|Commander / EDH||Legal|
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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
2 days ago
jubale: thanks for the feedback. This deck is definitely strange. I think you may be under-appreciating all my Revolt enablers (I really should have done a write-up on the strategy/lack thereof this deck attempts to employ):
Key to the City: is the unsung hero of this deck. It enables Spire of Industry to produce any color of mana. It makes one of my creatures or +1 Gideon, Ally of Zendikar unblockable (maximum value for a Scrapheap Scrounger which cannot block). It gives Renegade Rallier a target or puts a Scrapheap Scrounger where I can use it from the graveyard. It lets me draw a card for during my untap step which is pretty great in a deck with such a low curve (I can still play 1+ other spells most turns). I actually wish I could squeeze one more of these in the Mainboard but I can't really justify it.
Oath of Nissa: 3 chances to get me the land/creature/planeswalker I need. Planeswalker mana-fixing. Absolutely stupid T4 Revolt enabler with one Oath of Nissa on the battlefield already: play second Oath of Nissa then cast Renegade Rallier and target Oath of Nissa in the graveyard. You get 2 instances of 3 chances to refill your hand with what you need and play a threat/blocker that Crews a T2 Heart of Kiran allowing you to swing for 4 T3. You only spent 4 mana this turn... GG if you play Tamiyo, Field Researcher next turn to -2 and tap their creatures down, -1 to Crew Heart of Kiran and swing for 7. If you hit your land drops each turn you still have 1 mana available to play any of 18 1-cost cards in the deck and your hand is probably still half full of threats and shenanigans.
The above cards allow this deck to start with only a single land: Forest or other -producing land in an opening hand and perform well. They make turns potentially really busy (lots of draw and looking at the top x cards of your deck) and productive (casting 2+ spells a turn is pretty common). They also enable consistency: Oath of Nissa and Glint-Nest Crane provide 8 ways to get Scrapheap Scrounger for example.
Overall I am trying to out-value an opponent consistently throughout the game with draw/card-filtering/recursion/cheap, large threats and then punch through a bunch of damage mid to late game using Gideon, Ally of Zendikar and Heart of Kiran or any of my 3/2 creatures after either making them unblockable with Key to the City or tapping down creatures with Tamiyo, Field Researcher (who also lets me refill my hand). The majority of cards serve multiple purposes and have synergy with one another on the battlefield or in the graveyard and my creatures dying isn't really a big deal (because I can get more and play them for cheap).
1 week ago
There are two issues with this deck. 1: Cycling or not, you just don't have enough that gets cards into the yard to enable Delirium. Grapple with the Past, Renegade Map, Vessel of Nascency, and Evolving Wilds are good examples. I see no way this deck can reliably get Delirium outside of lucky draws.
2: Are you controlling or aggroing? 4x Grim Flayer says, "I'm gonna beat down.". Torrential Gearhulk and Painful Truths says, "I'm gonna grind." Figure out which strategy your deck utilizes and devote the deck to doing that strategy. Otherwise, you lose your competitive advantage to other decks that ARE focused.
My overall suggestion is to pick to either aggro or grind. Then, remove 6-8 slots of picks that do the opposite and replace those cards with Delirium enablers. Then, trim your mana base to fit 4x Evolving Wilds. This is the start I would take to make this deck competitive.
1 week ago
You're playing a really heavy number of lands here with no way to thin, and limited draw power. At this point i'd go down one or two basics, and then cut more to add easy ways to thin. Ash Barrens, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Thawing Glaciers, and cost permitting: Polluted Delta, Marsh Flats, Verdant Catacombs, and Bloodstained Mire. Also Urborg, Tomb of Yawgmoth to turn all your utility lands into swamps. Cards like Journeyer's Kite, Burnished Hart, Solemn Simulacrum, Wayfarer's Bauble, Armillary Sphere, and Renegade Map can help thin early so you won't see so many lands late game.
Also, Liliana of the Dark Realms has to be in here. She is the mono-Blackest of Black walkers.
1 week ago
Hey friend. Cool deck idea -- love the new cards. Just a couple suggestions. Seems like your counters cancel each other out. Rishkar and the Ballista, especially, seem to counteract (no pun intended) your -1/-1 theme. I would add some high-toughness creatures to sponge your counters if you're wanting to reduce how much it hurts your beaters.
In addition, adding some low cost artifacts like Renegade Map could really help trigger Revolt and the Disintegration.
Hope this helps! Hit me up if I can be helpful. Cheers, and good luck!
1 week ago
Sweet deck. I hope control has a resurgence with Amonkhet's release. I'd only add Lay Bare the Heart agains CopyCat (it hits Saheeli) and Release the Gremlins against Vehicles. Also, I'd consider adding a Puzzleknot or some Renegade Map to trigger Revolt on Push and/or to give Disintegration some more reach. Hit me up if playtesting runs into any problems, though, and I'd be glad to take a second look! Cheers
2 weeks ago
For a formatting tip, if you want to create a new paragraph, you have to double space. If you single space, TappedOut reads that as a continuation of the previous line. I think that may have happened in your description.
I like the basic premise of what you're going for. I refer to this technique as SmokeScreen, and it was actually a very successful technique in Yu-Gi-Oh!. However, YGO could do it more reliably because their SB is 37.5% of their deck whereas in MTG it's only 25%. It makes much less impact. The other issue that both games share from this is that it will only work a few times. Eventually, your playgroup will figure it out. If and when they do, your strategy loses almost all of its effectiveness because it's strength lies in misdirection during siding.
All that being said, this is still a really good idea and can still be implemented. I think you've done a really good job of balancing the transformation from one deck to another. I do have a few suggestions for this, though.
Your Tezzeret the Schemer becomes much less effective when you side out all of your artifacts. The only artifacts you can exploit with his -2 and -7 is the ones you create with his +1. Most of the time, you would be sacrificing them for mana. He's still decent, but he's just less so after SB'ing.
I dislike Renegade Map greatly in Improvise decks. It comes in tapped with its intended purpose to sacrifice itself next turn. It doesn't really help with reducing the costs of your cards with Improvise. I recommend taking it out and replacing it with Cogworker's Puzzleknot. The main reason I make this suggestion is because Cog Puzzle gives you 2 artifacts to instantly use for Improvise. Essentially, you can get them for "free" because they will fuel an Improvise card with the same amount of mana you paid to get them.
I think Glassblower's Puzzleknot isn't giving you the right "bang for your buck," so to speak. This one is kinda difficult because you want artifacts to use for Improvise, but Glimmer of Genius is a lot more efficient and helpful.
Anyway, that's just some of my immediate thoughts on it. Once again, I love this concept because it's very unique to the meta. I don't see a lot of people trying this. It's a delicate balance to keep, and you're probably going to have a lot of trial and error to make it work exactly the way you want it.
2 weeks ago
I would also recommend you add Cogworker's Puzzleknot. It is completely out of your colors for it's activated ability, but it instantly gives you two artifacts to improvise with.
You might also want to consider adding Cathar's Shield or Bone Saw since they are drop artifacts like Ornithopter, but can beef up your creatures when you need it late game. On that note, I would take out Renegade Map all together. Not only does it come in tapped, but it's main purpose is to sac it. It doesn't help with Improvise because of what it it's intended to do.
3 weeks ago
Pretty new to magic, just have a couple scenario questions involving revolt/enters the battlefield mechanics.
Thanks for your assistance!