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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
5 days ago
I'm not fully convinced by the Grim Monolith here, it's better in decks that need a huge burst of mana early, then low-cost afterwards. I don't think this deck fits that description, personally.
You're missing Oona's Blackguard here, which is BACKBREAKING for opponents.
Could run Unspeakable Symbol if you really want to protect your stuff.
You need to run WAY more creatures to make full use of Marchesa's ability, IMO. My Marchesa deck (from early in my EDH career, don't judge me: *RETIRED* Roses Aren't Red: Marchesa EDH) had over 30, though it was a bit of a different take on her (much more focused on her ability and much more budget). I'd check out that link, it may give you some other ideas :)
1 week ago
Okay. Apologies, this comment is going to be even longer than the last one.
Your entire Recursion folder is not great. Cauldron of Souls is good, but the rest seem very weak. How much removal is there in your meta?
Borborygmos has a nice effect but is also 7 mana.
Death's Presence is fine, but once again, pretty mana-costly. There are better payoffs for that cost.
Oona's Blackguard is not super good. It forces discards, yeah, but not enough. This deck has too few creatures to really make use of it.
Panharmonicon is a confusing inclusion. You have EIGHT creatures with ETB effects. Eight. That is not enough to justify panharmonicon.
Rage Forger's only use outside a deck that's going wide (which yours is not) is as planeswalker removal. And even then, it'll probably take two attack steps.
Solidarity of Heroes is suboptimal. How many creatures do you usually hit with it? Let's assume four if it's cast late-game as your only spell of the turn. It doubles for things' counters, which is probably... 12, total?? Not great.
Lifeblood Hydra is BAD. To understand why, I'll walk you up the curve. At 4 mana, it's a 1/1 that gives you 1 card and 1 life. At 5 mana it's a 2/2 that gives you 2 cards and 2 life. At 6 mana it's a 3/3 that gives you 3 cards and 3 life. The first time I see this being worth the casting cost is at NINE MANA, and by the time you have nine mana, there are better things to cast.
Why are you running Vraska, Golgari Queen? You don't have very many aristocrat synergies, I don't see where sacrificing creatures at sorcery speed would ever help.
World at War isn't that great here. I mean it's good, but not as good as a lot of other things you could play at 5 mana.
Violent Ultimatum is hilariously bad for its mana cost. Its variable use is nice, but SEVEN MANA to destroy 3 permanents? Pass.
Undercity Plague really doesn't do a lot. It's great against one opponent but it doesn't have a lot of impact on the board as a whole.
Balefire Dragon is good, but it doesn't synergize with the rest of your deck at all.
Oh yeah, and your deck has 109 cards in it, if I read correctly.
2 weeks ago
Hi RedmundR2! I thought about putting Oona, Queen of the Fae in, since she could give me a bunch of faerie rogues, which would be great for Oona's Blackguard, but I decided not to, because I don't want my opponent to exile their cards, I want them to discard them so that my Necrotic Ooze can take their abilities from the grave. It is a really sweet card though. Maybe I'll play around with it and see if it can still work with the deck's overall strategy! Thanks for the feedback!
2 weeks ago
Thanks for the feedback landofMordor! The Necrotic Ooze is there to pick up the potential neat abilities of all of the stuff your opponent will be discarding from the combo of Oona's Blackguard and the other faeries, as well as Inquisition of Kozilek.
2 months 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.
3 months 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.
3 months 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.
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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
3 months 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:
Earwig Squad works very well to strip an opp's deck of win conditions.