Humble Defector

Humble Defector

Creature — Human Rogue

: Draw two cards. Target opponent gains control of Humble Defector. Activate this ability only during your turn.

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Masters 25 (A25) None
Commander 2016 (C16) Uncommon
Fate Reforged (FRF) Uncommon

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Legality

Format Legality
Pioneer Legal
Modern Legal
Frontier Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Unformat Legal
2019-10-04 Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Humble Defector occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Red: 0.13%

Humble Defector Discussion

Jerakin on Norin, Tries to Win

1 day ago

Thank you so much for your comment Profet93! Super helpful :)

Your first point about lowering land counts and dropping Molten Vortex for a few draw engine sounds like a superb idea!

A lot of cool sugestions will give you my thoughts about them!

Draw Ideas

  1. Endless Atlas A great one, that I even have a copy of, I see no reason not to add it :)
  2. Hedron Archive Not sure sure about this one, it seems a bit expensive at 4 mana. It looks like it would be more used as ramp than draw no?
  3. Humble Defector This sounds like a fun one! Can even steal it back with Confusion in the Ranks even without Homeward Path (which have some anti-synergy with Confusion). Will definitely pick it up.
  4. Ignite the Future/Light Up the Stage are very interesting cards, but I would be afraid not to be able to cast what ever I exile or for it to be lands, would need access to at least 8 mana to be able to cast it, feels a bit too slow. Not super sold on these two :)
  5. Mind's Eye Expensive as you say but will be worth it if the game will drag on, will be looking to picking this one up together with the Honor-Worn Shaku
  6. Solemn Simulacrum have a few of these laying around, not sure why I never put one it. Will do it until I find something to replace it with. :)
  7. Wheel of Fortune/Wheel of Fate/Reforge the Soul/Magus of the Wheel, of Fortune is not within my price range, it is almost as much as the rest of the deck combined. I might pick the Magus of the Wheel however as a cheap alternative.

Ramp

  1. Curse of Opulence Such a evil card! A lot of my group either play decks that benefit a lot from ramp or who need a lot of mana. So I fear this would help them more than me, I will definitely put it on my list to pick it up if I see one cheap though. Cause I do want to try it.
  2. Dockside Extortionist Strong card! But unfortunately a bit to expensive, will put it on my "buy on a bargain" list though!
  3. Mind Stone will put in this one, like it more than the Hedron Archive as you can drop it a lot faster.
  4. Ruby Medallion Neat, will be looking to picking one up
  5. Sword of the Animist That's true! It basically reads "Pay 2, Put a land from your library into the battlefield tapped", will be looking to adding this one too for sure!

Utility

  1. Tough one, $15 is about what I am prepared to put down on a single card, if it isn't a win con or simply a "must have", I wouldn't say this is either but it is strong and versatile so will probably pick it up if I can.
  2. Etali, Primal Storm Aww, I just bought this guy for my Xenagos' Dudes goes Face deck where he can get instant value, maybe I should have picked up two of them. My fear here is that it's can be a bit too slow to have to wait another turn to be able to attack with it.
  3. Sunbird's Invocation Insane card. At the point I can put this down the game is either over or would be over in a few turns. Most of the cards in the deck needs a few turns to actually do something so even though this card is insane it might be too late?
  4. Sensei's Divining Top Love this card so much, but unfortunately a bit too expensive. It's on the "Get it on a bargain" list :)
  5. Valakut, the Molten Pinnacle It's also a bit too much to put on a card that is only going to ping for 3. If I had a few more ways to put out lands each turn it could be worth the 20$

Removal

  1. Chain Reaction Good idea, will replace it when I find one
  2. Nevinyrral's Disk Will be looking to pick one up!
  3. Blast Zone Looks to be a bit slow? Will pick one up anyhow and test run it
  4. Terror of the Peaks Yeah, wanted this in Norin as soon as I saw it. It have been dropping in price in my local market so will be looking to picking a couple up for my decks soon.

Again thank you so much for your comment, it have been super helpful.

I am super interested in hearing your thoughts about cuts to the deck. Like what you think is too weak or doesn't fit. :)

Profet93 on Norin, Tries to Win

2 days ago

Why isn't Norin listed as your commander? In any case, I have a couple ideas...

Molten Vortex - I get the concept behind this card with your high land count, but rather hope to draw this card as you are flooding your deck with a high land count and less draw, why not increase your draw and lower your land count a bit? This way, you are less reliant upon top decking and card find an easier time to maintain gas in the mid-late game. Draw ideas are as follows...

