|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Common|
|Core Set 2019 (M19)||Common|
|Masters 25 (A25)||Common|
|Magic Origins (ORI)||Common|
|Khans of Tarkir (KTK)||Common|
|Duel Decks: Speed vs. Cunning (DDN)||Common|
|Magic 2014 (M14)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|2010 Core Set (M10)||Uncommon|
Combos Browse all
Act of Treason
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
Act of Treason Discussion
2 weeks ago
Considering dropping both Might Beyond Reason , 1 Hinterland Logger Flip, and boarding the 3rd Armory of Iroas by dropping the Act of Treason since I've got a pair of Traitorous Instinct in there already. Think that would work for getting an extra 4 lands in there?
3 weeks ago
I like the deck's idea a lot, would you consider splashing some red here ?
I will link you the deck when I finish it. It might help you out idk.
3 weeks ago
The first effect, for cards like Act of Treason , is used when Player A originally controlled the creature and Player B took it. Think of it this way--if they lose the game, the effect that gave them power over that object goes away, so the control reverts back to the object's prior controller.
Cards like Bribery do not change control of the creature. Player A might be the owner of the card, but they never controlled it. So, when Player B, who controls the object, loses the game, there is no other controller for the object to return to.
Also, important to note, Xantcha, Sleeper Agent has a control changing effect ("an opponent of your choice gains control of it.") So, when her controller loses the game, if that controller is not her owner, she will revert to her owner's control. That's one that trips up a lot of people, so I like to specifically mention it.
3 weeks ago
I play a lot of multiplayer casual games with my friends and I always have problems when a player who had steal other player's stuff leaves the game.
As I am one of the most experienced players (altought I have always been playing casually and barely enter a FNM), usually I am asked rules questions, and I need help memorizing this.
What exactly happens with permanents owned by other players under control of a player who has left the game?
I read rule 800.4a and it states some examples:
- If I control some permanent via Act of Treason -like effects or Control Magic -like effects, as I leave the game that permanent reverts back to its controller
- If I control some permenent via Bribery -like effects, as I leave the game that permanent is exiled.
How exactly does this happen? What is the difference? How can I memorize that to apply to different cards with similar abilities (like Nightveil Specter )?
Thanks in advance everyone, I hope I made myself clear and made the question in the right place
1 month ago
- Nyxborn Shieldmate for Boros Reckoner both better creatures and reckoner works amazing with lightmines if u decide to add it
- Palace Guard for Archetype of Aggression
- Darksteel Plate for Whispersilk Cloak since your guys are invincible anyways. this also deters them from being targeted.. boardwipes will still work though.
- Stoneforge Masterwork for Tenza, Godo's Maul if up u this on ur commander hes a 10/7 menance with trample, seems like a better piece
- Armory of Iroas - Sunforger costs a few more mana but u have alot of tricks u can pull out of it for free late game
- Staff of Nin for Mind's Eye
- Avacyn's Collar for Spear of Heliod upgrades all ur doods and makes people scared to attack you
- Manalith for Commander's Sphere an upgrade
- Act of Treason for Faithless Looting card draw with flashback seems always good
- Mass Mutiny - Mob Rule seems like an upgrade
- Miraculous Recovery - Settle the Wreckage amazing board wipe, can really put you ahead. if not interested in a board wipe id suggest maybe a single target removal like Chaos Warp . i feel like you need ways to deal with high pressure threats
- Pay No Heed - Deflecting Palm
- Righteousness for Fight to the Death i know these two cards arent related, but how hilarious would it be to cast this when someone else is combating another player, basically can wipe two players boards if timed proper. if u would prefer to keep a combat trick here i would suggest maybe Gods Willing or something that does not require the creature to be blocking
- Smite - Ride Down
- Warleader's Helix - Savage Beating or Ajani Vengeant i feel helix doesnt provide enough value, for removal it is very weak , if u want good removal to replace this instead of a threats i listed, i would consider Oblivion Ring type cards
- Martial Glory - Boros Charm charm is must include, so much value! protect from boardwipes including land destruction! removal or maybe boost ur commander after blocks with a double strike if some1 is already been hit once and hello 21 commander dmg
1 month ago
You commented on my version of Narset. This looks fun, Not a fan of flat out extra turn but I see the value in extra combat phase cards and land destruction is always good.
An alternative Narset if you are privy to taking the effort to make a deck consisting of cards like Act of Treason Idea being you'd grab them at instant speed somehow and attack with more creatures then do something like Phyrexian Altar
Just one of the many ways to play narset really.
2 months ago
Consider the following:
Bond of Discipline is an Esper-identity card (With regards to lore / flavor), and Esper is an incredibly oppressive shard. Between black's destructive nature, white's boardstate suppression, and blue's spell control Esper itself is extremely damning in the game. The Orzhov Syndicate seeks to control the economy and debts, while the Azorius Senate seeks to control laws. By controlling the economy and laws, you create an actual functioning Government: Something Ravnica could be argued to not have as of yet.
