Renegade Rallier

Legality

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

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon
FNM Promos (FNM) None

Combos Browse all

Renegade Rallier

Creature — Human Warrior

Revolt — When Renegade Rallier enters the battlefield, if a permanent you controlled left the battlefield this turn, return target permanent card with converted mana cost 2 or less from your graveyard to the battlefield.

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Renegade Rallier Discussion

BrandonJamesCAC on Gain Life and Stall For Fun(Martyr Proc)

2 weeks ago

Black gives you

Castigate

Orzhov Charm

Lingering Souls

The looks good on paper:

Athreos, God of Passage

Blue gives you some upgrades and I guess counterspells if you want those.

Don't need Supreme Verdict

Or Detention Sphere

I'm fine with

Oblivion Ring

Wrath of God

Although Remand is always nice.

Green was really interesting:

Renegade Rallier

Glittering Wish

But it was tough to exclude a lot of good hatebears. But they don't work for this deck.

Qasali Pridemage

Loxodon Smiter

Red has

Lightning Helix

Boros Charm on a 6/6 Ascendant

Pyroclasm

BrandonJamesCAC on Meta Martyr 4.0

2 weeks ago

Black gives you

Castigate

Orzhov Charm

Lingering Souls

The looks good on paper:

Athreos, God of Passage

Blue gives you some upgrades and I guess counterspells if you want those.

Don't need Supreme Verdict

Or Detention Sphere

I'm fine with

Oblivion Ring

Wrath of God

Although Remand is always nice.

Green was really interesting:

Renegade Rallier

Glittering Wish

But it was tough to exclude a lot of good hatebears. But they don't work for this deck.

Qasali Pridemage

Loxodon Smiter

Red has

Lightning Helix

Boros Charm on a 6/6 Ascendant

Pyroclasm

BrandonJamesCAC on Meta Martyr 4.0

2 weeks ago

I played Thraben Inspector for a while.

He was good with the Green Splash version.

The token provided 4 recurring (sometimes) revolt triggers to cast Renegade Rallier and get whatever back into play.

I do feel that there is a splash somewhere out there that is better than mono white but I have tried them all except red.

xyr0s on Green + White = Lifelink and Angels

2 weeks ago

Knight of the White Orchid is a bit tricky - it's an ok card, mostly, but not when you are on the play and hit your lands. But if you use Ghost Quarter it gets pretty good, since ghost quarter leaves you down a land, compared to your opponent. Also, 2/2 first strike can be randomly relevant. I've tried playing it turn 2 on the draw a few times, and that is pretty convincing against fair decks - suddenly you are ahead on mana, without having really spent a card on it. Also worth noting: Your land comes into play untapped. What is it you don't like about it being an ETB-effect?

Since you have Time of Need in your deck, more legendary angels instead of serra angel could be a way to go. Archangel Avacyn  Flip, Avacyn, Angel of Hope, Bruna, the Fading Light + Gisela, the Broken Blade, Linvala, Keeper of Silence, and Sigarda, Host of Herons, are all decent legendary angels, and bringing them as one-offs is ok, as long as you have tutors for them.

I would exchange Prepare for Path to Exile. It's a bit of a dull card in comparison, since it's played by everyone and their mother, but that is because of efficiency. One mana to get rid of a creature is ridiculous, even if your opponent gets a basic land. Of course the land is relevant in the earliest turns of the game. But from turn 3 and on, I don't think anyone plays creatures they would like to exchange for basic lands. So... try with a 2/2 split.

Aerial Responder... hmmm... what is important? Lifegain? flying? that it's a creature? that it's a 3-drop? There are all kinds of good 3-drops in modern, depending on budget. Eternal Witness, Kitchen Finks, Renegade Rallier, Mirran Crusader, Blade Splicer... it really depends on what you want. Or you could go down a mana on ccm, for something like Scavenging Ooze or Qasali Pridemage. Or you could go a mana up, and add a couple of token-producing planeswalkers (since they do pretty much the same as Oketra's Monument they benefit from the same cards as the rest of the token-plan) - it could be Gideon, Ally of Zendikar or Elspeth, Knight-Errant.

I suggested Seraph Sanctuary because it's on-theme for your deck, not because it's particularly good in any way.

thymeandplace on Ballista Charge

3 weeks ago

I'm wondering if I should drop Hardened Scales to run Renegade Rallier and a mana dork or if I should just run Renegade in the side for burn/removal decks.

Nathanaiel on Rallier Shift

1 month ago

I really love the idea. Found the deck on the reddit post you made, but figured it would be easier to have a discussion on this platform.

Do you reckon that Knight of the Reliquary could have a place in a deck like this? I know people tend to keep on trying to make that card stick in some form of modern deck, but I do believe its place is somewhere in a land-based combo deck. Maybe it is something like this.

