Image courtesy of Scryfall.com
Retromancer in Commander: Topdeck Frequencies Revealed
If you’ve ever piloted a red-heavy Commander list, you know the thrill of tempo, burst damage, and the old-school thrill of outpacing opponents with the simplest tools. Retromancer, a creature from Urza’s Saga, slides into the red arena with a straightforward, fiery punch: a 3/3 Lizard Shaman for 4 mana (2 colorless and 2 red), ready to turn the tide the moment someone dares to target it. Its ability—“Whenever this creature becomes the target of a spell or ability, this creature deals 3 damage to that spell or ability's controller”—is a clean reminder that red doesn’t just burn faces; it burn scarred reputations, too. 🧙♂️🔥💎
In Commander’s 100-card singleton world, topdeck frequencies—how often your top card hits the mark on turn 4 or turn 12—become a guiding compass for deckbuilding. Retromancer doesn’t just exist to punch; it helps you read the room. When opponents drop removal targeting Retromancer, the board suddenly changes from a simple creature race to a little game of “who targets whom first.” If you’re leaning into topdeck probability, Retromancer’s presence is a built-in incentive for opponents to think twice before they pull the trigger on a targeted spell. The consequence is twofold: you either gain a valuable tempo swing by punishing targeted removal, or you encourage your table to overcommit to non-targeted answers, which you can turn into advantage with good topdeck sequencing. 🧭🎲
Card snapshot: what makes Retromancer tick
- Mana cost and body: {2}{R}{R} for a 3/3 on a red-aligned board—solid stats for the price in many red-based lists.
- Color identity: Red, with all the aggression, wheel-turning, and heck-yeah direct-damage flavor that implies.
- Ability: Any time Retromancer becomes the target of a spell or ability, it punishes the caster by dealing 3 damage to that spell/ability’s controller. That’s a built-in deterrent that punishes overbearing targeting and punishes aggressive removal plays that assume safety on a 4-mana body. ⚔️
: A common from Urza’s Saga, which means it’s affordable and accessible in many older-set collections. Its classic black-border artwork by Robh Ruppel carries the era’s energy and a flavor that echoes the Bey’s admonition, “If one harm us, strike them in return. So sayeth the bey.”
When you map top-deck frequencies around Retromancer, you’re not just counting how many red dragons you can throw at a table; you’re assessing how often you’ll draw the tools that let you leverage its deterrent. Do you run counteradvertising creatures that force opponents to rethink targeted removal? Do you pack a handful of one-shot burn spells that can finish someone off after Retromancer’s retaliation buys you a tempo window? These decisions—tuned by probability, not luck alone—define a “topdeck plan” that makes Retromancer sing in Commander. 🧙♂️🎨
Strategic angles: building a topdeck-centric red list around Retromancer
- Protection without overcommitment: Since Retromancer punishes targeted removal, you want enough resiliency to keep it on the battlefield without overloading on single-target answers. Think about evasive creatures, protection spells, or ways to reload your hand to spring the next threat without tipping your hand too soon. 🔥
- Tempo through deterrence: Use Retromancer as a force multiplier. If opponents hesitate to target it, you gain a tempo edge, letting you pump mana into formidable topdeck plays—think burn, wheel-based card draw, or repeatable ramp next turns that keep you just ahead. ⚡
- Topdeck-friendly spell supply: Favor spells and effects that reward seeing your top card—draws, cantrips, and rummage-like effects that you can order to hit the exact answers you need. The more you maximize topdeck consistency, the better Retromancer’s bite lands. 🧠
- Fuel for late-game turns: In big-table Commander, you want to avoid a sprint to a hard lock if you’re playing red’s classic tools. Use Retromancer to prime a cascade of topdecked effects that culminate in a final, explosive sequence—pajama-party of chaos, if you will. 🎲
- Card draw synergy: If your topdecks consistently reveal removal or reach, Retromancer’s retaliation becomes the counterpoint that threatens not just life totals but the table’s plan itself. It’s a reminder that in Commander, drawing the right card at the right moment is sometimes as valuable as drawing a game-ending finisher. 🏁
Flavor, art, and playstyle converge here. Retromancer’s evocative line, “If one harm us, strike them in return,” isn’t just flavor—it’s a gameplay invitation to lean into the psychology of targeting and topdeck planning. In a format where every card could be a game-deciding pivot, Retromancer gives you a way to punish the other players for over-committing to remove or control, while still pushing toward your own win conditions. The lore of Urza’s Saga—an era when red’s bite came fast and explosive—feels right at home in a modern Commander table where frequency and audacity walk hand in hand. 🎨🧙♂️
Art, lore, and the collector’s lens
The art by Robh Ruppel captures a dynamic moment—the lizard shaman’s resilience in the face of a targeted strike. The card’s border and frame harken back to the late 1990s, a time when the game’s art and imagination were multiplying as quickly as red mana could spit out a spell. For collectors and players alike, Retromancer sits in a sweet spot: it’s accessible in price, nostalgic in flavor, and surprisingly relevant in the right red Commander shells. The card’s “nonfoil” status and availability in classic sets only adds to its charm for players who enjoy building around a specific vibe as much as a specific mechanic. 🔥💎
If you’re itching to explore more on related topics, the broader MTG culture—its humor, data-driven culture around NFT data and card stats, and how players tutor or optimize famous red spells—continues to evolve. The linked readings from our network offer a window into how communities discuss topdecking, analytics, and the storytelling that makes Commander such a living, breathing hobby. 🧙♂️🎲
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Retromancer
Whenever this creature becomes the target of a spell or ability, this creature deals 3 damage to that spell or ability's controller.
ID: e9fbf63d-7106-47d5-97c3-4596d8239925
Oracle ID: 2c34949d-0765-455d-9ef4-81bc162b48d9
Multiverse IDs: 5826
TCGPlayer ID: 7006
Cardmarket ID: 10416
Colors: R
Color Identity: R
Keywords:
Rarity: Common
Released: 1998-10-12
Artist: Robh Ruppel
Frame: 1997
Border: black
EDHRec Rank: 29006
Set: Urza's Saga (usg)
Collector #: 209
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — not_legal
- Timeless — not_legal
- Gladiator — not_legal
- Pioneer — not_legal
- Modern — not_legal
- Legacy — legal
- Pauper — legal
- Vintage — legal
- Penny — legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — not_legal
- Alchemy — not_legal
- Paupercommander — legal
- Duel — legal
- Oldschool — not_legal
- Premodern — legal
- Predh — legal
Prices
- USD: 0.09
- EUR: 0.08
- TIX: 0.09
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