Rogue's Passage

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rogue's Passage

Land

: Add .

, : Target creature can't be blocked this turn.

Dapht on Take That!

2 days ago

Played my first game with this and noticed some things. First, it gets a lot of attention, and I'll need to devote more resources to protecting Jon Irenicus. Second, some of these creatures...aren't bad enough :) Third, we have SO many creatures. We can remove some to make up for the other weaknesses. Fourth, when it comes to the end game, a few things we are hoping for aren't guaranteed. Homeward Path is hard to find when you only have effectively 2 of them. This might mean that the opponent will still be having our stuff when they swing. We should find some way to protect ourselves for when the 1v1 hits. Finally, some of these creatures are so strong if the drawback doesn't effect the enemy they are too risky to play Xathrid Demon. I'll need to start playing a few creatures that aren't meant to be donated.

Fretwork Colony needs to be replaced. Lodestone Golem is a fun ability, but is annoying instead of debilitating.

Let remove and Island and add in Swiftfoot Boots, Crawlspace and a Rogue's Passage.

MountainMan817 on Infinite Myr

1 week ago

Mirrodin was my first block and Myr were my favorite creatures! I always thought infect was good so I tried Ichorclaw Myr or Plague Myr with Rogue's Passage. Passage helps your monument produce more mana. Also, maybe Springleaf Drum to get a little ramp out of fresh tokens? +1!

Leonantti on Mill Among Thieves

2 weeks ago

iwulf411 Hey, thanks for your comment! I don't understand what do you mean when you say that I don't have any means to make Zareth unblockable? I have at least 6 cards in the deck that make him unblockable (Alora, Merry Thief, Krydle of Baldur's Gate, Rogue's Passage, Thassa, God of the Sea, Whirler Rogue, Whispersilk Cloak) and 2 cards that give him pretty good evasion (Mask of Riddles, Shizo, Death's Storehouse).

True, I could change my commander but then I would have to rebuild the deck in a different way since this build is centered around Zareth San being my commander.

If you think you have better cards in mind than what I have in my deck currently, please be so kind to suggest those.

freezerboy on K'rrik Compleated

2 weeks ago

Also there are these unblockable options too:

Dauthi Embrace

Access Tunnel

Rogue's Passage

Dauthi Trapper

If you wanted a recurring way to infect your commander, Glistening Oil could be a good option

DrukenReaps on Deckbuilding Necessities?

1 month ago

So I think for the most part people agree that EDH decks need mana ramp, card draw, removal, and a path to victory. At least in basic terms most successful decks will have all of those. I'm curious though in more specifics are there things you think you should always include?

I don't do this myself, though I know I need to, but including land destruction in every deck feels pretty much needed. Not really mass land destruction or just land destruction for the sake of land destruction but something to get rid of those Reliquary Towers, Rogue's Passages, or Maze's Ends. Those being just at the casual end of things. There are others at the more expensive and even competitive end of things like Gaea's Cradle.

All that to say I think the vast majority of players would benefit from running Ghost Quarter and maybe 1 or 2 of his friends in almost every deck.

Argy on Viability of Mono-Blue Spirits in …

1 month ago

I play a successful mono blue Pioneer deck. It is aggressive in the early game, then gets unblockable damage through in the late game.

I have built quite a few good Pioneer decks that are outside the meta.

My advice with a mono blue deck would be to ignore a Spirits theme.

Go with two ideas - tempo, and unblockable. There are MANY great unblockable tempo and blue creatures, plus things like Whirler Rogue and Rogue's Passage

Interrupting your opponent's tempo will lengthen the game. Then you get all your unblockable damage through, across the course of the game.

If you build a deck like this, and want me to look at it, mention me in its comments.

king-saproling on Lord Xander Taxing your Deck

1 month ago

Looks good so far. Personally I would make these swaps:

Cormela, Glamour Thief -> Coalition Relic
Maestros Ascendancy -> Worn Powerstone
Tragic Slip -> Syr Konrad, the Grim
Aether Tunnel -> Rogue's Passage
Protective Bubble -> Shizo, Death's Storehouse
Thought Collapse -> Seize the Day
Mirror Box -> Sakashima of a Thousand Faces
Umbral Mantle -> Firemind Vessel
Jin-Gitaxias, Progress Tyrant -> The Haunt of Hightower
Megrim -> Spark Double
Liliana's Caress -> Waste Not
Aqeous Form -> Sleeper's Robe
Lier, Disciple of the Drowned -> Cabal Conditioning
Aetherspouts -> Hedron Archive
Go for the Throat -> Component Pouch
Turnabout -> Sakashima the Impostor
Terminate -> Generator Servant

Niko9 on Dealing with politics as an …

1 month ago

As a fellow aggro EDH player, I feel you on this. Technically speaking, aggro is at a disadvantage in commander because you have to deal 120 damage and most cards are printed to be efficient in a, you have to deal 20 damage, game. It makes aggro for the sake of aggro very difficult, and especially so if the politics are against you. Honestly, I think this is a misplay by your opponents, but again, I love aggro, so I'm a tid bias : ) But it is the case, a lot of the times, that decks that are the most impacted by aggro are also the ones who are killers in the late game, so by three players ganging up on you, they are actually just all helping the one of them who has the best late game. I can see why your creatures attacking makes you seem like a threat, but at the same time, players have to respect that you are the one who is keeping other decks in check, and by targeting you they are actually playing to whoever has the best late game deck.

But I digress. Aggro players just get a bad rap, you know? A lot of the time I feel like it eventually leads to there being no aggro players in a group, and then turtling strategies just run wild.

As far as the deck though, I would suggest to maybe play into combo in the late game. Having pressure early can be great, but you will always struggle to hit enough damage, and sometimes having a back up win with something like Crackdown Construct and Shuko can be great. Especially with cards like Leonin Shikari and Lightning Greaves and Rogue's Passage to give haste, pump at instant speed, and get through. I think that's how I would go honestly, something like equipment combo for the end game. That way you can use things like Mask of Memory and Quietus Spike in the early game to gain advantage, and artifacts and equipments can be easy to tutor in your colors.

Also, with all the lifegain you have (and extort which is always awesome) you could definitely run Necropotence for card advantage and maybe Lolth, Spider Queen for advantage and also to ult if anyone boardwipes you. Aggro decks in general can run planeswalkers with a little more versatility, just because you should be the one with blockers.

So, I don't know. Your deck looks great to me, and I do think that getting ganged up on is a bit unfair. Anyone who plays an aggro deck will tell you that it's always a matter of running up hill as it is. I just think that your group might be surprised if they changed up their playstyle for a few games, to get a perspective on who is winning games where they politic against you, and compare it to when they don't.

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