Rogue's Passage

Rogue's Passage

Land

: Gain .

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

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
Commander 2019 (C19) Uncommon
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

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Rogue's Passage occurrence in decks from the last year

Commander / EDH:

All decks: 0.22%

Black: 0.47%

Green: 0.54%

White: 0.63%

Red: 0.29%

Blue: 0.29%

Golgari: 0.31%

GU (Simic): 0.79%

GW (Selesnya): 0.83%

UB (Dimir): 1.23%

RG (Gruul): 1.25%

Rakdos: 0.36%

RGW (Naya): 1.76%

RBW (Mardu): 0.66%

Rogue's Passage Discussion

Malsorn on Gishath Dino Tribal

2 days ago

My thoughts are that the best improvements could be made to the landbase. Command Tower, Path of Ancestry, Jungle Shrine, Field of Ruin, Krosan Verge, Scavenger Grounds, Rogue's Passage... Sure, the last three are colorless, but you can usually afford a few colorless utility lands in a 3 color deck. I'd also recommend Cinder Glade, Canopy Vista, Sheltered Thicket, and Scattered Groves, as they can be searched up by the verge and count as their respective basic types for your checklands and showlands. Also makes Skyshroud Claim worth considering, which would be a great addition to your ramp package! I'd dump the guildgates, untyped tapped lands, and the bouncelands for them, but the bouncelands might be worth keeping if your group doesn't play much land destruction, in which case I'd dump the lifelands.

Migration Path is a strict upgrade to Explosive Vegetation, and Rampant Growth is a strict upgrade to Thunderherd Migration since it always costs 2. Less flavorful, but more efficient.

Lastly, Sol Ring, it's the most powerful ramp in the format, definitely worth considering.

bushido_man96 on The Strongest of them all

1 week ago

A Rogue's Passage would be good in the mana base.

multimedia on I'm Mr. Marisi, Look at me!

1 week ago

Hey, you don't have 100 cards, don't need to make cuts just yet ;)

Your deck is missing Marisi as Commander. In the deck editor add the CMDR tag after Marisi text.

Marisi, Breaker of the Coil *CMDR*

Doing this will make Marisi the official Commander and show the card image.


Sol Ring, Arcane Signet, Eladamri's Call are some staple cards within the budget here.

Goblin Spymaster is another repeatable way to give your opponents creatures. Bedlam makes it so your opponents kill each other with unblockable creatures since they're not going to be attacking you. Mass Hysteria gives all creatures haste. Grenzo, Havoc Raiser and Agitator Ant can be repeatable goad.

The shadow ability is good with Marisi since opponents are not going to have creatures with shadow thus shadow creatures will consistently do combat damage to a player and trigger Marisi.

More flying creatures will also consistently do combat damage to a player to trigger Marisi.


Land upgrades to consider:

Good luck with your deck.

lagotripha on Hydratic Rampage

2 weeks ago

I highly reccomend avoiding expensive cards for first decks- if you are going to spend >$5 on a card, you want to be picking up a card that fits into lots of decks as a format staple (for green, stuff like Birds of Paradise). A lot of cards are expensive because there isn't enough supply for a format (in whiptongue's case, commander), rather than them being the best options. There are diminishing returns on copies of legendary creatures too, and no shortage of inexpensive cards that never quite made the cut into modern that are super fun. Old standard staples are frequently <$0.30

If there are hydras you want to spend money one anyway, pick up one and run tutors like Uncage the Menagerie.

If you get bored, start messing around with synergies; a lot of 5/6/7 drops are playable in a green ramp shell like this- some will perform outstandingly, and others can sit it out with minor cost.

In terms of fighting fliers, Grappling Sundew, Wall of Tanglecord or Traproot Kami offer a delay, there is a lot of cheap spot removal like Aerial Volley, multiplayer options like Clip Wings, sweepers like Corrosive Gale/Hurricane/Skyreaping, options to turn flying into a downside like Bower Passage/Dense Canopy, utility answers like Crushing Canopy and Crushing Vines, 'total shutdown' effects like Elvish Skysweeper, Scattershot Archer or Gravity Well.

