Narnam Renegade

Legality

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

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Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Narnam Renegade

Creature — Elf Warrior

Deathtouch

Revolt — Narnam Renegade enters the battlefield with a +1/+1 counter on it if a permanent you controlled left the battlefield this turn.

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Narnam Renegade Discussion

multimedia on Golgari Works in Standard! [XLN]

2 days ago

Hey, 2x Deeproot Champion is not enough to matter. You want this card turn two and that won't happen consistently enough playing only two. Consider cutting it for Walking Ballista because of it's interaction with Ripjaw Raptor and great overall versatility.

22x lands is not enough land when playing 9x six drops and no Attune with Aether or Commune with Dinosaurs. You're going to want 24-25x lands here. Consider cutting Sword-Point Diplomacy for 2x more Evolving Wilds since it helps to trigger revolt for Fatal Push. A 9x and 7x pairing of basic lands is also kind of risky. You risk drawing only one color, but adding more Wilds can improve the chances of having the right color land. Don't expect to get Drover of the Mighty every game turn two and also don't count on it living to actually ramp you. Unfortunately you're counting on Drover's ramp too much for the deck to function.

You're relying on your six drops Tyrant, Vraska, Noxious to be win conditions which is a great variety, but you need to stay alive long enough to cast them. I recommend building an early game defense with Narnam Renegade, Gifted Aetherborn and Gonti, Lord of Luxury. This deathtouch defense will buy you time to get six mana to play your big spells. Something like a 4x, 3x, 2x split between the three. Bone Picker is not reliable enough to use as a defensive creature in the early game when you need it. If you could always cast it for one mana than it's great, but for four mana it's very lackluster.

Good luck with your deck.


multimedia on Temur Tempo

2 days ago

Hey, Kumena's Speaker is not doing much here. He's going to be a 1/1 far too long. If you want another one drop creature I would replace him with Narnam Renegade because at least he has deathtouch, far more useful than Speaker.

Perilous Voyage is very good and even though it can't be used to save Deeproot Champion it can bounce any non-land permanent as well as the scry 2 is nice vs aggro and mana dorks to dig for answers.


multimedia on Energy Elves (XLN)

1 week ago

The full Ixalan set has been revealed and I'm already brewing new decks with Elves. I've already updated Energy Elves with a new version. It's back to Golgari, two colors. This version is not final, but for the time being it gives an idea of what cards from Ixalan I'm looking at playing. Watch for a more indepth new update about Ixalan, this version, others and a very likely name change in a few days. Here's a summary of newest version.

As you all know now there's no Elves in Ixalan. Rishkar, Peema Renegade becomes the best Elf left in Standard. The best creature to pair with Rishkar is Winding Constrictor. I've once again paired these two and added another strong Elf with counter synergy, Narnam Renegade. I've decided to drop energy as a main strategy for now and in it's place reinforce the counters strategy with revolt. Servant of the Conduit is being cut for Greenwheel Liberator and Attune with Aether is cut for Unbridled Growth. There's very few Elves left in the tribe; who's left are mana Elves and Elves with revolt. I've decided to go with a more aggressive approach with Rishkar, Constrictor and these revolt Elves.

Ixalan has quite a few very good black creatures and I'm using two of them. Ruin Raider is the new Dark Confidant for aggressive strategies he's great because he triggers raid at my end step. The turn I play him I can possibly draw a card from his ability if I attacked for the turn. Because of this I'm basing the creature core on creatures who have evasion or who can benefit, get big, from counters, but they must be no more than three mana. The mana curve of this deck is now built around the idea that I'll lose life from Raider's raid, the lower the avg. cmc the better. Raider pairs very well with how big creatures can get with Constrictor and Rishkar for very little mana cost. Narnam has deathtouch which lets me attack most of the time freely with him. Kitesail Freebooter is the other new black Ixalan creature I'm playing. Freebooter is a two drop with Duress when he enters the battlefield. He also has evasion, flying, both these abilities are very good with Raider. I can protect Raider by taking my opponent's removal as well as attack with flying to trigger his raid. Flying is also nice with counters from Rishkar.

Fatal Push is still one of the best removal spells in Standard and Ixalan didn't change this because Wizards decided not to print any instant strong removal in black, that's less than four mana. Walk the Plank is Grasp of Darkness's replacement, but it's sorcery speed making it pretty bad. Push is very good and revolt makes Push even better. Revolt is not easy to trigger, but right now there's no other alternatives in just black. This deck is now using 8x no cost revolt enablers, Evolving Wilds and Growth to help with this.

Aethersphere Harvester and Aether Hub, a small energy strategy is still here. I really like Aethersphere with Raider because Raider can crew it and since Aethersphere has flying it can most of the time attack freely triggering raid. Aethersphere also uses energy to gain lifelink which is needed since Raider makes me lose life to draw a card. These two paired together are great.

