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Tribal Instant — Rogue
Prowl (Blue) (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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Thieves' Fortune Discussion
4 weeks ago
The six mana prowl spell is a big trap and so is 2/1 unblockable merfolk, there are cheaper unblockable alternatives. This might give you some ideas:
2 months ago
You want to use square brackets to link cards, not curly brackets.
No, unfortunately. Unclaimed Territory only allows you to use the colored mana it produces for creature spells of the chosen type. While Thieves' Fortune has a creature type, it isn't a creature spell. To be a creature spell, it must have "Creature" on the type line.
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.
5 months ago
@KongMing - Unfortunately, while awesome, Notorious Throng is way to mana intensive and slow for this deck. After I get setup I really need to hold up responses so I don't get wiped. Thieves' Fortune on the other hand is very interesting. I no longer run enough Rogues to take advantage of it, but if I ever pick up an additional copy of Bitterblossom and they drop a few more valid Faerie Rogue creatures it's definitely something to keep in mind. Thanks for the suggestions!
5 months ago
You only have a few Rogues, but have you thought about integrating Prowl somehow? Bitterblossom is a great Rogue generator, and Faerie Miscreant's 1 CMC means it can drop out fast.
Notorious Throng is a hilarious card to end the game with, it's most useful if you're able to get 1/3 of your opponent's life in damage through. Once you deal the 1/3 damage, Prowl out Notorious Throng, and then do double that much combat damage on the extra turn for the other 2/3.
Thieves' Fortune also fits the theme of this deck. Fishes for an answer in the top four cards, for one mana if you pull off the Prowl. Good way to find the card you need to end or stall the game.
6 months ago
Deco_yThanks for the suggestions. Vial was not strong enough since most of the creatures are 1-2 cost and doesn't really do too much with combat tricks the 1cost loot with Thieves' Fortune did better than vial at getting what I want.
As for the control I have countersquall, negate, and spell piece on the side. I think I'm mainly trying to rush game 1 and if needed bring a couple in game 2.
The thieves fortune and Morsel Theft going to help with me able to keep dropping creatures.
I am not sold on my sideboard yet though it has a lot of counter magic, but not sure if any other changes are needed.
6 months ago
I don't know how much money you're looking to spend, but I would toy with the idea of adding Aether Vial to the deck. Being able to flash in your 3/1s on your opponent's end step and swinging next turn would be pretty ridiculous.
Morsel Theft looks really strong in this deck, I'll have to see if I can work it into a future build of my deck. I'm not a huge fan of Thieves' Fortune. I think it would be better to run some sort of counterspell there like Spell Pierce or something, but overall I like the deck, I love seeing different iterations of a deck I run myself.
7 months ago
Mave Does this look better? I replaced Merfolk Looter with Blighted Agent, removed Earwig Squad, 2 Swamps, and Undercity Informer, and added 1 Thieves' Fortune, 2 Pestermites, 2 Marsh Flitters and a playset of Faerie Miscreant.