Renegade's Getaway


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

Printings View all

Set Rarity
Aether Revolt (AER) Common

Combos Browse all


Renegade's Getaway


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.)

Price & Acquistion Set Price Alerts



Have (4) TThors , hosshughes , Vasbear1 , Epidilius
Want (1) Ariumlegion

Recent Decks

Renegade's Getaway Discussion

ldsjm4 on Adaptive Alignment

5 months ago

Hey! daNoodalz thank you very much for looking this over. My main reason for not having a whole lot of protection for the alignment piece is that it comes with hexproof. I never really see any modern decks run mass enchantment removal, the only ones that come to mind are Oblivion Stone (which if that goes off I'm probably already dead) and maybe Austere Command. A lot of the removal I see mainboard are usually to deal with creatures, even things that spread into non-land permanents (abrupt decay and maelstrom pulse), require targets, which the alignment is protected from. Even sideboard people usually run mass anti-artifact rather than mass anti-enchantment. People do run wear/tear and such, but those need targets. Not to mention that the alignment gets sided out game 2 so those people that do run the mass anti-enchantments will just be having dead draws. I actually do like the Renegade's Getaway but I don't feel has the most synergy with the deck since most of my creatures I'm okay with dying and if someone is going to waste an anti-enchantment on my vessel then so be it.

Thank you once again for looking at this but I don't feel it needs to much protection since mass anti-enchantments aren't common in modern, if they do become common then the getaway and Heroic Intervention will definitely be looked at.

KINGofORESKOS on Adaptive Alignment

5 months ago

Really awesome deck! I can see how much time you put into his! Only one suggestion. Since the one on the battlefield is the most vulnerable, maybe add something like Renegade's Getaway or That Which Was Taken to save it if necessary. Since you only have 4, taking away 1 ruins everything.

Steve_MTG on Polyraptor/Forerunner Combo?

5 months ago

First to say, I really like the idea of getting infinite Dinos and finishing your opponent with them.

But, like already stated, infinite is not possible without giving your Forerunner of the Empire indestructible, because it will kill itself once the third Dinosaur entered the battlefield.

Cards that make at least one creature indestructible (in Standard):

Also, I'm missing the option to finish off your opponent the turn you'd go infinite.

Possible Options:

  • anything that gives your bunch of Polyraptor haste.

  • Bellowing Aegisaur: Prevents your first polyraptor from dying, so it can attack; but need a second Aegisaur to survive more than four damage.

  • Snapping Sailback: Gets bigger on himself while taking damage; would need to be on the board the turn you go infinite.

  • Sun-Crowned Hunters: Combine it with the two Aegisaurs and you have the MG that kills off your opponent.

Like I see this, you either have to splash white (for the bellowing ones) or find something that gives all your creatures indestructible.

drohack on Count from 5

6 months ago

Going by the "7 by 9" rule is a bit hard for this deck as most of it relies on the numbers of the cards. But here's a breakdown as close as I could get for it. There's only really 5 categories of effects. While the other 3 just break down the number of countdown numbers of random cards.

5 Countdown numbers (13)

4 Countdown numbers (13)

1-3 Countdown numbers (6)

Recusion (6)

Protection (8)

Destruction (6)

Card draw (8)

Mana rocks (6)

hullos on Servo Slavery

8 months ago

I have thought about Marionette Master a good amount. if it where to be in the deck it would be in place of the gearhulk, and that's fine but I don't know which is better. I am thinking master might be a little better but then its not as accessible without the synergies with Inventors' Fair to find him so i'm not sure yet. about Renegade's Getaway I already have Syndicate Trafficker for indestructible and is too price for just one servo. while it would be good to help the Herald of Anguish survive I cant cast it the same turn so he will most likely still be hit with removal.

br_dude on Jeskai Bellowing/Ballista Combo

8 months ago

You could try to make the Bellowing Aegisaur indestructible with Renegade's Getaway, for example, and make any other creature have infinite +1/+1 counters, by making Walking Ballista deal infinite damage to Bellowing Aegisaur. If you give infinite +1/+1 to another Walking Ballista, for example, you could just cause infinite damage to your opponent. The challenge would be to survive long enough to make this happen Good luck!

SaltyJay on Dimir Treasure Control

10 months ago

Deck is pretty cool with a good mix of control Tool and some Treasure making. Have you thought about Renegade's Getaway to protect your Treasure Map / Mechanized Production / Revel in Riches

Wendigo4481 on Tokens with fabricate

1 year ago

I agree with all of the above, I'd recommend putting in 4 of Dusk / Dawn to open up slots taken up with Skywhaler's Shot and Murder and Fortuitous Find to board wipe over top of your creatures and recur all of them with the dawn portion to hand from the graveyard and then instead of hoping you draw one of 7 cards you can have 4 do double duty the only one that won't survive Dusk / Dawn is Master Trinketeer but giving it indestuctible via say Renegade's Getaway or Fumigate and Cemetery Recruitment or something similar but find what you're comfortable playing and has multiple lines to your end goal. Sorin works well when you +1 into Dusk / Dawn because the cmc is 9 not

Load more