Wilderness Reclamation is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
At the beginning of your end step, untap all lands you control.
Complete guide
Wilderness Reclamation is a powerful enchantment that allows you to double your available mana every turn cycle. By untapping your lands at the start of your end step, it ensures you have all your resources ready for your opponents' turns. This card is a staple for decks that want to cast big spells on their own turn while still holding up mana for reactions.
What Wilderness Reclamation Does
Wilderness Reclamation has a single triggered ability that triggers at the beginning of your end step. When this trigger resolves, you untap every land you currently control. This allows you to spend your mana during your main phase and then have those same lands available to cast instants or activate abilities during your opponent's next turn.
Step-by-Step Resolution
First, you complete your Second Main Phase and move to the End Step. The ability triggers and goes on the stack. Before it resolves, you have the priority to tap your lands for mana, adding it to your mana pool. Then, the ability resolves, and all your lands become untapped. Note that mana added to your pool usually disappears as steps and phases end, so you must use that extra mana immediately during the end step if you choose to float it.
When to Play It
This card is best played when you have a hand full of instant-speed spells or permanents with activated abilities. Since the trigger happens every one of your turns, it provides a recurring advantage that scales with the number of lands you have in play. It is particularly effective in control or 'flash' style decks.
Common Mistakes
A common error is forgetting that you can tap your lands in response to the trigger. If you have an instant spell you want to cast, you can tap your lands, let the trigger resolve to untap them, and then have even more mana available. Another mistake is assuming the mana stays in your pool as you move to the opponent's turn; it does not, so use it or lose it before the end step finishes.
Interaction examples
If you have five lands and Wilderness Reclamation in play, you can tap all five lands to cast a spell during your main phase. When you move to your end step, the enchantment triggers and untaps those five lands. You now have five mana available to spend on your opponent's turn.
While Wilderness Reclamation provides the mana, Doubling Season and Garruk's Uprising provide the payoff. You can use your main phase mana to cast a large creature, which triggers Garruk's Uprising to draw a card. After Wilderness Reclamation untaps your lands in the end step, you have the mana held up to protect your board or use an activated ability that creates tokens, which Doubling Season would then double.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wilderness Reclamation
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Cultivator Colossus + Abundance + Maze's End + Wilderness Reclamation
- 1Cast Cultivator Colossus by paying
.
- 2Cultivator Colossus enters the battlefield, putting a land card from your hand onto the battlefield tapped, then revealing cards from the top of your library until you reveal a land card, putting it in your hand and the rest of the revealed cards on the bottom of your library in any order.
- 3Repeat this process, putting a land card from your hand onto the battlefield tapped.
- 4Repeat step 3 until you have Maze's End and ten Gates with different names on the battlefield.
- 5Move to your end step.
- 6At the beginning of your end step, Wilderness Reclamation triggers, untapping all lands you control.
- 7Activate three of the Gates by tapping them, adding
.
- 8Activate Maze's End's second ability by paying
, tapping it and returning Maze's End to your hand, causing you to win the game.
Toph, the First Metalbender + Aeon Engine + Wilderness Reclamation + Ba Sing Se
- 1Activate Ba Sing Se's second ability by paying
and tapping it, earthbending Aeon Engine, as it's a land due to Toph.
- 2Activate Aeon Engine by tapping and exiling it.
- 3Ba Sing Se triggers, returning Aeon Engine from exile to the battlefield.
- 4Resolve the Aeon Engine ability, reversing the turn order.
- 5At the beginning of your end step, Toph and Wilderness Reclamation trigger.
- 6Resolve the Toph trigger, earthbending Aeon Engine.
- 7Resolve the Wilderness Reclamation trigger, untapping all lands you control.
- 8Pass the turn to an opponent.
Stormtide Leviathan + Choke + Wilderness Reclamation
- 1Stormtide makes everything an island, choke prevents them from untapping.
- 2Wilderness Reclamation untaps your lands.
Ashaya, Soul of the Wild + Weaver of Harmony + Wilderness Reclamation
- 1At the beginning of your end step, Wilderness Reclamation triggers.
- 2Holding priority, activate all mana-producing lands you control except Weaver of Harmony by tapping them, adding at least
.
- 3Activate Weaver of Harmony by paying
and tapping it, copying Wilderness Reclamation's trigger.
- 4Resolve the copy of Wilderness Reclamation's trigger, untapping all lands you control and tapping all lands the defending player controls.
- 5Repeat from step 2.
Mister Fantastic + Wilderness Reclamation + Minamo, School at Water's Edge
- 1At the beginning of your end step, Wilderness Reclamation triggers.
- 2Holding priority, activate all mana-producing lands you control by tapping them, adding an amount of mana.
- 3Activate Mister Fantastic by paying
and tapping it, copying Wilderness Reclamation's trigger twice.
- 4Resolve the first copy of Wilderness Reclamation's trigger, untapping all lands you control.
- 5Holding priority, activate all mana-producing lands you control, including Minamo, by tapping them, adding
and an additional amount of mana.
- 6Resolve the second copy of Wilderness Reclamation's trigger, untapping all lands you control.
- 7Holding priority, activate Minamo's second ability by paying
and tapping it, untapping Mister Fantastic.
- 8Repeat from step 2.
Savor the Moment + Wilderness Reclamation + Thassa, Deep-Dwelling + Eternal Witness
- 1Cast Savor the Moment gaining an extra turn.
- 2Move to your end step.
- 3Thassa and Wilderness Reclamation trigger.
- 4Resolve Wilderness Reclamation, untapping all lands you control.
- 5Resolve Thassa's trigger, exiling Eternal Witness and returning it to the battlefield.
- 6Eternal Witness enters, returning Savor the Moment from your graveyard to your hand.
- 7Repeat.
Savor the Moment + Wilderness Reclamation + Conjurer's Closet + Eternal Witness
- 1Cast Savor the Moment gaining an extra turn.
- 2Move to your end step.
- 3Conjurer's Closet and Wilderness Reclamation trigger.
- 4Resolve Wilderness Reclamation, untapping all lands you control.
- 5Resolve Conjurer's Closet's trigger, exiling Eternal Witness and returning it to the battlefield.
- 6Eternal Witness enters, returning Savor the Moment from your graveyard to your hand.
- 7Repeat.
Savor the Moment + Wilderness Reclamation + Thassa, Deep-Dwelling + Archaeomancer
- 1Cast Savor the Moment gaining an extra turn.
- 2Move to your end step.
- 3Thassa and Wilderness Reclamation trigger.
- 4Resolve Wilderness Reclamation, untapping all lands you control.
- 5Resolve Thassa's trigger, exiling Archaeomancer and returning it to the battlefield.
- 6Archaeomancer enters, returning Savor the Moment from your graveyard to your hand.
- 7Repeat.
Legal formats
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Doubling Season
Garruk's Uprising
















