Rogue Refiner

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Rogue Refiner

Creature — Human Rogue

When Rogue Refiner enters the battlefield, draw a card and you get (two energy counters).

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Recent Decks

Rogue Refiner Discussion

Wood_Elemental on Sultai Energy "Budget"

5 hours ago

Not very budget but still good. I'll point out that Attune with Aether has recently got banned. So has Rogue Refiner.

bumcheeks on energy

3 days ago

Attune with Aether and Rogue Refiner got banned

NeverLucky1219 on U/G Merfolk

2 weeks ago

I have always enjoyed merfolk in modern and with new additions in RIX, UG Merfolk could be a real contender. However, I feel there are things you need to change about this deck. First and foremost, it's hard to put both Collected Company and Smuggler's Copter in the same deck. Although both are great, they don't pair with each other well. Personally, I would choose Collected Company over Smuggler's Copter as it has more synergy with the rest of the deck and can create very powerful combat tricks when paired with Deeproot Elite and Merfolk Mistbinder. You can replace this slot with Merfolk Branchwalker or even Unsummon for more bounce/removal. Merfolk Branchwalker is an amazing card and can help you draw a needed land or buff itself.Secondly, I think that Metallic Mimic is a good lord and can help you go much bigger, faster. You can go down some Mist-Cloaked Herald or drop the Spell Pierce. Lastly, I think your sideboard could improve to beat many decks. Kopala, Warden of Waves is a great card for merfolk that helps protect them against a lot of removal. Shapers' Sanctuary is also another card to consider as dropping t1 against UB/x Control can just win the game on the spot. Control has very few ways to deal with enchantments so turning every creature that dies into a card it very helpful against a grindy MU. One question I have is what are the Rogue Refiners doing in this deck. The energy doesn't matter and Shapers' Sanctuary draws you more cards. Other than that, I hope you will consider my suggestions and wish you good luck with this deck.

Boza on The God-Pharaoh's coming

2 weeks ago

So, for Marvel, we will need some ways to generate energy. Temur (RGU colors) is usually the way to go, as you will need 4 Attune with Aether, 4 Harnessed Lightning, 4 Glimmer of Genius and 4 Aetherworks Marvel and 4 Rogue Refiner. In terms of lands, 22 should be enough, but make sure to have 1 swamp in there to cast Bolas if need be.

That leaves 18 cards total. 8 of those should be big Bolas/eldrazi/anything that wins you the game, preferably with a powerful cast effect. Emrakul, the Aeons Torn is the best, but it is expensive. The other 10 should be 4 Explore and 6 more removal/counterspells/ramp/anything that protects you or wins faster.

multimedia on Radiant Elves (RIX)

4 weeks ago

Thanks Darsul for the upvote.

Last weekend the first two big Standard tournaments after the bans happened, MTGO Standard PTQ and SCG Dallas Standard Classic. The results are very disappointing for tribal out of the top 32 decks in the MTGO PTQ there's not even one tribal deck :( Gruul Monsters with Commune with Dinosaurs, Regisaur Alpha, Thrashing Brontodon and Ghalta, Primal Hunger is the only tribal synergies, but even this deck is not considered tribal. In fact out of both tournaments Temur Dinosaurs in the Classic is the only tribal deck that placed, it placed 7th.


Tribal is being held back I think because for two reasons: shitty manabases and red. It appears that Wizards really messed up by not giving enemy colors Check lands in RIX as this would make the mana for both Simic Merfolk and Orzhov Vamps a tier above where it's at. Perhaps, Wizards is scared that if they print enemy colored Pain lands in Dominaria that tribal decks will then have too big of a manabase advantage. Well they have to print some kind of good enemy or tri-color lands in Dominaria because these color combos are behind ally colors in Standard. I wish they didn't think like this because they're very bad at predicting anything about what Standard will be like. Give the players good manabases, not broken ones and let them guide Standard. Current enemy colored manabases are a huge damper on tribal decks from flourishing.

Red appears to have all the tools to stop tribal: cheap mana early game removal Magma Spray Abrade, board wipes Sweltering Suns as well as go over the top with Glorybringer. Red has too many tools to stop tribal even after banning Rampaging Ferocidon, it doesn't matter.


The overall results however are encouraging for Standard because there's 18 different varying archetypes represented in the top 32 decks of the MTGO PTQ which is a lot and 11 different archetypes of the top 16 in the Classic. Red is overwhelming present and looks to be back to dominating Standard. Banning both Ramunap Ruins and Rampaging Ferocidon you would think would take red down a notch, but that's not the case. Yikes, I hate to think what red would be like if those two cards were still in Standard.