Enemy colors in Standard are at a disadvantage having only fast lands as playable dual lands left, but Ixalan added a new tribal land in Unclaimed Territory. This land requires that I use a creature core with only a few different types. For each Territory I can choose which type I can use colored mana for therefore I can have a one for Elf or Pirate and one for Snake. Both Raider and Freebooter are Pirates which is nice with Territory.


sylvannos on Please help with my high-speed ...

2 weeks ago

@Papo: The standard deck list is something like:

4x Wooded Foothills
2-4x Arid Mesa
2-4x Windswept Heath (bringing your total fetchland count to 10)
0-2x Copperline Gorge
1x Temple Garden
1x Sacred Foundry
2x Stomping Ground
1x Forest
1x Mountain
1x Plains
0-1x Kessig Wolf Run
------------------------------------------
18-19 Lands

4x Burning-Tree Emissary
4x Experiment One
0-4x Flinthoof Boar
1-4x Ghor-Clan Rampager
4x Goblin Guide
4x Hidden Herbalists
4x Narnam Renegade
4x Reckless Bushwhacker
4x Wild Nacatl
------------------------------------------
30-32 Creatures

4x Atarka's Command
4x Lightning Bolt
0-4x Manamorphose
0-4x Mutagenic Growth
------------------------------------------
8 to 12 Instants (depends on land count)

So the main things you have to determine are the number of Ghor-Clan Rampagers, the number of Flinthoof Boars, how many lands do you want, and whether or not you need Manamorphose/Mutagenic Growth.

For right now, I'd suggest trying the deck without Kird Ape or Wild Nacatl and dropping down to 18 lands. That should give you enough slots to fit everything in, playing a total of 32 creatures, 18 lands, and 10 other spells. When you get the budget, add in the full set of fetchlands, Wild Nacatl, and cut Manamorphose.

While playing straight Gruul on a budget, your lands will look something like:

4x Stomping Ground
4x Wooded Foothills
1x Kessig Wolf Run
6x Forest
3x Mountain

The Forests and Mountains can be swapped out for fetchlands as you acquire them.

Dumpstergod on Competitive Counters 2017

2 weeks ago

Rishkar, Peema Renegade is pretty gnarly ramp sometimes, has an immediate impact, AND it gets hit by CoCo, probably worth a 1-of. Another good 3 drop is Tireless Tracker but it's worse without fetches, as with Narnam Renegade :/ . BoP feels real bad off of a CoCo and doesn't have counter synergy. A single Pendelhaven could potentially help your early game a little. Commune with the Gods hits enchantments so it might be worth looking at depending on how important you feel your Hardened Scales are. It also gets a bit better if you decide to run something like Evolutionary Leap to dodge removal. If you're going to be discarding stuff and want to be more aggro, Slitherhead is nifty. Tezzeret's Gambit seems like it could be ok in small quantities. More low cmc counter synergy creatures are Obsessive Skinner (which can get delirium a bit faster with Commune), Maulfist Revolutionary, Aquastrand Spider, and Spike Feeder.

rothgar13 on Gruul Zoo

3 weeks ago

I think you're off to a decent start, but Lava Spike is rather poor when the rest of your deck wants you to be spamming out creatures. I like Manamorphose because of its synergy with Hidden Herbalists and Reckless Bushwhacker, and you may want to look at Narnam Renegade as another 1-drop.

wardoge on Gruul Zoo

3 weeks ago

been playing this kind of deck for 2-3 years now. Personally, I think that adding pump spells to this kind of deck is pretty bad with fatal push being so dominant in the meta. Playing 2 colors is fine, just I would play Flinthoof Boar, Narnam Renegade, Reckless Bushwhacker, Experiment One and hidden herbalist. Going wide is a lot better than voltroning a creature due to the amount of removal in the meta.

Alemanf on Oloro_Magic

1 month ago

Thanks again man! You're helping me a lot :)red and white decks are not my favourite decks and I would prefer to use B or G.I found this deck and some says is good:

4 Blossoming Defense4 Greenbelt Rampager4 Lambholt Pacifist  Flip4 Resilient Khenra4 Rhonas's Last Stand4 Narnam Renegade4 Longtusk Cub3 Nissa, Voice of Zendikar4 Ramunap Hydra2 Kessig Prowler  Flip4 Hashep Oasis4 Sunscorched Desert4 Desert of the Indomitable7 Forest4 Attune with Aether2 Natural State4 Rabid Bite3 Appetite for the Unnatural4 Clear Shot2 Creeping Mold

What do you think? You also said that mono black zombie deck won't be so good. How can you tell that? Is there already a list of the next expansion's cards? If there is, what decks you suppose are going to be good?

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