pie chart

Rogues Speedrun Cthulu (Anowon, the Ruin Thief)

Commander / EDH Horror Mill Rogues Tempo UB (Dimir)

Latch


Sideboard

Equipment Aura (2)

Creatures (1)

Draw (1)

Mill (1)

Interaction (2)

Horror (1)

Theft or Copy (1)

Scales off mill (2)


Maybeboard

Creatures (1)

Theft or Copy (1)

Interaction (1)


Changes that need to be reflected in paper deck: - replace Fellwar Stone with Notorious Throng - Replace soul shatter with unified will - replace thought vessel with malicious affliction - replace metamorphic alteration with nanogene conversion - replace mirrormade with nighthowler - replace oona's blackguard with psychic paper - replace likeness looter with victimize - replace sewer nemesis with cruel somnophage

Firstly, this deck has tried to be budget friendly at the time it was made. However, it has been updated with some more costly cards (knowledge exploitation, dauthi voidwalker, Pongify, Notorious Throng) that would need to be cut for a budget build.

The deck was designed for a fun, late-game dynamic but consistent early-game play experience and it is hoped that while this strategy is not particularly powerful, it opens up unique/interesting lines of play with theft mechanics.

Now, on to the strategy: It's essentially a two-phase deck: Phase one is a tempo deck that is built on exploiting traditional EDH threat assessment (or, game theory) and EDH's ramp-orientated early game by flooding the board early with rogues that can be turned into card draw engines, but which also mill our opponents. Phase 2 follows this up with a pivot to GY steal and/or horror creature big threats that scale off graveyards.

Phase one works on the basis of the game theory that in the very early game our opponents would preference their development over curbing ours due to the multiplayer nature of EDH. This is because removing our 1cmc or 2cmc rogue-turned-draw-engine on turn 3 would put them behind on board development compared to the other two players, so it's a losing move for them. Indeed, our rogue-turned-draw-engines are deliberately costed aggressively so that these engines come online on turns earlier than our opponents feel willing to respond to (at a loss of their turn 2-3 development), and consequently don't draw much threat level. Eventually they do get wiped, but because our board was low cost, and our mana curve is so low, we aren't set back and we can redeploy quickly due to aggressive costings, or if we've drawn into our phase 2 cards, can pivot.

The other beauty is that this tempo rogues start sets up a beautiful pivot into phase 2. Several of our rogues have mill effects attached, or are fuelled by our commander. This builds graveyards into ripe targets for our scaling-horrors, or our GY steal cards. Additionally, we have a few ninjutsu cards to swap in some powerful on-hit ninja triggers that synergise with GYs, like Zareth.

In short, our deck takes advantage of game theory and abuses the standard EDH meta of prioritising ramp to have a fairly consistent, cheap and effective early game that sets up a fun and dynamic (if underpowered) late game.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

90% Casual

Competitive

Date added 3 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

29 - 4 Rares

26 - 0 Uncommons

15 - 2 Commons

Cards 100
Avg. CMC 2.47
Tokens Faerie Rogue 1/1 B, Phyrexian Germ 0/0 B, Treasure
Votes
Ignored suggestions
Shared with
Views