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Temur Reclamation Deck Guide: Now with More Adventures!

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Hey everyone!

The last time I wrote about Bant Control, but today I'm here to talk about the other top Breeding Pool deck - Temur Reclamation. I typically gravitate toward the best deck and put my own spin on the contested slots and this is no different.

Today I plan to discuss my card choices and how to sideboard.

Let's start with the list:


Temur Reclamation is a well established deck, but the Magic community can't decide on many of the slots. The deck is composed of a proactive shell backed by interaction that changes along with the metagame.

The Maindeck

Here's the core that's best not to touch:

That's only twelve spells! For a "stock" deck we actually have plenty of room to innovate. The core represents a cohesive Game 1 strategy- assemble lots of mana and make a big Explosion. Not much to it.

The more I play the deck the more I find places for Expansion to be clutch. It can act as a counterspell or hand disruption. Since I play more creatures I have more options to copy opposing removal spells, too.

Let's get to the meat of the article - the flex slots.

3 Uro, Titan of Nature's Wrath: I've seen lists that play fewer Uro in the main because it truly shines after sideboard. This is because your interaction becomes more customized and more spells go to the graveyard in games two and three. For this reason I never board them out.

Temur Rec is focused Game 1 on assembling a massive Explosion and not interacting the opponent to death. I play three Uro in the maindeck because the card has a high power level. Three feels like the right number, but I'm balancing them with a small amount of maindeck Shark Typhoon.

2 Opt: This isn't scientific as a majority of lists play three or zero. I find myself sideboarding out some number of Opts often. This doesn't mean I shouldn't play them as it lends to a focused Game 1 assembling a massive Explosion. I wanted more room in the sideboard so I cut the third Opt for another piece of interaction. It helps increase the velocity of spells being cast Game 1 for Uro. If I didn't play Opt then I would have twenty-nine lands; likely a third Castle Vantress.

2 Negate: Mainly for Breeding Pool decks. I need ways to interact with Teferi and it can also counter a turn three Reclamation on the draw. Mystical Dispute doesn't do this and countering opposing Reclamations in the mirror is very important. Negate is pretty bad against the current aggressive decks so they get cut frequently.

3 Mystical Dispute: It's not ridiculous to play a fourth Mystical Dispute over the second Negate. It would be conceding major points in the mirror as Game 1 doesn't revolve around counter fights as often. I have been impressed with Disputes Game 1 against aggro since they all top their curve with midrange threats.

3 Aether Gust: Despite not answering threats permanently it's a way to simultaneously interact with aggro decks and the mirror. It allows me to tap out and attempt to resolve a Reclamation Game 1 of the mirror. The worst case scenario is they counter my Reclamation and resolve their own, but I can put it on top of the deck next turn. Make sure you have the extra 3 mana to pay for a Mystical Dispute.

It doesn't come up often, but Gust can put an Explosion back on top of your deck when it's about to be countered. This is typically a Game 1 maneuver as there are fewer hard counters to play around. It can be worth the card disadvantage as a resolved late game Explosion often wins.

I board out a Gust in some matchups where it's live because I can replace it with a more permanent answer. It takes on a different role after sideboard because Breeding Pool decks tend to bring in Green creatures. A classic mistake is to board out all creature interaction in control mirrors, but Gust ensures you don't draw dead removal.

2 Nightpack Ambusher: I dislike removal spells in the maindeck that don't have creatures stapled to them because they are very bad in the mirror. The most commonly played removal spell in the main is Scorching Dragonfire.

The clear weakness of Temur Reclamation is currently creatures with big toughness such as Rotting Regisaur. I want more creatures to clog up the board and double block big threats instead of playing big burn spells such as Soul Sear. Aggro decks focus on generating card advantage after sideboard which makes 1-for-1 removal worse.

I don't like sideboarding Nightpack Ambusher because it gets blocked down by Shark Typhoon in the mirror; Commence the Endgame is the haymaker I want against Blue. I can make bigger creatures against aggro such as Lovestruck Beast. Nightpack Ambusher is a great catch-all in Game 1, but I want more customization in the sideboard.

