Reconnaissance – Assassin’s Creed

Date Reviewed:  July 11, 2024

Constructed: 3.13
Casual: 4.25
Limited: 3.50
Multiplayer: 3.50
Commander [EDH]: 3.75

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 


It’s a little surprising that Reconnaissance has been reprinted so few times over the years – it’s been an in-character effect for white the whole time, and the Gustcloak creatures from Onslaught illustrated that there was a potential niche for it in limited, at the very least. Perhaps they feared it reads too defensively for players to use correctly; although, once you learn about its intricacies, it’s one of the trickiest cards you’ll find. The use hinted at by its new reminder text might not even be the craziest one. I also hate to mention everyone’s current least favorite card, but it’s close to my elusive “innocent” use for Nadu. Granted, it’s still a zero-cost instant-speed effect, but it does require you to actually do something first!

Constructed: 3
Casual: 4
Limited: 3.5
Multiplayer: 3.5
Commander [EDH]: 3.5

 James H. 


An Exodus uncommon with a dearth of reprints and a powerful effect, Reconnaissance is one mana to, in effect, make every creature have pseudo-vigilance and the ability to bail from an attack that goes awry. The changes to how timings work now means that, once your creature starts attacking, it can be pulled out at any time; this works great with first strike, but even just the ability to untap after combat is powerful in ways both subtle and…not subtle. Reconnaissance is a card that’s always had appeal in Commander because of its cheap, unique effect, but it may have room in Modern to get weird, thanks to it making its debut here. It’s not for every deck, but it has strengths no other card readily replicates, all for an affordable price.

Constructed: 3.25
Casual: 4.5
Limited: 3.5 (won’t win games alone, but this does a lot of work)
Multiplayer: 3.5
Commander [EDH]: 4

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