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
1 month 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
2 months ago
Sadistic Sacrament. Just get rid of the offending cards before they can be played.
Renegade's Getaway. Save at least one.
Soul of New Phyrexia. I know it's a pain in the ass to leave 6 mana open all the time, but might be worth it to protect from nukes.
I really can't think of any more. Sorry.
3 months ago
Here are some sideboard ideas from Kaladesh and Aether Revolt in no particular order.
5 months 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.
overall, this is what i would add/subtract from your build:
hope this helps!!
5 months ago
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!
6 months 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.
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)
6 months 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
Renegade's Getaway This card hasn't really impressed me, i'd suggest replacing it.
6 months 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.