2 Shark Typhoon: Since Game 1 of the mirror is about going big with Explosion there are fewer cases of a medium-sized shark going the distance. Once I sideboard in more counters baby sharks and medium sharks have a larger impact. The two Nightpack Ambushers play a similar role Game 1, but are significantly better against aggressive decks. If I play more Shark Typhoons in the main I would go with a twenty-nine land build.

2 Bonecrusher Giant: I began with two in my sideboard then quickly went to three. Then I saw Brad Nelson playing them in the main so I had to give it a try. It's another way to interact with creatures Game 1 that leaves a threat behind against control decks.

The two damage from Stomp stops prevention shields which is relevant against Shifting Ceratops. If the opponent blocks an Uro or Shark token with their dinosaur Stomp removes prevention shields from protection from Blue. The 4/3 body of Bonecrusher Giant is also a way to trade off with the Ceratops.

When I played maindeck Scorching Dragonfire it didn't change the outcome of the game when it would successfully destroy a creature in the early game. This is because you win Game 1 with tempo from Wilderness Reclamation against aggressive decks. Since Bonecrusher Giant can interact up the curve it would halt an early onslaught and buy me time to execute the strategy.

1 Scavenging Ooze: I have been very impressed with Scavenging Ooze. It's a way to trade off with early creatures that plays a role in the mirror. Ooze did a great Uro impression against aggro decks in the mid game. Once it gets a couple +1+1 counters it can halt an attack so you don't have to blow every removal spell to keep the board clear.

Bant Control can be a tricky matchup and I found Scavenging Ooze to be helpful. It can pressure Teferi which lures down his loyalty for Stomp. It also shrinks the graveyard for Uro and can exile a Teferi you countered to prevent it from returning with Elspeth Conquers Death. A two-mana threat is in the sweet spot of evading ECD's first chapter. A 4/4 Ooze can buy time against Nissa's animated lands, too.

When I'm escaping Uro I keep creatures in my graveyard for my own Ooze. If my Ooze died I might consider exiling creatures to steal food from opposing Oozes. The only other time I've found Uro exiling relevant is post board against Sultai Ramp because Thought Distortion exiles my non-creature non-lands so I keep lands in the graveyard ahead of spells.

When I started testing Temur Reclamation in M21 Standard Jolreal, Mwonvuli Recluse was the first creature I tried. I can safely say Scavenging Ooze is the right creature to play. Jolreal performed better in Bant because of Nissa and Hydroid Krasis using +1+1 counters. It felt like a win-more creature as my hand would only be stocked from a big Explosion.

The last thing to mention about Scavenging Ooze is that it's a great replacement for Scorching Dragonfire. As you can see I like adventure creatures in Temur Rec which leaves me vulnerable to Cat/Oven decks. Ooze is there to make sure things don't get out of hand.

2 Castle Vantress: I've seen versions playing three, but I prefer a Temple of Mystery for Scavenging Ooze. I don't want a Red temple because the deck doesn't require double Red very often. Wilderness Reclamation's untap ensures you have the mana to cast Explosion. I don't want to play Storm's Wrath because adventure creatures have been more effective.

The third Castle Vantress is typically paired with a fourth Steam Vents. I don't want more shock lands and prefer the fourth Fabled Passage to fill the graveyard for Uro. Again, this mana base works better with Scavenging Ooze.

The Sideboard

1 Mystical Dispute: I want more ways to counter Bant Control's Teferis. I have found if you commit to playing more of a tempo game post board the diminishing returns on the last Mystical Dispute is lower.

2 Negate: This is a no nonsense way to counter Teferi, Ugin, and Wilderness Reclamation. Temur decks can't play Dovin's Veto, but Negate is easier to cast so there is a silver lining. I want four in the Blue matchups.

2 Commence the Endgame: This is a great finisher in Blue mirrors to pair with all of the extra counters. I've seen maindecks that include Sublime Epiphany, but I would just be upgrading to Commence after board anyway. I'm not just looking for a haymaker in the Blue mirror after sideboard, it can't get hit by Mystical Dispute.