Bond of Insight is a Grixis-identity card (With regards to lore / flavor), and Grixis is also an oppressive shard. What Grixis is able to do that Esper can't do as well is utilize red's draw potential and burn impact. Red can arguably speed up Grixis to become faster than Esper, at the cost of discarding cards to do so. So it makes sense that this particular card punishes the caster as well - but gives them benefits from it. With the House of Dimir and the Izzet League joining forces, you get the guild that holds secrets and the guild that holds knowledge working together. You now establish Ravnica's corner-stone in education.
Bond of Revival is a Jund-identity card (With regards to lore / flavor), and Jund is brutal and fast. Between black's kill and self-discard spells, red's passion for charging into combat expecting creatures to die, and green's potential for huge creatures that will likely be the target for removal spells it makes sense that this card would be Graveyard-specific. The Cult of Rakdos loves to murder, and the Golgari Swarm loves to reanimate. Combining their forces, you end up creating an army that is on par with Bolas' Eternals. You also establish a force for dark arts such as necromancy. While this does not directly help Ravnica, what it does is puts a check and balance on the other morally virtuous aspects as well as acts as a foil to the prosperity of life.
Bond of Passion is a Naya-identity card (With regards to lore / flavor), and what Naya excels at is creating giant forces which are able to overcome and triumph against all odds. I must say, I personally do not like this card. The version of Act of Treason combined with a Shock on top of it just doesn't feel as good as it could have been. Either you should keep control of the creature, without the 2 damage or the damage should have been a lot higher. Perhaps 4 damage. Either way, by merging the Boros Legion and the Gruul Clans, you partner up the loyalty and resolve of a military with the cunning and ferocity of the savages. You now establish a military might who will fear nothing and will do everything in it's power to protect the world as a whole - rather than their individual districts. There is now nowhere an invading force can come from that won't be noticed.
Lastly, Bond of Flourshing is a Bant-identity card (With regards to lore / flavor), and Bant absolutely excels at fast play - if you design the deck properly. Between blue's draw, white's love of tokens and life, and green's ramp and also passion for tokens you will be able to expand a boardstate so large that it becomes almost impossible to stop unless you are hit with a steady stream of wipes. It makes sense that this card would look for a permanent, and the fact it costs merely is intensely insane. It honestly should have cost more, especially for the 3 life you get as well. What the Simic Combine brings to the table is the ability to craft new life from old parts, and what the Selesnya Conclave brings is the ability to filter and grow. So by combining them, you are now able to maximize your efforts and push evolution to it's absolute limits. This allows Ravnica to flourish, rebuild, and strengthen not just the populations after the war, but the planet as a whole.
Effectively, these guilds combine to each take over a key role of what Ravnica was lacking in.
- Esper = Government
- Grixis = Education
- Jund = Passion / Identity / Morality = Philosophy
- Naya = Military on both large and small scales
- Bant = Arts & renewal
And all of these are cornerstones that you can see in any developed nation in our real world. I feel doing so was brilliant and well deserved. I'm curious as to if we will ever return to Ravnica in the future, now with five shards instead of ten guilds?
EDIT: For some reason Bond of Revival, Bond of Passion & Bond of Flourshing are not able to be linked as of yet; I can not post this with them in brackets. Sorry about that. Here are the URL links, instead.
2 months ago
- Conqueror's Flail seems to work quite nice for me since it often gives 3-5 power boost, which is more than enough to win with Atarka, World Render + The Ur-Dragon . I once equipped it onto Dragonlord Dromoka because I didn't have any better target and it gave me so much life that I didn't care about lack of blockers later. Also if it draws hate it's great because I have waaay better things to come in terms of Artifacts/Enchantments. Also giving 3-5 power means that Bloom Tender will give 3-5 mana.
- Kindred Discovery has been on my mind for about 2-3 weeks now. It sometimes gets in a way of actually casting a Dragon so after I've listened to a few podcasts I'm starting to thinking about one-shot draw effects like Night's Whisper or Painful Truths in it's place. Don't like the idea of having another conditional draw especially after someone blows my board but if I'd swap something right now I'd probably do Kindred Discovery for Elemental Bond
- How's been Greater Good performing for you? I wish I had some sort of sac outlet for Dragon Egg tokens but I think Vaevictis Asmadi, the Dire and Devour babies from Dragon Broodmother should be enough.
- Planeswalker removal shouldn't be too much of a concern since I review planeswalkers by their abilities and if it actually impacts my board when they "do the thing" and immediately after hit the bin. So Sarkhan Vol 's haste or Act of Treason is good enough and Sarkhan the Mad after dropping of The Ur-Dragon 's trigger (done it a few times already, feels great) is just knock-out spell (best used for pillowfort players) and later I don't care if it stays. Sarkhan, Fireblood is so small and on the surface seems to be weak that other players don't care about killing it unless it's unblocked and can easily die. But it's actually a ramp/fixing planeswalker. All of them also have token spawning options, which helps win with Scourge of Valkas / Dragon Tempest .
- Also you've mentioned some cheap interaction or ramp spells - do you have anything specific in mind? I'm thinking recently about Mystic Remora .
Act of Treason occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.01%