  1. Endless Atlas - Comes down early, cheap to use, only 2nd to tome of legends but very worthwhile nevertheless

  2. Hedron Archive - Acts as ramp when you need it and card draw when you don't. Pretty useful

  3. Humble Defector - Underrated card, politics and card draw that comes down early. Bonus points if you add in a Homeward Path

  4. Ignite the Future/Light Up the Stage - Unlike cathartic reunion which provides virtual card advantage by giving you a better choice of cards, ignite the future provides actual card advantage. Plus, flashing it back is nice when you have ran out of gas. Light up the stage is nice, especially in your build which focuses on little damage accumulating since it can be played even cheaper. Both are highly recommended.

  5. Mind's Eye -While expensive to cast, helps ensure gas in mid-late game. Goes well with Honor-Worn Shaku which should also be added as a strictly better wornpowerstone in this deck, because with Norin + Eye + Shaku, you can tap Norin each upkeep to untap Shake and use it to fuel mind's eye for card draw. Not to mention tapping down purphorous and your planeswalker to ramp feels good too

  6. Solemn Simulacrum - Not necessary but a good staple in most mono red/white builds given it provides you with what you need, card draw and ramp.

  7. Wheel of Fortune/Wheel of Fate/Reforge the Soul/Magus of the Wheel - Wheels help bring card draw, mess with opposing tutors and are chaotic as well.

Now that we have discussed card draw, it is time to help you ramp out your goals more quickly....

  1. Curse of Opulence - Politics, and ramp with Norin that can start as early as T3. Very helpful. Don't forget, you can use the treasure tokens it makes with goblin welder to bring back an artifact!

  2. Dockside Extortionist - Comes down early, makes lots of mana, very powerful card especially in the right meta. Highly recommended.

  3. Mind Stone - Ramp when you need it, card draw when you don't. Its a baby hedron archive

  4. Ruby Medallion - Ramp, plain and simple

  5. Sword of the Animist - Imagine Norin with the sword attacking and then running away to get a land. Very fun!

There is more ramp but this should be a decent help given your CMC is low enough already despite the chaos cards, especially for a Norin build! Kudos to that! Now let's discuss some utility...

  1. Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1. Don't sleep on this card

  2. Etali, Primal Storm - What chaos deck doesn't love the chaos dino? It can be a wincon on its own!

  3. Sunbird's Invocation - This card reads, if you don't destroy me, I win in the next few turns. The amount of value this card brings is insane

  4. Sensei's Divining Top - Top deck filter and a rare draw when you need to dig a little deeper.

  5. Valakut, the Molten Pinnacle - Highly recommended with all of your mountains

Lastly we should discuss removal....

  1. Chain Reaction > Storm's Wrath - There are usually many creatures in EDH and this just destroys them all instead of the weaker ones.

  2. Nevinyrral's Disk - I see no way for you to deal with enchantments, having one reset button is crucial in case things get out of hand.

  3. Blast Zone - Another option to deal with enchantments or pesky permanents that fits its way into the land base

  4. Terror of the Peaks - Newest addition to any Norin deck. Synergy and power blended together at a fair CMC.

I have other suggestions and ideas for cuts should you wish. Be sure to let me know what you think of each suggestion. Looking forward to your response.

Profet93 on Norin the Scary

1 week ago

I have A LOT of suggestions and questions for this deck. But I'll start off with a few since it's a bit late...

  1. Ancient Tomb > Temple of False

  2. Valakut, the Molten Pinnacle - Value, synergy with thawing glaciers. If you wanted to, you could add a Deserted Temple for thawing glaciers and an Expedition Map to help ensure land drops and get them together (although unnecesary to add temple and expedition map, just an interesting idea)

  3. Where is your card draw? I barely see any. I know thats red's weakness and you have Tome, wheel of fate, hedron, mindstone, Chandra torch, light up the stage, experimental frenzy, outpost siege, chandra fire, and torch. But that doesnt seem like enough? I know what I listed is long, but most of those don't pull too much weight. You should consider adding Endless Atlas, Humble Defector, Solemn Simulacrum and last but not least Skullclamp. Skullclamp works with norin given the new commander ruling, and makes those myrs do more work.

  4. Given you run experimental frenzy, have you considered adding Ugin, the Ineffable + Sensei's Divining Top? Both of those with experimental frenzy lets you draw your entire deck, and each piece is good on it's own. Top for filter and is cheap to cast, Ugin to get rid of enchantments which is red's 2nd weakness, "card draw" and makes 1/5th of your deck cheaper to play.

