Renegade Map

Legality

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

Printings View all

Set Rarity
Aether Revolt (AER) Common

Combos Browse all

Renegade Map

Artifact

Renegade Map enters the battlefield tapped.

[symbol:t], Sacrifice Renegade Map: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

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Renegade Map Discussion

Kjartan on Humans and Jackals

7 hours ago

Don't see the value in Renegade Map either. Another Evolving Wilds would probably be better.

Balancing out your mana a bit would be good, and cutting the deck down to 60 card would too.

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)

Additions

Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

multimedia on Jeskai Historic

1 week ago

Hey, looks good, I think this deck has real potential. This is so much better, well constructed, than terrible Standard artifacts decks I keep seeing on this site with Phylactery Lich (unplayable) and Skilled Animator (unplayable). You understand, winning with artifacts takes a lot of artifacts, Sai, Tezzeret and Karn, nice work. I like the interaction between Sai and Traxos here as both need artifact fuel to be good.

Most artifact decks currently in Standard are using a different approach, storm. Playing Paradoxical Outcome and winning with Aetherflux Reservoir, but these decks and the storm strategy completely die at rotation in two months, whereas this deck doesn't.


Consider sideboarding Raff for control matchups? I only suggest this because he's another four drop and there's 12x four drops here, which is a lot. I think the draw from Jhoira is more important than the flash from Raff for the main deck. Draw is good in all matchups while flash is also good, but less needed in noncontrol matchups. In control matchups you can take out Traxos for Raff.

Consider 4x Sia? Sia is the army engine and draw engine for artifacts and you want to be able to consisently cast him turn three every game. Four main deck copies lets you do this. Sia is also going to have a target on him the second he ETB. Having 4x Sia means consistently you can draw more copies of him to play after the first one dies.

Consider this creature base:

  • 4x Sia
  • 2x Traxos
  • 2x Jhoira


Diamond Mare looks out of place here because there's a lot of artifacts and they're colorless, can't gain life when you cast them. Consider cutting Mare for more Fountain? Consider 4x Fountain? Fountain being a playable one drop artifact is very beneficial to the strategy here. Navigator's Compass is not a good card, even though it's another one drop artifact, it's not even worth one mana. I'm sorry to say, but it isn't, it would be better as any other artifact, Prophetic Prism, Renegade Map or Sorcerous Spyglass.

Consider this artifact base:

  • 4x Fountain
  • 4x Prism (until rotation)
  • 3x Mox
  • 3x Treasure Map
  • 1x Spyglass
  • Until rotation Prism is one of the best artifacts to play with an artifact strategy because it draws you a card when it ETB. This is real value for two mana when you're also doing lots of other things when it's cast like making a Thopter, untapping Traxos or drawing another card because of Jhoira. Using this base and including Traxos gives you 19-20 artifacts which is a fine amount for Sai/Tezzeret/Karn/War.


    4x Negate main deck seems like too much, I think you can get away with spiting Negate. 2x Negate main deck and 2x Negate sideboard? This way in some matchups such as control you can board in and have 4x Negate in the matchup, but you don't really need 4x Negate in all matchups especially against aggro where it's more than likely a dead card in the early game.

    Consider Blink of an Eye? The main deck doesn't have any removal. Blink is pseudo removal, it's bounce. It can bounce a nonland permanent this includes an artifact you control. Ordinarily, you don't want to use Blink to bounce your own artifact, but the strategy here is different because casting an artifact again after you bounce it back to your hand can give you more value.

    I'm not saying that you'll always use Blink to bounce your own artifact, it will most likely be used to bounce an opponent's creature to keep you alive, but having the option to bounce your own permanent is a bonus. Blink can also save Sai from removal in a pinch.

    Consider this other spells base:

    • 3x Tezzeret
    • 2x Karn
    • 1x Teferi

    • 4x Blink
    • 2x Negate

    • 2x War

    I hope this advice is helpful. If it is and you would like I can continue with more advice about the sideboard.

    Good luck with your deck.


    Optimator on MTG list of EDH Ramp Cards | last update: 30-07-18

    2 weeks ago

    Extra land drops are indeed ramp. It's more potent and noticeable in regular 60-card formats but it's ramp nonetheless.

    Treasure Map  Flip is ramp-y. Boreas Charger, Centaur Rootcaster,

    Some more honorable mentions: Renegade Map, Pilgrim's Eye, Mycosynth Wellspring, Skittering Surveyor, Thaumatic Compass  Flip (might be real ramp, what with the flipping), Traveler's Amulet, Evolution Charm, Attune with Aether, Caravan Vigil, Lay of the Land, Sylvan Ranger, Traverse the Ulvenwald, Realm Seekers

    Moonsheep on Mr T's Artifice Master A for Artifact Team

    4 weeks ago

    @Extraeaxy @Thebiggalactus

    Thansk fellas for the suggestions!

    I have both Heart of Kiran and The Antiquities War so I will try them on modo and let you know.

    I'll put Herald of Anguish in, is it a 2 of?

    I like the idea of Renegade Map instead of lands, i might try 22 lands 2 maps.

    ExtraEasy on Mr T's Artifice Master A for Artifact Team

    4 weeks ago

    With 6 palneswalkers 4x heart of kiran is an auto include. I’m regards to abrade just laugh and oversaturate it with targets. The Antiquities War is a brilliant finisher but also just fantastic card draw engine for you with artifacts. I’d go 3 or 4 of.

    Skilled Animator and Gearsmith Prodigy are easy cuts as they aren’t artifacts and their pay off isn’t strong enough.

    The mox probably doesn’t do enough with only the sai and the planeswalkers to activate it. If you could get value of of these it might be Walking Ballista time.

    Renegade Map is an easy addition to your lands and can just count as a straight land.

    Herald is amazing vs everything and is always good to draw.

    If you want to make a rotation proof deck that’s cool but I think there is a last hurrah for a vehicles deck before rotation here.

    Chasedrk1 on Mono black "im gonna make you hate magic"

    1 month ago

    I have been running the mono-black horse hard the past 6 weeks or so & tested tons of variations and build arounds. Iamme10000 is spot on with Mastermind's Acquisition 2 is more than adequate as its purpose is to extend the count of your power cards. - i.e. if you need a Josu Vess, Lich Knight to close out the game. Acquisition acts as a 3rd copy. Treasure Map  Flip & Gilded Lotus in this build are are specifically worse than Arguel's Blood Fast  Flip & Renegade Map. if you were to run Karn, Scion of Urza, treasure map is exactly what you want over the lotus. Blood fast takes over games and is a must for any deck that can fit black into it. I wish I understood why it costs as little as it does even being in as much of the pro meta as it is. Not to mention, Lich's Mastery requires a painless draw engine or life gain engine to show real value.

    Glint-sleeve siphoner just isn't worth running at the moment in a build that can run arguel's & a creature hate package.

    Only other suggestion I would offer, Golden Demise doesn't handle enough threats to be a 4 of right now. Yahenni's Expertise is providing more consistency right now - even with Sorcery speed & often no card to take advantage of the bonus Oracle ability.

    This is the first deck I put together and ran, it shares some similarities with yours. Cabal Control

    I love the feel of this deck. I will do some playtesting with it today. cheers!

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