|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Magic Origins (ORI)||Uncommon|
|Duel Decks: Jace vs. Vraska (DDM)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
Combos Browse all
: Gain .
, : Target creature can't be blocked this turn.
|Have (7)||, orzhov_is_relatively_okay819 , Brutus1 , PTsmitty , goodair , MrShhh , rockleemyhero|
|Want (12)||zamer777 , HomicidalHeffalump , jagodot , ruitcys , Gefetter , Txport , Callo , Chuck64 , Kalvecgor12 , Cihawk , tgmaor , dinguspop|
Rogue's Passage Discussion
6 hours ago
Some interesting thoughts here! I appreciate you taking the time to consider these interactions.
I have Thran Dynamo in and out of the deck, it's one of my staples. It's currently in the sideboard, but only for show ;) It sounds like you've playtested these colorless builds often enough, noted about the Rings of Brighthearth "mana overkill" scenario. Inventors' Fair is a great land, I actually forgot about that one, I'll add it to the maybeboard for now for folks to refer to.
Adding Blightsteel Colossus , Rogue's Passage and Manifold Key to the maybeboard as well to tinker with. My playgroup has beaten up Blightsteel with overusage pretty bad, so at this point it's less flavorful of a win style for me but I'm sure you are correct about it's overall usefulness over Endless One . For me it's all a flavor play!
Thanks for dropping in, these are helpful interaction points.
JKRice on Dragon god
1 day ago
For the mana base, I would say get rid of Geier Reach Sanitarium , Rogue's Passage , and Detection Tower . Those lands aren’t very useful in modern except in very specific decks. Also, 24 lands is a lot unless you are playing a land ramp sub theme, which you aren’t. Getting rid of the lands will give you more room to put in spells and stuff.
6 days ago
1 week ago
The copies will not be unblockable.
Per Rule 706.2, you look at the text printed on the permanent - statuses (which is what Rogue's Passage creates, not a text-changing effect) is not a copiable value defined by the rule. As such, Rogue's Passage 's status would not be copied by Myriad.
(Even if RP was a text-changing effect, as you hypothesized, that would not be a copiable value either.)
706.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The “copiable values” are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters the battlefield” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.
1 week ago
So, if in my main phase, I use the secondary ability of Rogue's Passage to make a creature unblockable, during my main phase, while that creature is equipped with Blade of Selves ie myriad, are the tokens created from myriad considered unblockable as well??
My viewpoint sees the effect as basically "written" onto the card, for the turn, and would then carry over to the tokens.
1 week ago
As a Xenagos player myself (here's mine - Xenagos), I've ran into many problems with my deck and I see a couple things that I've had to deal with myself. Xenagos's ability loves big creatures and you have a lot of small creatures (power-wise). Yes, a good bit of those are mana dorks but your ramp would be better off being mostly cheap sorcery based, where you are putting lands onto the battlefield. Having land ramp instead of creature-based ramp pays off hugely in the late game, especially when the people you play like to wipe the board. The same goes for artifact ramp. That stuff can get removed very easily, whereas lands are a bit harder. Also card draw is really important. Elemental Bond and Guardian Project are really good for that. You might also want to add more utility things, especially those that buff creatures. Rhythm of the Wild , Ogre Battledriver , Angrath's Marauders , Vizier of the Menagerie , Domri, Anarch of Bolas are really good cards for that. Your mana base is pretty decent but you have a lot of lands that don't produce colored mana. Rogue's Passage is great for this deck as well as Kessig Wolf Run and the fetches but some of the others would be better off as basics.
You definitely don't have to make all of these changes but it will help your deck to run faster and get the job done.
2 weeks ago
You can read the really long bit below or look at my Defender's deck: 'fender-benders. Pretty much the same thing. I think I'm 1-2 lands short of what the deck needs.
I suggest cutting Tower Defense. If your walls aren't big enough to block, Tower Defense isn't likely to help - it's pretty useless against too many things - Deathtouch, board-wipes, removal, discard, etc, etc. Additionally, in my experience, it usually didn't accelerate a win.
I also suggest you cut Assault Formation. It's great to have a back-up plan, but Assault Formation is significantly worse than Arcardes.
I suggest adding 4x Time of Need . This will not only negate the need for Assault Formation, but also tutor up a Tetsuko Umezawa, Fugitive. With Time of Need, I think you could also cut 1xTetsuko. Additionally, you could add 1x Rogue's Passage to further ensure you can get creatures through.
I think Wall of Denial is better than Tree of Redemption in every way except flavor.
I suggest cutting Wall of Mulch in favor of Wall of Omens and Orator of Ojutai . It's just not good to sacrifice any creature - The dorks need Defenders to kick out the mana, especially if Freed from the Real+Blue Sun's Zenith is a wincon. Additionally, if dorks are going to tap for mana, additional creatures are needed to block. And, with Time of Need, the "need" to draw cards is considerably less.
Sylvan Caryatid is worth considering if you can afford it. While it doesn't tap for nearly the mana you get with Axebane Guardian or Overgrown Battlements, it does mana-fix and can't be easily removed. "Bolt the bird" pretty much applies to Axebane Guardian. I went with a full set of both Caryatids and Guardians to help keep the mana-base consistent. I'd also say that the more dorks you have, the less land you need. I think you could run 21-22 lands with 8+ dorks. Because Arcades draws you a card for each played Defender, the more Defenders you can pack in the better.
In my experience, opponents remove Arcades as quickly as possible. Therefore, something to protect him: Muddle the Mixture - the drawback to this spell is also its strong-point - It can tutor Tetsuko or other 2-drop Defenders, or you can use it to tutor Time of Need, which, while being a round-about strategy, is still useful. But that also means you're less likely to have it in hand when you need to protect the Arcades you just spent 5 mana to get. Both Negate and Heroic Intervention are stronger, but less synergistic and slightly less flavorful. There are, of course, other spells - these are just my top picks.
Beast Within is the broadest removal in the game and in a Defenders deck, tends to be pretty funny as most of the Defenders are at least 0/4. (making the 3/3 Beast irrelevant). In the same vein, Slaughter the Strong is equally fantastic. It's like they made it with Arcades and Tetsuko in mind.
Seaside Citadel is better than Rupture Spire.
I really like Shalai, Voice of Plenty in the sideboard. Just 1x is enough because 4xTime of Need. Teyo, the Shieldmage is also a great synergy spell to counter burn decks. Return to Nature is the new Naturalize , and either is solid in any sideboard. Pithing Needle can be useful, as can Elixir of Immortality and Ratchet Bomb .
2 weeks ago
Your commander is an 8/8 flyer. Maybe you should get some equipment in there along with a Rogue's Passage and swing a few times.
Rogue's Passage occurrence in decks from the last year
Commander / EDH:
All decks: 0.22%
GU (Simic): 0.79%
GW (Selesnya): 0.83%
UB (Dimir): 1.23%
RG (Gruul): 1.25%
RGW (Naya): 1.76%
RBW (Mardu): 0.66%