Tribal Sorcery — Rogue
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If Notorious Throng's prowl cost was paid, take an extra turn after this one.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Notorious Throng Discussion
3 weeks ago
Ah, Dimir. Blue-black is where you come to turn an opponent’s soul these exact colors, sidestepping their defenses in order to slip a scalpel right in their feels. Combining the thematic terror of black with all the manipulations of blue, if you think about it, is one of the most disturbing, creepy tactics in magic. Forget psychological warfare: blue-black is about marinating the psyche of your opponent in anxiety, slow-roasting it over the fires of depression, lathering it in the sauce of their own inadequacy, and finally feeding them their own deliciously barbecued will to live. Think I'm exaggerating? Consider these titles. Glimpse the Unthinkable. Ashiok, Nightmare Weaver. Freaking Brainbite!!!
If you think this comes from a place of dislike, think again. I have a deep affection for this nasty little mix. Making opponents flip their collective gourds in a sporting way makes me very, very happy. Today, we’ll be going over three primary themes of commanders who embody Dimir chicanery: Mill, Rogues, and Theft. As always, please bear in mind the point isn’t to discuss the competitive but rather to celebrate the thematic.
The magic equivalent of memory loss, mill suffers in commander: eating through 99 cards is a tall order, and opponents with an original eldrazi titan somewhere in there may well fetch you the worst insult of all and ignore you. There are ways around that, of course, but this is an inarguably uphill climb. Which, of course, makes for a delightful challenge the Dimir will gleefully help you meet. Just ask Nemesis of Reason. It’s very, very hard to protect one’s library, and there’s something truly horrible in watching all your goodies piff away without even hitting your hand.
If you’ve read this series through, you might remember that my oldest deck is mono-green. It’ll be no surprise to you, then, that when I was learning commander I lived in abject horror of Oona. Anyone running a mono-colored deck is going to feel targeted by this hideously nasty commander. Do you even need a strategy to play her, beyond ramp? Honestly, she rather plays herself: even outside her chosen prey, “Exile X” on a stick is very, very spicy, and when you’ve got your chosen prey they may well scoop when you play Kindred Discovery. Remember those eldrazi? Screw those eldrazi.
Hail the mighty poo beetle. No, it doesn’t actively mill, but HOLY BALLS OF ROLLING SHIT does it reward milling! There is a fine, fine pool of zombies in dimir colors, and when that palls you can make your own. I’ve never seen this played, but to be honest I don’t want to, especially since the mighty poo beetle will always be five mana… maybe I want to see this played. By me. Scry X? Bleed X? Army of the Damned, anyone?
Now this is general damage. This is also, in my opinion, a genuinely bad idea for those who aim for winning rather than fun. Seven mana for a 5/5 flyer who doesn’t actually do damage to opponents? Less than competitive, shall we say, but certainly neat and themey. Stuff like Dauthi Voidwalker or Leyline of the Void do nothing to undermine Szadek’s growing spree, and embiggening this already self-embiggening boi could make for a very, very scary board presence. And seeing this work, making this work, would be undeniably fun.
I say ‘rogues’ not as the creature type, but as the overall concept of sneaky sneaks sneaking off to perpetrate sneakiness. See Rogue Class or Dimir Cutpurse and you’ll get where I’m coming from. Dimir is the guild of spies and intrigue, so it’s no surprise that blue-black rewards the “Doink! Nyuk-nyuk-nyuk” playstyle. If your passion drives you toward little bodies that pilfer, plunder, or otherwise profit on the swing, look no further.
Zareth is an odd choice to be commander. He functionally has Ninjutsu, but unlike a certain upcoming favorite has no provision for command zones. If you like thinking around corners, there is actually a fair bit of support to be found. Run an aura theme, for instance, and stick Necromancer's Magemark on a spare dude. Or Phantom Wings on the man himself. Zareth will reward you, and as for the second half of his text, it’s a doozy. Mill/kill your opponent’s stuff, then steal it. Good times.
This is a heavily themed card, combining tribal, milling, and draw elements in a nice little vampiric package. Not quite the unpleasant beast that the original Anowon is, but still nice. Be sure to include Notorious Throng.
Instead of a profitable army of petty thugs, you may prefer just the one guy. For actual command damage, Szadek’s replacement has an inarguably better grasp of the job. Mill yourself. You know you can. Clone yourself an unblockable midget, then switch into a Phyrexian Dreadnought (or something similarly large but more affordable) before you tag them. This guy is an absurdly versatile toolkit. Just avoid jerks with Lignify. Hehehe…
We’ve talked thieves, now let’s talk actual yoink. Blue and black are the only colors with access to consistent, long-term swipage, and combining them inevitably brings you to a natural conclusion: why make a plan when you can steal someone else’s?
Keiga, the Tide Star called. She’s pressing charges on the grounds of copyright infringement. Dragon? Check. Six mana? Check. Theft? Big ol’ check. When combined with blink and a sac outlet, this big and greedy cheese can steal an army. And, if you do this to a super-friends player, maybe lose you a friendship.
