Hostage Taker

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Hostage Taker

Creature — Human Pirate

When Hostage Taker enters the battlefield, exile target artifact or creature until Hostage Taker leaves the battlefield. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any type to cast that spell.

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Hostage Taker Discussion

David_H18 on Kamo's Crash and Burn

5 days ago

Hey IWantYouBad! I like the thoughts behind the deck, but I think if you're going down the discard route, you would be better off playing to win with value then looking to discard your opponent for game. For this reason, I would definitely go with The Eldest Reborn as a four of, in place of Raiders' Wake as it is a 3 for 1 advantage, that won't be dead weight in the control matchup. I'd also get to 4 Ravenous Chupacabras, that card is automatically a 2 for one if your opponent has any creature on the field. The aggro red deck may also give you fits, I would recommend three Moment of Cravings main deck or sideboard to give you extra time to out-value them. If Golgari is a worry for you, I'd look to switch out Lightning Strike for Lava Coil (this also matches up really well against Rekindling Phoenix. Since we don't have any shock lands in rakdos, I would recommend splashing a third color (if this is looking to be competitive, if it's just for fun, then you don't want to waste that much money), it will actually make your mana base better. I would personally go with blue for access to more control like Syncopate, and card draw like Chemister's Insight. Finally, it's a budget breaker but Nicol Bolas, the Ravager  Flip would be a stud in this deck, as he is a 2 for one flying 4/4 that is an easy win condition if not answered. If you don't want to break the bank, then Hostage Taker at the four spot is a good value as well (provided your opponent does not have an answer). Anyways, great deck! I've been playing something similar in MTG Arena and it does work!

carpecanum on Yuriko/Ninja Tribal

5 days ago

I made Tiger Shadow Jutsu with the same boss. My first change was to put in something so i didn't have to discard cards like Library of Leng (I see you have two other cards that do the same thing already).

Once I had played a few times I saw my self getting blocked after the Ninja's were on the board. Aqueous Form, Flitterstep Eidolon, Writ of Passage etc really help.

The creatures that you pop ninjas from can be more deadly than the ninjas. Hostage Taker, Identity Thief etc. They can remove blockers instead of just not getting blocked. I love playing cards from Hostage Taker then putting him back in my hand to play again.

If your opponents are board wiping you can use Reckless Imp with Dash.

x12721 on Tough Cuts and a Tide ...

6 days ago

So, I've got my first ever real commander deck -


Valuetide

Commander / EDH x12721

SCORE: 3 | 5 COMMENTS | 362 VIEWS | IN 2 FOLDERS


The only thing is, I've got some cards I'd like to put in there: Hostage Taker and Flash. What should I cut, and are there any other good suggestions?

Dezibell on Infinite Murder

1 week ago

I've actually had Etrata, the Silencer in the deck before, but I found that I didn't really want her over Ravenous Chupacabra and Hostage Taker vs control, but vs aggro I liked her for the 3/5 body, but I never really attacked with her.

I feel like she's good, but in this weird spot where she's worse than Ravenous Chupacabra and Hostage Taker vs control and worse than Ritual of Soot and Moment of Craving vs aggro.

solarbeam on Three Color Midrange/Life gain Deck

2 weeks ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

multimedia on Muldrothas Journey

3 weeks ago

Hey OH, I suggest looking for inspiration from the current Golgari decks in Standard by including the graveyard engine of Find / Finality and Golgari Findbroker. This is a more consistent graveyard engine than Journey.

This doesn't mean you should cut blue; blue can make your deck unique, if you care about that. You can plug Muldrotha into Golgari and blue gives you Thief of Sanity, Hostage Taker as well as sideboard Negate. These are cards that Golgari doesn't have access to. Thief, Hostage are excellent creatures to recur especially Thief because he's going to die; your opponent can't let him stay alive. Having ways to recur him puts a lot of pressure on your opponent to have removal at the right time. Thief is good with Find; for two mana recurring it and another creature is great value.

Muldrotha can benefit from ramp because it's a six drop creature and you want lot of mana to be able to play multiple permanents from your graveyard each turn. Consider Gift of Paradise? Muldrotha and Findbroker can recur it, it can help to make blue mana and the 3 life gain is relevant. Paradise can also help to cast all the four drops which there's a lot of them you want to play. I like Paradise as ramp with main deck Finality and sideboard Ritual of Soot.

To play Thief you'll want minimum 12 sources of blue to consistently be able to play it turn three. An example: 4x Watery Grave, 4x Hinterland Harbor, 3x Drowned Catacomb, 1x Island. Vraska, Golgari Queen +2 sac seems good with Muldrotha and if Vraska dies then Muldrotha or Findbroker can recur her.

Good luck with your deck.


ERoss8 on Elusive Tormentor in an Edgar ...

3 weeks ago

No. Color identity includes all colors the card can be, like multicolored cards (Hostage Taker), double-face cards (like the aforementioned Elusive Tormentor  Flip), and off-color activated abilities (Harbor Bandit) all have the same color identity (in this case U/B). That said, talk to your playgroup and see if it’s ok with them

mistarilledawn on Here, Let Me Cast That

3 weeks ago

eatmygender

I've considered Mystic Remora over Rhystic Study, any reasons for one over the other? I like the 1 cmc of Remora, and the counter cost of 4; also, by the time it's been out for 2 or 3 turns, it's done what it needs to do.

I might consider putting in Hostage Taker, but what to take out...

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