  5. WTH is chartooth tiger doing in here? Same with Copper Tablet. Both seem misplaced, the tablet I "kind of get" but it doesnt actually interact with the board in any meaningful way. Not looking at anything else, those 2 are RIPE for cutting.

  6. I REALLY like tanglewire, thats good to note. Cool with norin and tanglewire itself, thats given me something to think about.

  7. Curse of Opulence - Politics and ramp with norin. Also see Sword of the Animist, a repeatable rampant growth

  8. No Dockside Extortionist?

Would love to hear your comments on each suggestion. If you want to take a look, here's my Deck

opiegohard095 on Chandra, Burn 'Em All Out

4 weeks ago

I absolutely love this deck, after seeing it on MTG Muddstah's channel. I had a few questions about the list you have here though. Is this the most updated version? I saw in the video that you were playing Humble Defector; however, I don't see him here.

Also, do you find that you run enough ramp/is it fast enough? This deck has a fairly high curve when you factor in your average payment and I don't seem to see much in the way of ramp. Final question is, what are your thoughts on Neheb, the Eternal in a list like this. It seems like it could be fairly solid!

king0fclubs on Steal From the Rich, Give to the Poor

1 month ago

Things I like:

I think it is a good idea that you have a good number of things to dissuade being attacked. Propaganda effects will be big for keeping people off your back.

The Sabotage section seems solid and you should be able to put the pressure on the problem player as needed.

Treasure Nabber is a great ramp card for this deck and with the bonus of being able redistribute afterward, should be solid.

Starke of Rath-I've always been curious to see him at work and he will be interesting here. Might need to be careful how you use him, but as far as removal goes, the guy is going to kill a fair bit of stuff, should be fun.

Smothering Tithe-great way to get tokens to give away and perfectly on theme! Only shame is they go away once used so it won't help your permanent count too much, but people are probably only going to use them when they really need them so who knows.

Humble Defector-Great card draw especially if you can work out a deal with whoever you give it to. Overall, I think you are going to be able dig pretty deep into your deck which is always nice.

Things I'd replace:

Pride Guardian-likely only going to get you 3 health and die, not particularly worth a slot

Viridian Longbow-a good card in a combo deck but i don't think you will get much from it here, a lot of man to equip makes it tough to use well

Goldmeadow Dodger-not likely going to impact things much

Longbow Archer-not likely going to impact things much

Reckless Cohort-this guy is gonna get himself killed or get someone mad at you

Somberwald Vigilante-not likely going to impact things much

Felidar Sovereign-Sovereign is interesting, I haven't seen it ever win someone the game, but I have seen it turn everyone at the table against the player. The other side (and this is probaby personal preference) is it might feel a little anticlimactic winning this way, but again I've never seen it. I'd say try it out and see how you feel though, it is 100% a legitimate way to win especially in a Zedruu deck

Sword of Vengeance-Not sure on this one. The stats it gives are good, but I don't think there are ton of creatures in your deck that will use it super effectively. The highest power you have right now is 3 I think, so at most they are going to be 5 power, which isn't bad but compared to some of the things they will be up against. However it is hard to know what things you are going to be taking, so maybe it will come in handy. Might need to playtest.

Suggestions:

Sol Ring-it is too good to ignore. Between Zedruu eating 3 mana with that ability and some of your cards hitting 7 CMC you are going to want this extra 2 mana.

Illusionist's Bracers-when equipped to Zedruu you can give away double the stuff. Also works with Bazaar Trader, Humble Defector (you get 2 cards when your opponent uses it too!), Starke of Rath

Chromatic Lantern-having the right colors will be important to using zedruu's abilities and this will free you up from having to worry about that too much

Cultural Exchange-a pretty quick way to re-balance the board, pricey manawise but pretty worth it, especially if you use it give your opponent a ton of things you own (for the same amount of mana Zedruu can only give away two things. If you do this for even 3 creatures are being more effecient and it is a decent jump up for your next Zedruu draw/lifegain)

Well of Lost Dreams-Double the number of cards you get on your Zedruu upkeep effect.

Cradle of Vitality-Put the lifegain to work to make your creatures increasingly large each turn.

Debt of Loyalty-not the best way to take control of things but not a terrible one either especially for only 3 mana.