This guy’s just neat, especially if there’s some cocky twit in your local meta who likes taking extra turns. Mill him a bit, then tag him. He’ll stop that right quick. Bonus points if you get somebody to make a custom version of this guy as a certain cosmic entity. Ph'nglui mglw'nafh, Cthulhu R'lyeh wgah'nagl fhtagn.
Do you like Sen Triplets, but not artifacts, white, or being thrown out of playgroups? Xanathar doesn’t pilfer hands, but libraries are fair game. The utility of certain tutors is suddenly very, very much in the eye of the beholder (sorry, I had to). Run stuff like Thoughtpicker Witch, Painful Memories, or Sealed Fate, and enjoy your monopoly on topdecks… I kind of want this one too.
And, for my personal favorite...
My darling, dearest Yuriko. Readers know my love for Kamigawa, so imagine my roaring delight when this beauty was released. There are 346 rogues currently in print. There are only 22 ninjas, and not all of them are good, but even the piddliest ninja becomes horrifying when Yuriko is out (and thanks to ninjutsu, she’s ALWAYS out). There’s a weird imbalance encouraged here: lots of inexpensive bodies digging for absurdly expensive spells. At the worst, you draw some cards. At absolute best, you smack the table for eleven damage by revealing Temporal Trespass… which you then cast for three mana, you magnificent bastard.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Rakdos!
1 month ago
Hey, well done so far on a budget for your first Commander deck.
Budget cards that have high CMC, but can be cast for much less mana then their CMC are good with Yuriko. They can do lots of damage by revealing them with Yuriko and then cast them later on for less mana.
Dig and Cruise have Delve which lets you exile cards from your graveyard to reduce the colorless mana of the casting cost. Discovery/ Dispersal is a Split card and the CMC of it is the combined cost of both sides. It has a CMC of 7 and you can choose to cast either side, but only one side. The other two cards have Aftermath and just like Split cards the CMC is the combined cost of both sides. Commit / Memory has a CMC of 10. You first cast Commit, then if you want to can cast Memory from your graveyard, but then exile the card.
More budget cards that can let you manipulate the top card of your library give more control over what card you can reveal with Yuriko.
Brainstorm is powerful for one mana instant because if you have a high CMC card in your hand you can draw three cards and then put that card on top of your library before you attack.
Walk the Aeons and Notorious Throng are budget extra turn spells to have another turn to attack again. Throng works with Rogues when any Rogue does damage to a player you can cast Throng for it's Prowl cost to create Faerie Rogues and take an extra turn.
If interested in any of these suggestions I offer more advice including cuts to consider. Good luck with your deck.
5 months ago
I tested this out a few times, goldfishing wins ranging from turn six to turn nine. Zareth San was a factor in only the first game, while the deck's internal synergies made him seem totally unnecessary in the other two. As described above, card draw felt all-or-nothing, and the milling did too. Particularly early in the game, it seems like milling is not really a part of the deck, but then all of a sudden in one game I milled 90+ cards. The deck really is surprisingly aggressive, with the turn six win coming on a stunning Notorious Throng producing 14 faerie tokens that were basically 3/2s due to Stinkdrinker Bandit .
5 months ago
I'm not a rules guy. Would Sylvan Offering allow you to create elves before treefolk?
5 months ago
6 months ago
6 months ago
Here are my thoughts - many of these have already been echoed by Balaam__ above.
Modern is a very fast format. Most miderange decks typically want to be running cards with cmc between 1-3, with a very few cards at cmc4 (look at Jund, for example, that only runs Bloodbraid Elf and then lots of low-costing cards). In that vein, I think you need to look at lowering your curve. I get that some of your cards can be cast for cheaper with Prowl, but I think you'd only want to keep the very best of these.
On the above note, personally I would drop Zareth San, the Trickster and Notorious Throng entirely. Their cost is waaay too high, especially in a deck with 22 lands, and they don't do enough to justify their spots. I would also drop a few Earwig Squad - it feels like you want to be playing either 2 or 3.... maybe mainboard 2 and have a 3rd in the sideboard against decks that you really need to disable?
I would echo what has already been said above that some good cmc1 cards would be very useful to the the deck. Consider Fatal Push , Thoughtseize , Inquisition of Kozilek . You probably want at least 8ish cards that are 1cmc so your first turn isn't wasted.
On the subject of lands, I would recommend swapping both Sunken Hollow and Rogue's Passage for both of Darkslick Shores and Drowned Catacomb . The Hollow just has too many scenarios where it's going to slow you down, and the Passage is both going to hurt your mana base, and be unlikely to get any benefits (you need 5 lands in play and nothing else to do, to make use of it). If the beforementioned cards are too expensive, i'd suggest just running basics over what's happening now.
If you have the money, I'd strongly suggest ditching Thieves' Fortune in place of Aether Vial . It'll make your deck multiple-times stronger than where it is now, and and also Vial will be able to slot seamlessly into any other future tribal-based decks you make, if that is your preferred way of playing. Another option for this deck in particular could be Bitterblossom . I do think Thieves' Fortune is probably a card you'd want to ditch, though perhaps this is a slot that could also be happily consumed by the beforementioned 1cmc cards too.
6 months ago
I feel like these are right on theme ^.^
Opposition Agent ... its fine :)
... not perfectly efficient, but sufficiently rogue and independently useful :)