Combos Browse all Suggest
- Act of Treason + Viscera Seer
- Act of Treason + Artillerize
- Act of Treason + Vivisection
- Act of Treason + Attrition
- Act of Treason + Reckless Abandon
- Act of Treason + Radiate
- Act of Treason + Bone Splinters
- Act of Treason + Fling
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Act of Treason
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.)
2 weeks ago
Untapping creatures is a very red thing to do as well, for extra combat phases and Act of Treason effects. I agree that would look weird on Seedborn Muse, but I think it's not right to say green focuses most on untapping creatures, since it's Seedborn Muse that makes people think that. If it was printed as blue the first time, we might be thinking of blue as the most untapping color.
But the best reason to say it might be blue, is because you're effectively taking the resources of an additional turn during each other player's turn. Extra turns are almost exclusively blue (save maybe the red ones that make you lose the game at the end of that turn). The only extra turn green can take is Seedtime, and that's even dependant on blue spells being cast. I suppose that makes the most sense to me for thinking Seedborn Muse should be blue.
The Muses were a cycle though, if Seedborn should be blue, what of Dreamborn Muse? That card is a lot more blue than green, in de X-born Muse cycle, Seedborn makes the most sense in green.
1 month ago
Aggravated Assault Breath of Fury and Seize the Day were all on my radar, I was going to play it a bit and see what cards just didnt feel right and trying some extra combat effects were at the top of my list.
I feel like had enough theft effects and just I kind of threw Act of Treason in or similarly Eternal Witness kinda got thrown even though I feel pretty comfortable with the amount of recursion I added like Tenacious Underdog(I didnt realize I like in the Deck so much because it can sac itself so maybe I should look into that) or Endless Cockroaches.
I just really wanted to something aristocrats but I feel like I could used any commander and use the aristocrat staples so I started leaning into the theft effects now I’m just worried I’m spread a little too much between the 2.
What are you thinking you would remove?
9 months ago
1 year ago
Hi, I have a doubt.
Thanks in advance. We have argued endlessly and tried to find the answer in the official rules, but we can't find the answer, we need a lawyer xD
1 year ago
No. Act of Treason creates a control changing effect with a limited duration. It never "gives back" the creature, the effect simply expires. In addition, protection granted by Gods Willing prevents Damage, Equipping/Enchanting, Blocking, and Targeting. It can stop Act of Treason from resolving by making the targeting illegal, but once the spell resolves it no longer targets and the control changing effect can't be interacted with other than creating a new effect that overwrites it (such as by another player casting Ray of Command or activating Homeward Path).
1 year ago
Suppouse i use Act of Treason and i take control of my enemy's creature, then i end up my turn and when Act of Treason's forces me to give back the creature, cast Gods Willing and give protection against red to that creature, do the protection against red disables the "give back" ability from act of treason? if thats the case, would i keep that creature?
1 year ago
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion Flip serve to deter attacks and draw.
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
1 year ago
Gut, True Soul Zealot maybe?
Jaxis' ability works on creatures you control not creatures you own. Red has dozens of cheap sorcery spells that steal a creature for one round. Steal it, copy it, sac it. If you steal a Legendary creature murder the card you stole and attack with the copy. You could rearrange the whole deck to do this and the cards you need (like Act of Treason) are very inexpensive.