|Commander / EDH||Legal|
Printings View all
|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.)
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Act of Treason Discussion
1 day ago
...too many ninjas, too little time.
Enchantment - Aura
Cumulative Upkeep: Discard a card.
You control enchanted enchantment.
Legendary Creature - Demon
When Tarxa, Nyxbane enters the battlefield or attacks, each player exiles an enchantment they control. If no player exiles an enchantment in this way, exile Tarxa, Nxybane.
Creature - Dragon Solider
When Draconic Commando enters the battlefield, create two 1/1 red and white Soldier creature tokens with Haste.
Whenever a Soldier enters the battlefield under your control, it gains +1/+0 and Haste until end of turn.
Shock and awe, taken to a whole new level.
Warp Enchantment is kind of like Act of Treason for enchantments, with the upside of being able to hold on to it for a while. Seems pretty red, and while it can't answer all enchantments, it can make them do work for you.
Tarxa, Nyxbane, is a demon from Theros that I used to turn "Dealing with enchantments" into a "downside" befitting a demon. An undercosted beater when enchantments are floating around, but unless you can get them something to consume, they just...die. You can't afford to play without enchantments, but if you can manage to set your turns up right, you can get some nasty 2-for-1s.
Draconic Commando I envison as a drop trooper, delivering soldiers directly into the fray, as shown by both sending soldiers directly into combat, and by allowing further soldiers a shortcut directly to the fighting.
I keep looking at guild mechanics and thinking "Ooh, this would be dope in >other guild<." Make a card that bridges two guilds, and feels like a card from both of those guilds. Alternatively, a pair of partners is fine, or a split card with Fuse. Bonus points for using one or both guild mechanics on the same card.
Challenge mode: take a guess at the allegiances of the next set (Bolas v not-Bolas) and make a FIVE-WAY-SPLIT CARD.
1 week ago
Bite of the Black Rose, Tyrant's Choice and Cruel Entertainment would be fun additions to this deck. Act of Treason and Press into Service may also be of use to you. I hope these suggestions have helped.
1 week ago
3 weeks ago
Will comment on the above in a moment but wanted to post in quickly with some new fun I had centered around using Act of Treason to steal an opponent's creature and sacrificing it to Brawl-Bash Ogre. Rest of the deck is pretty common place red aggro goblins
SCORE: 1 | 2 VIEWS | IN 1 FOLDER
1 month ago
What your friend fails to note, as well, is that even if it was "turning back into a land" (and not just losing the creature type), that doesn't untap it anymore than turning into a creature in the first place untaps it unless specifically stated. In this case, if he tapped Mutavault for and then spent that on its "turn into a creature" ability, it would still be tapped from being tapped for mana, because the ability doesn't say "untap it."
As for the card needing to remain tapped until your untap step or another effect lets you untap it, that's basic game rules. I can't seem to find specific rules to reference anywhere. You could point out that it's similar to the difference in gaining control of a creature via an effect like Act of Treason, where you are specifically told to untap the stolen creature, versus Mind Control, where it doesn't specifically state it (and thus if you Mind Control a tapped creature, it will come under your control still tapped).
It's a basic game thing. Cards don't untap just because they changed permanent type.
As Neotrup said, if he wants to attack with a land-creature and still use it for mana, he needs vigilance.
1 month ago
Hey, if you're wanting to play this at local tournaments then consider getting some dual lands for the manabase? Rootbound Crag and Timber Gorge are lands that make one of either red or green mana. Evolving Wilds can fetch one of either a Mountain or Forest. Deathspitter is not a good three drop Dino, it just doesn't do enough. Consider Thrashing Brontodon or Runic Armasaur or Deathgorge Scavenger? Depending on your budget Carnage Tyrant is one of the best Dinos much better than Burning Sun's Avatar.
You're getting back into Standard at a good time because Standard will completely change in a month. Fall Standard rotation happens Oct. 5, the same day new set Guilds of Ravnica is released. At this time all cards from past sets of Kaladesh and Amonkhet will not be legal to play in Standard. Dinos however are fine since they are in Ixalan sets and those sets are legal in Standard until Oct 2019. Cards in Dominaria and Core Set 2019 (M19) are also legal to play until Oct 2019. At rotation Standard will consist of sets in Ixalan, Dominaria, M19 and Guilds of Ravnica. What's in Standard is helpful.
Before playing this at a local tournament you'll want a 15 card sideboard. The sideboard is the place you put situational cards that can help you in certain matchups. The three types of matchups to build a sideboard for are aggro, midrange and control. In very simplified terms for aggro you want more cheap early game creature removal (Shock), more high toughness three drop Dinos (Thrashing Brontodon, Runic Armasaur) and lifegain Deathgorge Scavenger. For midrange cards that can give your creatures an advantage against your opponents creatures (Aggressive Mammoth, Rabid Bite, Act of Treason) and card advantage/draw (Vivien Reid). For control draw/resiliency/enchantment removal (Carnage Tyrant, Vivien Reid, Naturalize).
Good luck with your deck.
1 month ago
Great deck you have here! Def an awesome group of creatures.
I'd recommend Sensei's Divining Top to calculate the top of your library. Now tough decision here because I love Banefire, but because it's an 'X' cost you may want to take it out since it can't work with Etali's ability off the top. Some other wipes you could put in would be Star of Extinction or Urza's Rage, Obliterate. Not sure if any of those do what you want them to do but for sake of board wipe they're possibly better. Instead of Act of Treason throw in the bomb Insurrection, and instead of Mana Geyser maybe go for Braid of Fire. Possibly Vandalblast over Smelt as well. Because I'm pretty sure you can cast the overload right off rip.
Hopefully some of this helps!
1 month ago
ZolvaNation Ty for the info! Like your BR-version
drsnailtrail thanks for feedback! I decided to take out the journeymages anyway, since it gives a lower curve, less lands and more turn 1-plays available. I am also a bit ambivalent to having Thud as a 4-of. The main idea was that it could be played with Run Amok in the same turn, perhaps even with a guttersnipe on the battlefield. Also if you face a Stompy deck or something with big creatures, the thought was to sideboard in Act of Treason and maybe get a good combo. I was/am considering replacing it with Warlord’s Fury just for the card draw, but I'm really looking to have at least one sorcery for the sake of guttersnipe. :)