2 Shark Typhoon: The sharks complement the Commences. This sideboard is heavily geared toward playing a flash game against Breeding Pool decks.

1 Brazen Borrower: I don't like playing Brazen Borrower in the maindeck because the shark tokens only become consistently relevant after board. Since I have plenty of removal in the sideboard I wouldn't want to have multiples against creature decks. Why bounce when you can destroy? Brazen Borrower truly shines against Shark Typhoon, Commence the Endgame, and Rotting Regisaur.

I like to hold onto Petty Theft in Blue mirrors rather than running out Brazen Borrower early. This is because it's hard to be aggressive with a 3/1 against the threat of cycling from Shark Typhoon. The Petty Theft can also lead to blowouts in the mirror where Wilderness Reclamation is bounced before the end of turn to keep the opponent tapped out.

2 Lovestruck Beast: It seemed like the logical next step to try Lovestruck Beast after Bonecrusher Giant performed so well. The beast is fantastic against every aggressive deck and rounds out the answers to Rotting Regisaur. I prefer it to Elder Gargaroth because it's more mana efficient.

If your 1/1 human dies a Shark Typhoon where x=1 can make Lovestruck Beast attack again. The beast has a soft spot for baby sharks.

1 Scavenging Ooze: I don't want two in the maindeck, but once interaction picks up after board the ability shines. It comes in against all aggro decks and Bant Control.

2 Scorching Dragonfire: I'm down on Scorching Dragonfire, but rounds out the two Bonecrusher Giants. I prefer Scorching Dragonfire to Flame Sweep because I would rather help out the Sacrifice matchups instead of Mono-Red. I have plenty of creatures to block making sweepers less relevant.

2 Wilt: This rounds out my interaction against Jund Sacrifice. They currently board in Agonizing Remorse instead of Cindervines which makes me not want to play three Wilts. I also keep more hands post board assuming they have hand disruption.

When I'm facing hand disruption I want more Expansion // Explosion because I can copy Agonizing Remorse early or topdeck the win late.

Sideboard

Now that we've covered the reasoning behind the flex slots let's get to the sideboard guide!

Temur Reclamation Mirror

Even though the post board game is still about Wilderness Reclamation, don't bring in Wilt because Aether Gust is a more versatile answer.

Bant Control

Again I'm boarding out two Expansion // Explosion against a Blue deck because my top end is being replaced with Shark Typhoon and Commence the Endgame. Remember you can copy their Dovin's Veto with Expansion.

The easiest way to lose a game to Bant Control is to counter their end step Growth Spiral and they are free to resolve Teferi. If they have both the fourth land and the Mystical Dispute you were in a bad spot anyway.

Mono-Red

I think this is the best matchup for Temur Reclamation. Stop as much damage as possible early to let Scavenging Ooze and Uro stabilize. Once you have adventure creatures stalling the ground beware of Embercleave blowouts as that's the only way to have the game slip away.

Jund Sacrifice

I leave in Negate as Trail of Crumbs and Bolas's Citadel are the way they accrue card advantage. Don't get too comfortable after resolving the first big Explosion because Citadel can kill you on the spot at any point.

Blast Zone where x=1 can have a big impact on the battlefield because it kills Witch's Oven and Gilded Goose.

Mono-Green

Their biggest threat is Gemrazer on a creature with +1+1 counters. Make sure you take this into account when going all in on a Wilderness Reclamation. Some Mono-Green decks have Ranger's Guile in the board. Overall, I really like this matchup.

Mono-Black

Temur Rec lines up pretty well against Mono-Black as long as you always keep two threats in mind- Rotting Regisaur and Demonic Embrace. Wilt can make a creature lose flying in the middle of combat and Brazen Borrower can lead to some big blowouts. Scavenging Ooze can block early and eat Demonic Embrace from the graveyard.

Sultai Ramp

Make sure you don't play too reactively or else Thought Distortion will eat you hand. I don't love Brazen Borrower in the matchup, but it's another creature to keep after a resolved Distortion.

That's all I have for today. Make sure to cash in on this deck before it gets banned.

Thanks for reading,

Kyle

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