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|Commander Legends (CMR)||Common|
|Mystery Booster (MYS1)||Common|
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|Commander / EDH||Legal|
Renegade Tactics occurrence in decks from the last year
Latest Decks as Commander
Renegade Tactics Discussion
2 months ago
Interesting topic Ramble, I've been meaning to respond for the last day or two but have just been super busy, but let me provide a mana base formula I stumbled on a few years back after noticing a pattern in my deck building - might be something to try out and see if you find similar results, as I find it's very rare to get either flooded or mana screwed using this formula. I'll provide a couple of examples as well - more for the casual-competitive decks, as my cEDH decks don't always follow the formula as rigorously.
The basic formula for mana-producing lands is: Starting base of 30 mana-producing lands, plus additional lands equal to the CMC of your commander, plus additional lands equal to the average CMC of the deck, minus designated values for each mana rock, mana dork, mana spell and draw spell equal to or less than the CMC of the commander.
The first example is for my Zada, Hedron Grinder deck: Yada...Yada...Zada. In this case, the formula is 30 + 4CMC (commander) + 2.28 average CMC, or 36.28. I then subtract designated values for the following cards in the deck: -1.0 for Mana Crypt, -0.5 for Sol Ring (or any other 0 or 1 CMC rock), -0.25 for Thought Vessel (or any other 2 or 3 CMC rock), Battle Hymn, Brightstone Ritual, Traitorous Greed and Dockside Extortionist, and finally -0.10 for each of the draw spells in the deck: Accelerate, Boiling Blood, Crimson Wisps, Expedite, Fists of Flame, Stun and Renegade Tactics for a total reduction of 3.45 and a final value of 32.83 (rounded up to 33).
The second example includes a more aggressive reduction in mana-producing lands based on my Elf tribal Marwyn, the Nurturer deck: Elves Tap and Slap (Marwyn Tribal Counters). The formula here is 30 + 3CMC (commander) + 2.64 average CMC, or 35.64. I then subtract for the following cards: -0.50 for Sol Ring, -0.25 for Elvish Archdruid, Elvish Mystic, Fyndhorn Elves, Gyre Sage, Incubation Druid, Llanowar Elves, Llanowar Visionary, Priest of Titania, Rishkar, Peema Renegade, Selvala, Heart of the Wilds, Viridian Joiner, Wood Elves, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Rhonas's Monument, Gaea's Touch and Growing Rites of Itlimoc Flip. Finally, I subtract -0.10 for Elvish Visionary, Llanowar Visionary and Inspiring Call for a total reduction of 5.30 and a final value of 30.34 (rounded down to 30).
Although the reduction values could be considered a little arbitrary in certain deck concepts, this formula has held pretty accurate since I started keeping track of it. I hope you find this useful in the future, and happy brewing.
4 months ago
Bounty of Might seems weak, since to copy it, you're paying 6 to give one creature +9
Also a ton of mass-damage, mass-bounce, mass-protection, mass-indestructible you could look at. Ex: Snap is a pseudo boardwipe that generates a ton of mana
6 months ago
Someday will replace Renegade Tactics with a similar instant that gives me draw. But not this day. Not this day.
8 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.
1 year 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.
1 year 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
1 year 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 .
1 year 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