Players took the easy road no creativity, playing already established archetypes: Mardu Vehicles and Mono-Red that dominated when Temur Energy was not the best deck. Gixis Midrange is also a no brainer deck because just looking at the cards it's Rakdos good stuff with blue for The Scarab God, Torrential Gearhulk and Negate, boring. There's some high spots however for creative decks in the Classic. Azorius Auras is very interesting, it's creator Jim Davis I respect him for bringing something new to the table. Izzet Winds is another brew that placed and Abzan Tokens while not a new concept, it's good to see tokens place.

One Sultai Midrange with Servant of the Conduit, one Golgari Midrange with Winding Constrictor and one Gruul Monsters with some Dinos, in the MTGO PTQ green is the least played color. The Classic is a little better, but not much with four decks playing green: one Temur Dinos, two Gruul Monsters and one Golgari Midrange placing in the top 16. Explore has replaced energy as the green mechanic of choice. Banning Attune with Aether and Rogue Refiner looks to have stifled green. Seeing no Longtusk Cub or Bristling Hydra are clear signs that energy in green is dead. Jadelight Ranger and Ghalta, Primal Hunger from RIX are the bright spots for green.


The top played deck of the MTGO PTQ is Grixis Midrange with energy accounting for 8 decks in top 32. Energy is however not the reason this deck is so good its because it can play Chandra, Torch of Defiance, Glorybringer and best of all The Scarab God. This trifecta of threats is hard for any deck to completely deal with. Glint-Sleeve Siphoner and Harnessed Lightning are by far the most represented energy cards in both tournaments. In the Classic Grixis Midrange is less represented only two decks placed, 11th and 14th which is a positive sign it might not be as dominate.

Mardu Vehicles with Hazoret the Fervent won the MTGO PTQ and Mono-Red with you guessed it Hazoret won the Classic. Vehicles winning is very surprising because Abrade is a such a good removal spell for red and it wrecks Vehicles and crew.

The most played card in both tournaments is Chandra, Torch of Defiance. Chandra has always been a very good card, played in the two best previous decks Temur Energy and Ramunap Red, but looking at the amount of Chandras in decklists in these tournaments is sickening. She's set to become a real powerhouse in Standard because she's being played in all midrange, aggro and control which is impressive for a four drop. She's already ridiculously expensive more than $30, but I expect her to be a $50 Magic card soon. Mostly because she works so well alongside Glorybringer, the new Phoenix Rekindling Phoenix and Sweltering Suns.


Have to keep in mind that the sampling of Standard tournament ready decks is very small with just results from these two tournaments. The Standard meta is definitely not solved, not even close, but in the beginnings of a new Standard aggro usually reigns supreme because it's a sure thing to play in an unknown meta game and new Standard that's just been effected by bans.

Tribal Merfolk and Vamps have been unfortunately printed as aggro tribes, you would think because of this that the beginnings of this new Standard they would fit right in, but this is not the case at all. So much so that it's pretty alarming.

Given these results how can I adapt this deck? Stay tuned.


PI3L0V3R on

4 weeks ago

Both Attune with Aether and Rogue Refiner are now banned. With those 2 out of the game, you should reconsider your mana base.

djnewellmit on Budget Green/Red Energy Pummeler (Help needed!)

1 month ago

Invigorated Rampage should be a four of. I highly recommend going up to a full four of both Blossoming Defense and Harnessed Lightning as well.

To make room for the additional 9 cards, I would look at removing Commencement of Festivities, Built to Smash, Maulfist Doorbuster. Additionally, Attune with Aether was banned in Standard this week, so it's gotta go too.

Other cards you could consider are Bristling Hydra, Woodweaver's Puzzleknot, and Fling. I can point you to my Temur version of this deck, Pummeler Smash, but I have yet to adjust it based on the banning of Attune and Rogue Refiner.

dom5513 on Snakes and Ladders

1 month ago

mordeekin I don't think this deck generates enough energy to support Electrostatic Pummeler. Without Attune with Aether or Rogue Refiner I'd have to run cards like Servant of the Conduit and Bristling Hydra which don't add to the game plan of flipping a Hadana's Climb  Flip as fast as possible. Longtusk Cub definitely fits though, I'm going to make that change.

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