Humble Defector

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon
Fate Reforged (FRF) Uncommon

Combos Browse all

Humble Defector

Creature — Human Rogue

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

Price & Acquistion Set Price Alerts

C16

FRF

Ebay

Recent Decks

Load more

Humble Defector Discussion

dlamars on What to remove, Red White ...

2 days ago

I'd keep Magus of the Wheel and Humble Defector for sure. I don't think it's hard to weigh the risk vs. reward associated with these cards when you are top decking, which happens in boros occasionally. You more than likely have the worst draw at any table anyway in my experience.

That said don't discount Sunforger, it's card advantage too. You will want like 7 targets though if you include it, Boros Charm, Return to Dust, Swords to Plowshares etc.

zretrareo27 on What to remove, Red White ...

2 days ago

I've not played it out, but Conqueror's Foothold  Flip has good synergy in this deck, plus I can always tap my commander to make it a creature and transform it. Comparing anything in red to Regrowth would be silly if you judge by the mana costs. We will see how it truly functions when I play it.

Humble Defector I have played many times, and it works excellent. In 2 player, it's guaranteed card draw. In multi, it normally fledges allegiances with another player, which helps buy time. What I've found is it's always way more advantageous to me to draw cards than anyone I am up against, save mono-red.

What is it about Armillary Sphere that isn't good? Haven't played it. Helps thin the deck and get cards in my hand. Doesn't allow adding more than one per turn. Good late game to use the ability. What's your reasons?

miracleHat on What to remove, Red White ...

2 days ago

I mean, your custom categories make the decklist extremely difficult to follow... You have a category listed angels, and then there are angel creatures outside of the 'angel' category. As for your 'tempo' cards:
Avarice Amulet is a lackluster equipment that gives negligible p/t buff, limited draw potential, and not worth spending a 6 total mana to cast and equip.
Conqueror's Galleon  Flip is a horrible creature, 2/10 is nothing but worthless. Needing to be crewed is just insult to injury. The flip side land is not worth it (6 mana Regrowth + Jayemdae Tome is bad).
Humble Defector would be fine, except that it is weak and gives your opponent card advantage.
Inheritance's ability is overcosted. You do not have enough ramp in the deck to have 3 mana left over to also utilize that enchantment effectively.
Magus of the Wheel is risky, like all a-symmetrical cards. You're opponent might end up better than you and you have no way to mitigate any bonuses that your opponent(s) would receive.
Well of Lost Dreams (forgot that brion had lifelink*), Sol Ring, and Skullclamp are all good cards that enhance the deck. The other 5 cards listed do not (as stated above).

Cards that you need to at least 'consider' adding:
better removal, i.e. keep Angel of Serenity (do not remove it ever), but find room for Wear / Tear, Path to Exile, Swords to Plowshares, Wrath of God, and/or maybe Austere Command.
Lightning Greaves, Sword of Feast and Famine/Sword of Light and Shadow, and or Loxodon Warhammer to make your artifact/equipment tutors viable once Sunforger is already in play/hand.
As mentioned previously you have minimal ramp, and this is a serious problem. Sol Ring, Boros Signet, Pearl Medallion, and Land Tax should all be considered. If you are interested in more explosive plays, Neheb, the Eternal, Seething Song, Pyretic Ritual, and Vessel of Volatility (and such forms of fast mana) would be worthy of consideration.

So: I wonder if I am trolling you or just giving advice that you do not wish to hear?

Zinrius on To com depressão

3 weeks ago

Humble Defector draws cards, if brought back with Feldon, opponents don't get to use him, as the token will be sacrificed in the end step (before he can untap)

Sandstone Oracle draws cards, and punishes blue players for hoarding cards

As creatures you put in play with feldon are going to die anyways, you can get extra value off them for free with cards such as Phyrexian Altar, Ashnod's Altar, Altar of Dementia - they also combo with threaten effect cards you already have such as Zealous Conscripts, Molten Primordial. You can add Conquering Manticore, also, if you find these combos worthy

You can add Generator Servant to throw Feldon faster, while also being able to tap him for his ability the turn he came in - though he doesn't do much late game, other than helping cast a creature spell faster and with haste

I think Burnished Hart is bad

greyninja on Any Suggestions for Mardu Draw ...

1 month ago

@StopShot is right about Homeward Path and Humble Defector. The Humble Defector stays tapped as he's passed from player to player. He only becomes untapped at the beginning of a turn or if an ability makes it so

Also, even if he does become untapped; he does not have haste. Two cards to reference would be Control Magic and Act of Treason. Notice how the red card specifically mentions untapping and granting haste. A creature which is stolen via Control Magic or taken back with Homeward Path cannot attack or utilize it's abilities the turn it comes under your control

Anywho, as to the original question, have you included Tymna the Weaver in the deck? She has a rare ability for orzhov creatures

Also, I use Isochron Scepter and Tainted Pact as an engine in one of my decks. Neither card is specifically in the deck to be used with the other, but when they are paired together it's music to my ears. I wouldn't suggest running Isochron Scepter unless you have 10-15+ relevant instants to use with it. Nobody likes dead draws

Above all, have fun!

Epidilius on Any Suggestions for Mardu Draw ...

1 month ago

Your Humble Defector + Homeward Path combo is better than you think, as the Defector doesn't get summoning sickness.

Tap, draw two, give to opponent

Tap Path, get control of Defector, tap again to draw more cards.

If you can get something that let's you untap Path each turn, in a 4 player game you can draw 8 cards a turn.

My suggestions are:

You could also run Mistveil Plains and Sunforger to combo with any instant or sorcery draw spells.

StopShot on Any Suggestions for Mardu Draw ...

1 month ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

Kitnz on Chaos/Hug

1 month ago

I'm not sure running Yidris is worthwhile since you'd get most of what you're looking for with Maelstrom Wanderer. While Black may add some chaos things, it only adds group slug/pain, which you may consider a "group hug", but I can assure you that your opponents will not agree. Maelstrom works nicely since his high CMC is offset by all the extra mana/lands you should be giving out via the group hug elements.

Some suggestions: Humble Defector, Skullwinder, Chaos Warp, Rite of the Raging Storm, Rites of Flourishing.

Load more