Secondly, how has Shalai, Voice of Plenty been working out for you? I find it to be really underwhelming, and I must be honest in that I really don't very much see the appeal of the deck. In the burn matchup it sure is a solid card, but it certainly isn't the end all and be all of storm hate, especially as a 1-of in the sideboard. The main other thing that giving yourself hexproof helps with is targeted discard, and I imagine decks that are heavy in that regard certainly shouldn't struggle removing Shalai, Voice of Plenty from the board. (She even dies to Fatal Push, which is all over the format currently)

I'm also intrigued by your choice of graveyard hate. Grafdigger's Cage all but kills your Renegade Rallier, whereas Relic of Progenitus cycles itself and can get recurred by said Rallier.

I was also hoping to get your input on Prismatic Omen; I have never played with the card and am wondering what exactly the purpose is here? Mainly as an additional midgame value engine to turn landdrops into Lightning Bolt?

(PS: You listed green and red as "Excluded Colors", which is the reason the mana circle thing is entirely white, might want to change that :])

xyr0s on Angelic Vial

1 month ago

Vial decks tend to play a lot of the same creatures, since they use creatures of relatively similar cost, and mostly with strong etb-effects (the real text on Leonin Arbiter is "when leonin arbiter enters the battlefield, counter target fetchland"). There are a lot of different creatures that qualify for use, but no more than you end up seeing a lot of "usual suspects" repeatedly, and overall Aether Vial does force your deck into a certain shape: 25+ creatures, and creatures with casting cost 4 or less (usually centering on 2 or 3). If what you want to do is to play bigger creatures than that, ramping is more efficient than vialing (efficient = faster) - also since creatures you ramp in are more powerful on their own, and with vial-sized creatures you have to rely on synergies between them. In this deck, there is a Thalia, Guardian of Thraben - but not the synergy pieces. Thalia creates pressure on mana, but not very reliable, since there's only 4 thalias and nothing else that helps on this strategy. A common approach is to follow up with Aven Mindcensor and Leonin Arbiter, since they put even more pressure on opponents mana, at least for opponents who search out their lands, with fetches, or with Expedition Maps or with Primeval Titans. And if you expect lots of combo, you could have Judge's Familiar in the sideboard. All this to say, that there's good reason to bring the full package for vial'ing, even if it does make your deck a little bit similar to something that was once played by someone else.

Also: Sorry to say, but Elvish Piper is rubbish. 2 problems: Even if you ramp like a boss, you can't play it until turn 3, and activate it until turn 4. This means you opponent gets 3 or 4 turns to act in - some decks will close the game in that time, but even those that don't will be able to find an answer to your piper (it's a 1/1 creature with no protection). It's not just some decks that can remove it, it is more or less each and every deck in modern. Second problem: No redundancy. There's only Elvish Piper that functions like elvish piper, unless you count Quicksilver Amulet as a kind of piper too. And then what do you do in those games where you don't draw piper, or it is killed right away?

Both vial and ramp are relatively simply plans, at their core, even if they are not simple to play. They also both take up the space in a whole deck, and they don't really have any cards in common. But if you want something that feels a bit like both, you could go for something like Sun Titan-Emeria, The Sky Ruin, and a bunch of things you can pull out of graveyard with titan. And some early-game ramp with Sakura-Tribe Elder and Renegade Rallier. If you want to play ramp, I'd suggest you go for a more land-based kind, since creatures have a tendency to die at inconvenient moments, and there's simply less land-removal played on average. With land-based ramp, you can play sweepers without shooting yourself in the feet, and that makes some match-ups a lot easier.

And last: I simply don't get angel-tribal. The creatures are too costly in mana to be much good in the early game, and doesn't really synergize as well as other tribes do. Each of them is pretty strong, though, there's just no real reason to play them as a tribe, apart from a taste for illustrations of winged women with long legs. But in this deck, even those angels that could be synergy/combo components, aren't. There's no Spike Feeder for the Archangel of Thune and no Avenger of Zendikar for the Sublime Archangel. Again - are they really the best thing you can ramp into? Or even the funniest?

Deco_y on Sword-n-Shield Dinos

1 month ago

True that. For the best decks, you gotta pony up. Oh, the eternal struggle of a magic player.

I took a look at all the Green/White creatures in Standard atm, and this is the list of creatures I would consider for a Dinosaur deck in these colors:

Imperial Lancer
Kinjalli's Caller
Priest of the Wakening Sun
Cherished Hatchling
Drover of the Mighty
Raptor Companion
Atzocan Seer
Deathgorge Scavenger
Kinjalli's Sunwing
Orazca Frillback
Ranging Raptors
Ravenous Daggertooth
Renegade Rallier
Rhonas the Indomitable
Territorial Hammerskull
Thrashing Brontodon
Knight of the Stampede
Ripjaw Raptor
Territorial Allosaurus
Crested Herdcaller
Snapping Sailback
Temple Altisaur
Trapjaw Tyrant
Carnage Tyrant
Goring Ceratops
Wakening Sun's Avatar
Zetalpa, Primal Dawn
Ghalta, Primal Hunger

I would consider maybe focusing on the lower CMC Dinos to populate the majority of the deck and have Wakening Sun's Avatar as a finisher. Your curve is a little wonky, and you'll want to smooth it out a tad.

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