Renegade's Getaway

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all

Tokens

Renegade's Getaway

Instant

Target permanent gains indestructible until end of turn. Create a 1/1 colorless Servo artifact creature token. (Effects that say "destroy" don't destroy a permanent with indestructible, and if it's a creature, it can't be destroyed by damage.)

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Renegade's Getaway Discussion

DanaBarrosReincarnate on Black and White Servos

1 week ago

first off, i would take out the 2x Felidar Guardian. they're great in a deck that relies heavily on revolt, or that has permanents that kill when re-casted for nothing, but the ONLY real benefit i could see from them would be triggering Hidden Stockpile when you have them out.

which brings me to Hidden Stockpile: i would suggest either running 4x of them (or at least 3x), or cutting them entirely. reason being, you would want to make sure you're hitting them consistently to make combos like Felidar Guardian worth including. personally, i think there are better options at the 2-spot. some suggestions: Servo Exhibition (more servos), Syndicate Trafficker (another outlet for sacrifice), Grasp of Darkness (kills most vehicles you will see, like heart), Collective Brutality or Blessed Alliance (both great for control/variety).

tho i do like the added benefit of adding a servo, Renegade's Getaway doesn't seem strong enough as a removal option. same goes for Live Fast & Die Young. they aren't bad necessarily, but you have no need for energy in this deck so i'd cut them. i'd rather run Ruinous Path, Anguished Unmaking, Fatal Push, Grasp of Darkness, & even Battle at the Bridge considering all the artifacts you'll be getting out easy. my working FNM deck (W/B Control) has the following for removal: 2x Ruinous Path, 3x Anguished Unmaking, 4x Fatal Push, 2x Grasp of Darkness, 2x Battle at the Bridge, & 1x Fumigate. since you're running less of a control deck & more of an aggro-servo, you would prob wanna tweak those numbers a bit (less not more), but those are all good options depending on your FNM meta.

altho i LOVE love love Ayli, Eternal Pilgrim, i think YOUR deck would be better served running more Master Trinketeer's or Metallic Mimic's, & maybe another Angel of Invention.

overall, this is what i would add/subtract from your build:

TAKE OUT: 2x Ayli, Eternal Pilgrim, 2x Felidar Guardian, 2x Bone Splinters, 2x Die Young, 2x Live Fast, 2x Swarm Surge, 2x Renegade's Getaway, 1x Weaponcraft Enthusiast

ADD IN:1x Hidden Stockpile, 2x Ruinous Path, 2x Anguished Unmaking, 2x Syndicate Trafficker, 4x Fatal Push, 1x Master Trinketeer, 1x Metallic Mimic, 1x Angel of Invention, 1x Animation Module

hope this helps!!

Cradum on BW Tokens

1 week ago

You already have a bunch of ways to create servos, I would switch out 2 Renegade's Getaway to something like Rush of Vitality so it's just cheaper overall.

Maybe take out 2 Eerie Interlude's and put in 2 Always Watching ? It's just such a good card plus gives all your servo's vigilance on top of the +1/+1 you'd get from the Chief or Angel. However I can also see the benefit of having 4 Eerie Interlude to avoid removal and comeback with board. It's up to you!

Ammo37 on Sac Hacks

1 month ago

This deck is a decent base, however it is a little too focused on sacrifice triggers, and not enough on sacrifice value. Your commander and a few cards in the deck will be enough sac outlets, what you really need is fodder and value.

For lands go to manabasecrafter.com they will show you all possible mana fixings. Don't run any nonbasics that arn't highly effective, such as Pirahna Marsh.

I recently made a Yahenni deck of my own. Yahenni, Former Aristocrat. I run a low curve based on getting cheap creatures out and use sac to generate card draw/mana.

Cards you need in this deck: Ashnod's Altar, Skullclamp, Viscera Seer.

Other Suggestions: Black Market (ramp into big guys), Massacre Wurm, Gray Merchant of Asphodel

Boardwipes are your friend. When you blow up the board and leave a 50/50 commander behind, someone tends to die. Look for things like Plaguewind, Crux of Fate, Decree of Pain, etc.

Cards to cut:

Spellbook (Waste of a Card Slot), Renegade's Getaway (Low effect), Baneful Omen (Too expensive), Altar of Dementia (Mill does nothing), Shadows of the Past (Low impact), Price of Knowledge (Too expensive)

Firebones675 on Tezzy's foundry

1 month ago

Looks good! Id try to cut some cards. Generally speaking, you want to play with the minimum number of cards, 60. This gives you the best chance of drawing your best card or the card that you need in a given situation.

Here are a few specific suggestions about what i think you can take out/add

If you can get your hands on another copy, a third Reverse Engineer should replace Tezzeret's Ambition

Renegade's Getaway This card hasn't really impressed me, i'd suggest replacing it.

NecroPony on Doctors hate her

1 month ago

flipnation, Renegade's Getaway protects a lot more than just Yahenni. It protects any permanent, and I grow tired of my cabal coffers being targeted. It also has the upside of protecting anything that may need it. additionally it gives me a body to sac to Yahenni. If I was concerned with protecting Yahenni, I'd just run more token generators.

And my mana is just fine. With mana rocks and 38 lands, even if 3 of them are fetchlands, I have had no mana shortages.

flipnation on Doctors hate her

1 month ago

Renegade's Getaway Do I miss something, or is this just not really good in this deck? If you want indestructible on your commander you could play something like Darksteel Plate Also, I think you are running a little low on ramo, you might consider playing Mana Vault, Basalt Monolith. Thran Dynamo or something like this

Otherwise, really cool brew you have there! Keep it up!

PhotogenicParasympathetic on Esper Control

2 months ago

First of all, this needs two more lands. Most control decks cannot afford to miss land drops, and yours in no exception. 25 lands at least, in standard control.

Perpetual Timepiece does nothing for you, and makes room for your extra lands.

Fatal Push should be a 4-of, as it's your only early game interaction.

Glimmer of Genius should be 4-of, as it's your best form of draw.

Insidious Will isn't good - replace with Summary Dismissal to have some utility against a planeswalker's abilities. Replace Disappearing Act with the strictly-better Disallow.

Delirium is still a thing in standard - Startled Awake  Flip is very dangerous for you to play. I'd cut it.

Fumigate is a must have. Probably as a 2-of. You have very little creature removal in the deck, you need a panic button. Demon of Dark Schemes is good, but not if you don't have ways to kill creatures.

Cut Renegade's Getaway, cut Leave in the Dust, cut Pressure Point. They don't do enough. That leaves you with one more slot- I'd say maybe one more Torrential Gearhulk?