Rare
Fabled Passage
Land
Viewing offers in Near Mint condition
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
{1}{R}: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
{1}{R}: Level 3
Spells you cast from anywhere other than your hand cost {2} less to cast.
Advanced Reconstruction is a red Class that rewards a grindy, recursive game plan, especially in value, combo, or spell-heavy midrange shells rather than pure aggro. Its first ability turns your main phase into a small excavation: you mill a card, then randomly recover something from the graveyard for a one-turn window, which is great for squeezing extra use from fetchlands, cheap interaction, flashback-style effects, or utility spells that don’t mind being cast at awkward times. Level 2 adds a nasty payoff whenever cards leave your graveyard, pinging each opponent for 2 and turning self-mill, escape, retrace, or reanimation-style lines into real pressure. Level 3 is the real engine, discounting spells cast from anywhere other than your hand by {2}, so decks with impulse draw, flashback, exile-cast cards, or adventure-style sources can snowball hard. Build around cards that naturally leave or reuse the graveyard, and this Class can become a steady source of reach and mana efficiency.
Generated using gpt-5.4-mini
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Cards frequently seen in the same public decks as this card.
Rare
Land
Uncommon
Artifact
Common
Land
Common
Basic Land — Mountain
Common
Sorcery
Advanced Reconstruction is a red Class that rewards a grindy, recursive game plan, especially in value, combo, or spell-heavy midrange shells rather than pure aggro. Its first ability turns your main phase into a small excavation: you mill a card, then randomly recover something from the graveyard for a one-turn window, which is great for squeezing extra use from fetchlands, cheap interaction, flashback-style effects, or utility spells that don’t mind being cast at awkward times. Level 2 adds a nasty payoff whenever cards leave your graveyard, pinging each opponent for 2 and turning self-mill, escape, retrace, or reanimation-style lines into real pressure. Level 3 is the real engine, discounting spells cast from anywhere other than your hand by {2}, so decks with impulse draw, flashback, exile-cast cards, or adventure-style sources can snowball hard. Build around cards that naturally leave or reuse the graveyard, and this Class can become a steady source of reach and mana efficiency.
Generated using gpt-5.4-mini · Updated at 2026-08-03 11:10:45 UTC