Oona's Blackguard


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Uncommon
Promo Set (000) Rare

Combos Browse all

Oona's Blackguard

Creature — Faerie Rogue


Each other Rogue creature you control enters the battlefield with an additional +1/+1 counter on it.

Whenever a creature you control with a +1/+1 counter on it deals combat damage to a player, that player discards a card.

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Oona's Blackguard Discussion

Fallerup on Dimir Gnats

2 weeks ago

replace Oona's Blackguard with Ninja of the Deep Hours and you should be good, also, replace Dimir Aqueduct with Dismal Backwater it's too slow unless you get it down turn 1, because you need to return a land back to your hand if you have one, not very ideal. you copuld also balance out your mana a bit with removing some come in tapped duals and replacing them with more islands. the blue card cost is higher tan your amount of blue mana. so I would: replace Dimir Aqueduct with Dismal Backwater and remove guild gates or submerged boneyards and replace them with Islands until it as close to equal as possible. test it out and see how many of each you need.. I'm thinking 8 or 9 islands and 1-2 guild gate will be good. I can't really know excacvctly how many unless I test it.

Funkydiscogod on Playing a Rogue-like game

1 month ago

Oona's Blackguard is a little slow. First you have to play it, then the next rogue that enters the battlefield needs to attack and hit the opponent in order to make use of its abilities.

The rogue-specific mechanic Prowl does want opponents to be dealt damage, and unblockable critters are a good way to make that happen.

I can see Metallic Mimic and Blackguard playing well together, but I think Tetsuko Umezawa, Fugitive is still the way to go.

ballisticexperiment on Playing a Rogue-like game

1 month ago

Following the discussion in the Resto-gonti thread, suggestions and input led me to a tribal rogue shell that happens to include Gonti, Lord of Luxury instead of a deck built around him.

Have a couple of specific questions and any general input is welcome.


Modern ballisticexperiment


Oona's Blackguard and Tetsuko Umezawa, Fugitive don't play nice. Should I drop one of them for something else or keep them to have two available lines of play?

Is Cavern of Souls appropriate for this deck? While tribal it runs a significant number of non-creature spells and in an aggro-ish deck I'm a bit worried about dead draws because of it.

One major problem this deck suffers from is sweepers. Most of the options I can think of is countering them game two after siding in counter magic, or too high on curve/wrong colours without splashing.

Boza on Resto Gonti

1 month ago

Well, gonti is a rogue and rouge is a pretty cool tribe with a great mechanic. So check out this competitive at LGS level Rogue tribal:

Mono Brogues

You can even add some blue for Thieves' Fortune. You can definitely take a more midrange approach to the deck and rely on Oona's Blackguard and Bitterblossom to pick away at opponent.

Earwig Squad works very well to strip an opp's deck of win conditions.

Panas on Yuriko Ninja Academy

2 months ago

Oh man! This will be a challenge :p

As I said before, the biggest issue you will come across is how to get your ninjas back to be used with your unblockable creatures. Besides the suggestions I already gave you, a card like Paradoxical Outcome can help protect against boardwipes, draw cards, and bounce your ninjas in one tidy little package! :)

Deepfathom Skulker can be a good top-ender for your curve. Baral's Expertise is always fun and powerful as it allows flexibility on what you bounce (maybe a threat, maybe a ninja) and then you get something out for free. Disappearing Act is a redundant effect for Familiar's Ruse.

Your selection of evasive creatures is decent, but there's more more reliable ways of doing it in abilities like shadow (which you are already including) and horsemanship. Both of these are more reliable than flying for all intents and purposes. I do like the rogue synergy with Notorious Throng but it may still be a good idea to make some replacements with no-mbos such as Oona's Blackguard, Glen Elendra Liege, and Tetsuko Umezawa, Fugitive.

Think about including Prying Blade in your ramp package. It's better than it looks in a multiplayer format, and you have unblockable creatures to boot :)

I would look into Curse of the Swine, Evacuation and Devastation Tide as boardwipes, over the finale (albeit it being very powerful. The problem is, it will be harder for you to recover from a true boardwipe, and your opponents will be playing those most probably. If you want a harder form of removal, I'd look into Living Death. A card like Haunted Crossroads can also be very helpful at times.

That's all I have right now... Let me know what you think of these cards, and if you'd want to try some or all of them, or others out, we can work on making cuts for the replacements :)


Last_Laugh on Attack the throne!

2 months ago

2 more suggestions for cuts for my previous 2 suggestions, Oona's Blackguard and Sage of Fables, would be Dispell and Codex Shredder

lagotripha on How The Devil Plays MTG: The Mono-Black Primer

3 months ago

Hi- There are a few cards that deserve honourable mentions from my testing. I've got this big list of cards I've tested and made work, but a lot of it is pure jank. Mono black deckbuilder's toolbox The ones below deserve specific mention.

Plunge into Darkness. It pseudo tutors, its a sac outlet, it hates on burn. Its ability to look for a sideboard card is both understated and very strong.

Imp's Mischief is a meta call, but in some metas is devastating. Used to be run a lot to redirect splinter twin, will likely see play when something similar reapears.

Blade of the Bloodchief is a big payoff card for mono-black vampire tribal, as sitting lower to the ground and spamming creatures/removal makes lashwrithe and this a lot stronger.

Oona's Blackguard and Earwig Squad have in the past worked well in bitterblossom lists.

Everlasting Torment is also has a playable if not amazing -1/-1 counter list including Geralf's Messenger Crumbling Ashes and Necroskitter with Black Sun's Zenith.

Dark Prophecy is worth mentioning in that it is unplayable. You have to say it or people will try. Unless its a key combo peice in a Zulaport Cutthroat list, don't bother. Jam a Phyrexian Arena or heck, Underworld Connections instead.

Defense Grid, Storage Matrix and Culling Scales deserve mention as artifacts. They aren't in favour at the moment, but have in the past been devastating tools. Sun Droplet is often a better Dragon's Claw, or in a degenerate meta, copies 5-8.

Soul Spike is a powerful wincon when you can draw your library, which is tricky in mono black, but very possible with Grim Haruspex lists. The lifegain can also offset lifeloss a lot of repeatable 'draw your library' cards often incur.

Gonti's Machinations is a 1 mana lightning helix with suspend which bypasses leyline.

greatgoofini on Rogue Won

4 months ago

I know you said your 2 drop slot is crowded (whoch it is lol) buuut it seems like having another Oona's Blackguard in Metallic Mimic contributes rather well to your game plan. Id rather toy with the deck to find a good balance so as to cut Deathcult Rogue and some other stuff to pop in the mimic and I'd even try running some Herald of Secret Streams despite his non synergizing creature types. You'll end up with a lot more Deathcult Rogue replacements with even larger buffs by T4 or later. Plus he's on curve for a big swing if he's not answered.

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