color Identity:U

Market Price: $8.11

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Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling {X}{1}{U} ({X}{1}{U}, Discard this card: Draw a card.)
When you cycle Shark Typhoon, create an X/X blue Shark creature token with flying.

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Color Identity:G

Market Price: $0.06

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({T}: Add {G}.)

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This is a list I built that is geared towards beating the sacrifice decks that are quite popular. There were multiple players that took this exact 75 and did very well with it over the weekend. 

Countermagic: The more controlling decks with Teferi, Time Raveler are around, the more counters you want to be playing. In my version before the bans I had more counters in the main, but I've cut down on some because there are more creature-based aggressive strategies. Counters aren't what you want against super aggressive decks, because you need to deal with the threats the opponent has on the board, and often won't have time to play countermagic. 

Since there are fewer blue decks right now I'm playing two Mystical Dispute in the maindeck, compared to previous lists that had four. Neutralize is a flexible counter, and so is Thassa's Intervention. This is pretty low as far as the number of counters maindeck. 

Interaction: The type and quantity of removal we want depends heavily on the metagame. Against go-wide creature decks like Mono-Red Cavalcade and Mardu Knights, sweepers are very important. Against a deck like Jund Sacrifice, Scorching Dragonfire is very important, because it can exile their key creatures. I do not have sweepers right now in this list, but that doesn't mean they can't get added back in as small creature decks gain popularity. There are however more interaction slots than many lists, with four Scorching Dragonfire and two Aether Gust

Ramp: Of course, we have the four Growth Spiral, but there are also three copies of Uro, Titan of Nature's Wrath. This is the sole creature in the deck, besides Shark Typhoon. Uro is both ramp and a way to close out games, as if you can get this into play and attack a couple times it's normally game over. 

Card Draw: A lot of our cards that already have been mentioned incidentally say "draw a card" on them. Shark Typhoon for example makes a creature, but also cycles. That is because we want to be filtering through our deck to find what we are looking for, and we only get to play four copies of Wilderness Reclamation. Opt is a filler sort of card that helps smooth out your draws, and is another way to fill the graveyard up for Uro, Titan of Nature's Wrath. In games two and three we have more card draw we can side in for slow matchups. 

Manabase: We are a three-color deck, and hitting each land drop is important, so we run a bunch of lands. I'm on 28, though you can go up to 29, especially in lists without Opt. Ketria Triome is a recent addition, but is really important because of its ability to cycle and produce all of your colors of mana. You also have to decide how many utility lands to play. I have two Blast Zone, one Temple of Mystery, and two Castle Vantress. There are also four copies of Fabled Passage because of how useful they are alongside Uro, Titan of Nature's Wrath, and because as games go long you want mana sources that enter untapped without dealing you damage. There are fewer red sources than the other two colors, which makes a card like Storm's Wrath more difficult to reliably cast. 

Matchup and Sideboard Guide

Vs. Jund Sacrifice

At the moment, Jund Sacrifice and Temur Reclamation seem to be the top two decks in the format by the numbers. I like the Temur Reclamation side of the matchup. Game one they can't interact with Wilderness Reclamation, and we tend to have the more powerful ways to go over the top and win games. If you stumble or don't have a Reclamation and they have an aggressive draw they can win. Bolas's Citadel can steal games, but normally it isn't your biggest concern because of how expensive it is. After sideboarding we get to bring in Wilt, which answers their Cindervines. We also want Nightpack Ambusher as a threat that can't be hit by Claim the Firstborn

Vs. Temur Reclamation (The Mirror)

This is the matchup I have lost to the most with Temur Reclamation, which is a testament to how good the deck is. It is tough to get a Reclamation down through countermagic, but if one player has one and the other one does not, the game should end pretty quickly. Interaction spells like Mystical Dispute, Thassa's Intervention and Aether Gust are situational.

Oftentimes post-sideboard you get draw-go-style games, similar to two control decks playing against each other. Your flash threats and card draw spells really shine, and the Wilderness Reclamation plan actually becomes less reliable. It is okay to transform your deck and shave on Reclamation here. This is my current plan, but I have been experimenting because there are many different viable sideboard plans for the matchup. 

Vs. Bant Ramp

Bant Ramp in my opinion is the next most popular deck. This is a Teferi, Time Raveler matchup, so you want as many answers to Teferi as you have access to. The games often play out like two control decks passing back and forth after sideboard, but our deck is built to play those games. Be aware of playing a Wilderness Reclamation too early, as they have plenty of ways to answer it, including Elspeth Conquerors Death. You will notice how I'm shaving on Uro, Titan of Nature's Wrath, because tapping out for Uro turn three is a death sentence against a Teferi, Time Raveler deck. 

Vs. Mono-Red Aggro

The way I have built the deck we are a bit weak to Red Aggro, but I still have been beating it more often than not. You will need to add sweepers if you want this to be a better matchup. However, having two Blast Zones means you have a land that can act as a sweeper against these aggro decks. We really want to have a two-mana play against Mono-Red, or else we fall too far behind. What their curve is and who wins the die roll is very important here. 

Right now, I believe these are the most popular decks, and sideboarding is comparable even if you are playing against a deck not on this list. For instance, Rakdos Sacrifice is very similar to Jund Sacrifice, and Mono-Red Aggro is very similar to Mono-Red Cavalcade. The issue is Temur Reclamation has a big target on its back, so people will be gunning for it. 

How to Beat Temur Reclamation

If you aren't a Temur Reclamation player but get frustrated playing against it and losing, here are some ways to attack it. Keep in mind, you can't go over the top of it. Generally, Temur Reclamation has a superior long-game plan when compared to almost all other decks in the format. 

Temur Reclamation can be beaten. Some people are complaining about it being too good, but innovations can definitely be made in order to attack it. With that said, based on what people have been playing over the past week or two, this is the best deck at the moment.