Blatant Thievery-expensive but you get the best stuff the table has

Chamber of Manipulation-I like this on because for the cost of one mana you can take a creature and then have Zedruu give it away permanently (it won't be given back because Zedruu's ability overwrites that part of the Chamber's ability). At 4 mana total and the ability to continually do this each turn I think this is the most consistent and cheap way to steal stuff and give it away

Ajani, Caller of the Pride/Ajani Goldmane/Ajani, Adversary of Tyrants-Potential Little John? Quarterstaff weilding A-John-i is in line with your lifegain strategy and suitably strong for being your right hand man(cat)

Generally, I'd also say take a look at more tokening effects:

Elspeth Tirel/Elspeth, Knight-Errant-Another potential Maid Marian? I like Elspeth since she gives you tokens which you can give away, and she is can potentially win you the game if she sticks around. Livinia is comparatively not as useful in this deck (it shuts down Rakdos, Lord of Riots, but that is about it in our meta I think?)

Crested Sunmare-Gotta give Robin and Co. mounts and it doesn't get much better than a 5/5 indestructible horse

Griffin Aerie-Similar to Sunmare but maybe a little to fantasy for the theme, not sure how you feel

Last notes, I'd say some things to consider would be some of the fancier lands (shock/check lands) to make your colors easier to get, a little more enchant/artifact removal, and a board wipe or two because sometimes it all must go.

All in all, looking good!

Profet93 on Norin's Wild Ride

1 month ago

+1 for the description alone. I like the very low Avg CMC, not often seen in Norin builds. As a fellow Norin player, I have a few suggestions that you might find helpful....

As you noted yourself, red doesn't have much card draw. As such, I would recommend at least some of the following...

Arch of Orazca - Doesn't take up a slot, good late game

Hedron Archive - Ramp and draw, both of what you need

Ignite the Future - Works very well in most cases, flashback is very nice. Given that you are damage based, you might want to consider Light Up the Stage as well

Humble Defector - Fun, politics. Bonus points if you run Homeward Path

Also a note about confusion in the ranks, be wary that 1) It's not optional and 2) Triggers on itself, giving you an enchantment of your choice in exchange for Confusion in the ranks.

I see you have a focus of additional damage dealers. Some is ok, but going overboard with them, making them too redundant is taking away from slots that can help streamline your deck and make it more functional.

Blast Zone - Get rid of enchantments

Valakut, the Molten Pinnacle - Duh

Ancient Tomb > Temple of false - Upgrade

I got more ideas for cuts and additions, lmk if you're interested

MizzMizz on Fioran Politics

2 months ago

Tempt with Vengeance

Choice of Damnations

Alliance of Arms

Pendant of Prosperity

Karmic Justice

Humble Defector

Clackbridge Troll

+1 Love the deck! These might be some fun cards to try!

Alsoninwas wondering, do you ever feel like the deck is lacking enough card

NorinTheWise on Norin's ETB Extravaganza

2 months ago

Profet93

Thanks for all the awesome suggestions, you got me back into hardcore brewing mode! I have been workshopping this deck for a long time and am excited about the direction it has taken. Although the deck could be slightly more consistent without it, I am proud of how well the decks sub theme of playing other peoples cards is integrated.

First off, I dove head long into solving the card draw problem. I added your suggestions: Hedron Archive, Outpost Siege, Arch of Orazca, and Humble Defector. I also took on the card draw challenge by changing the deck up a little bit and going big mana/artifact. I added cards like Thran Dynamo, Hedron Archive, Curse of Opulence, and Ugin, the Ineffable. (Ugin can be a powerhouse in this deck with almost half the spells being colorless.) With having more mana I added spells like The Immortal Sun and Tower of Fortunes which can now be played and/or activated far earlier than their respective curve.

Personally I am not a fan of Plainswalkers as a whole in the game of MtG. I don't like the way they slow down the game. I added Ugin mainly for his passive ability, with the bonus of his card draw, but otherwise have shied away from plainswalkers in most of my decks. Thus, Chandra, Torch of Defiance isn't really my cup of tea. I even opted for The Immortal Sun instead of Staff of Nin in order to shut down others plainswalkers.

I added Buried Ruin, it was a great reccomendation.

I have opted away from Goblin Matron since I have very few Goblins and it feels more situational in that case.

I have been debating Flametongue Kavu since the beginning but just couldn't figure out what I wanted to get rid of to add it. But with all of the positive feedback I have seen on that card I am finally hopping on the bandwagon!

I am still debating Volcanic Offering. I think it will depend on my playgroup more than anything. Kind of a side board card for me.

Your Norin deck is fantastic as well, I enjoyed looking it over. I will right a few suggestions I have in the comments soon!

Cheers!

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