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|Mystery Booster (MYS1)||Common|
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|Commander / EDH||Legal|
Renegade Tactics occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Renegade Tactics Discussion
4 days ago
Someday will replace Renegade Tactics with a similar instant that gives me draw. But not this day. Not this day.
2 months ago
How has Game Trail been working for you? I don't think you are running enough mountains/forests to make it quite good enough as a 4-of. 12 seems like too few. Maybe cutting down to 2 and adding more basics would make smoother draws. You don't need access to very much Red mana anyways.
I would run way more targetting cantrips in your deck to really take advantage of the cheap card draw with Zada. even drawing 3-5 cards for 1 mana is back-breaking. I would run a full playset of Expedite and even 1-4 copies of Renegade Tactics. They can also be used just to filter through the deck in the early game, so they are valuable at all times. I feel like they would be more immediately impactful than something like Season of Growth, which doesn't synergize as well with Zada. Enter the Unknown also seems like it would be better served as actual card draw rather than explore triggers, though the potential pump is nice.
I also think you might be a bit light on creatures. How has the split between creatures and pump spells felt so far? From an outside perspective, it looks like you are playing too many pump spells, especially considering that you don't need more than 1-2 to win the game.
Since you are running a lot of 1-drop creatures and are aiming for a turn 5 kill, would Paradise Druid not give you a lot more benefits over Llanowar Elves? Hexproof and the extra power seem worth it and it would smooth out your curve better.
In your sideboard, Moonlight Hunt seems a bit strange. What is it there to combat? I feel like there would be better sideboard cards to choose from to address difficult matchups. Lava Coil could provide solid removal that doesn't rely on your creatures while also giving you the benefit of exiling the target. Even Domri's Ambush has great synergy with your strategy and would be difficult to stop.
6 months ago
Loved UR prowess when it was in standard, and to start you have too many creatures and lands. 16 creatures and 18 lands I found to be efficient at the time using cantrips such as Slip Through Space and Expedite .
So I looked through some pioneer legal UR stuff and here's what I came up with:
Baral, Chief of Compliance was a neat find, lowering the cost of your spells, and turning any counterspell into a cantrip. This I think would allow you to run more counters to protect your creatures while keeping cards in hand. I think I'd go with 2-3 copies because Legendary if you do. Extras can be discarded with spells or abilities or held as backup.
Prowess works with non creature spells, so if you don't mind sorcery speed buffs that cantrip or draw when you connect these auras may be for you; Curious Obsession , Cartouche of Knowledge , Fate Foretold , and Ordeal of Thassa .
For spells Opt allows for filtering, Renegade Tactics is a cantriping evasion option, Thrill of Possibility is a great draw that can be used as a combat trick with prowess and being instant, Titan's Strength and it's ilk make for harder hits.
Also tapped lands are bad, so the less the better. Shivan Reef and Mana Confluence while pain lands are untapped and your game plan should make it so you deal alot more to them than you do to yourself. Ramunap Ruins can offer that last shock to win for longer games. And Basics if balanced usually fill out the rest.
Hopefully that helps some, ifnI were to get into pioneer this probably would have been my first stop as well. +1 for ya.
7 months ago
This is very rad! You might like these: Nivmagus Elemental , Cephalid Shrine , Spark Double , Distant Melody , Banishing Knack , Renegade Tactics , Sunforger , Arcbond , Radiate , Knowledge Pool (when played after Hive Mind, but before a lose-the-game spell, it protects you from the spell while your opps will still have copies. also has interesting interaction with Zada/Mirrorwing as the originally-casted spell will still be copied for each creature, and potentially the second spell as well), Possibility Storm (works like Knowledge Pool), Dovescape (works like Knowledge Pool), Snap (potential for infinite mana. what makes it really interesting is that it untaps lands, so you can keep storing counters on Magosi and skip your next 1,000,000 turns. Why is this a good thing? Teferi's Protection), Guile (with Cephalid Shrine and your general, this lets you make infinite spirits. not great, but definitely weird!), Kaho, Minamo Historian , Mistveil Plains , Spellbinder
7 months ago
Very nice! I'm excited about this guy.
Scourge Devil is also nice 'cause you can discard it while rummaging or looting, and still get some great value out of it later.
Psychotic Fury probably won't work out like you want it to, though. You have to rely on someone else to have a legal target for it. You're probably better off with something like Alchemist's Vial , Renegade Tactics , or Chromatic Sphere .
8 months ago
gingerthewritingdog By going into an izzet deck, I would get access to draw spells, yes, but Renegade Tactics and Expedite could provide additional effects for the same CMC. I will say that Thing in the Ice Flip and Distortion Strike are very tempting cards, but I'll stay with mono-red to not have to do mana-fixing. Thanks for the suggestions! :D
8 months ago
So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.
Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.
One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.
Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .
In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .
If your meta has any blue decks, Veil of Summer is really, really, REALLY good.
Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .
Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.
Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.
Alright man, good luck! That's all I can think of for now.
9 months ago
If I'm reading this list correctly it has Kykar both as the commander and in the 99. Am I wrong? Does the paper deck have a descrepancy with this list at all?
Swanky 99, I'm a little surprised its so creature heavy. You have 2 to 3 times as many creatures as the average kykar list. Has it worked out in playtesting?
No Dramatic Reversal for your Isochron Scepter? I don't know whether to applaud or say what ya doin?
Impact Tremors 100% has a home here, just for Purphoros redundancy. You are swimming in tokens. Intangible Virtue would probably be a money card here too. Vigilance is a vastly underrated keyword in a multiplayer game. Cathars' Crusade is another option if you don't mind using fistfulls of dice.
Defiant Strike and Pressure Point are... I don't really know. Feather cards but feather isn't here. Cards like Crash Through , Warlord's Fury , Renegade Tactics , and Psychotic Fury can be taken advantage of better by Kykar. Something along the lines of Faithless Looting , Tormenting Voice , or Magmatic Insight would also work.
Great layout, fun deck, add another +1 to the pile.