Then there are options like a 'fight' subtheme using your own fliers- allowing for answers to more than just flying Foe-Razer Regent is a lot of fun, Frontier Siege is cute, Kraul Harpooner has seen competitive modern play in sideboards.

I really reccomend packing in one answer and a couple of planned search effects- knowing that Uncage the Menagerie can get you a Vastwood Hydra/Overgrown Battlement/Kraul Harpooner makes it decent when you only have a few options, while it encourages a relaxed and varied decklist.

Feed the clan sees great sideboard play for a reason- its a good card when facing lightning bolt effects, but if they have repeatable damage it starts looking lackluster. I'd look at creatures with lifegain stapled on- Gilded Goose will be rotating soon, and so should get cheap and remain somewhat relevant in that neiche, while cards like Healer of the Glade, Pelakka Wurm or Oracle of Nectars do the thing in the meantime.

Finally, the 'I'm optimising a deck' thing- with 24 basic lands you can swap for 2-3 utility lands. There are budget cards that fix major problems without competing for slots; Emergence Zone against counterspells, Labyrinth of Skophos/Mystifying Maze to Fog attackers, small-scale lifegain like Sapseep Forest/Glimmerpost/Radiant Fountain, card advantage like Memorial to Unity, manlands like Treetop Village or threats like Rogue's Passage.

The reason deckbuilding in casual magic is so fun is that there is rarely a 'right' answer- there are about twenty ways to solve any problem, and its more about which one you enjoy more than what exactly you pick. I had a deck which aimed to use Gutter Grime with Brindle Boar and Gristleback for a while and it did great. Look around, don't worry too much about optimising and have fun.

multimedia on RRRRRRRRRRRRRRR

3 weeks ago

Hey, nice budget version of Brass.

Cards a $1 or less each to consider adding:

Lands

Pirates

Repeatable Draw

Evasion

Command Tower is one of the best lands for multicolored decks in Commander and it's $1. Pirates have to do combat damage to a player to trigger Brass this makes Pirates who have flying/other evasion important because they can more easily attack and not be blocked thus do combat damage to a player. Wonder can give all your Pirates flying as long as it's in your graveyard and you control one Island. More Pirates with flying/other evasion makes Bident and Mission good repeatable draw since for each Pirate who does combat damage to a player you draw a card.


Cards to consider cutting:

  • Walk the Plank
  • Cancel
  • Heartless Pillage
  • Thaumatic Compass
  • Vance's Blasting Cannons
  • Dusk Legion Dreadnought
  • Lightning-Rig Crew
  • Storm Fleet Swashbuckler
  • Headstrong Brute
  • Rigging Runner
  • Storm Fleet Aerialist

Good luck with your deck.

Kamerot on Om nom Trample

3 weeks ago

Before I dive into the responses, I just wanted to say thank you for taking the time to comment.

  • Emerald Medallion/Rhonas's Monument - bring in mono green, I have no way to search for these to get them out early and after turn 4 they really become a dead draw. The deck generates an insane amount of mana when I get going for better utility that I can use at any point in the game.
  • Nyx Lotus - I hate that it enters tapped. I've been on the fence about it, and if I ever pull one or trade for one, I'll test it. It also runs counterintuitive to Collector Ouphe which I try to keep out as often as possible to hinder my playgroup.
  • Bow of Nylea - deathtouch is rarely needed, Ohran Frostfang is ran mostly because of the passive draw ability it has. I am running this in my budget deck though since it doesn't generate mana like this version does. I do plan on testing it in this version eventually for the other abilities though.
  • Brawn/Nylea, God of the Hunt/Nylea's Forerunner/Primal Rage/Roughshod Mentor - between kamahl and hoofy, these are unneeded.
  • Citanul Hierophants/Cryptolith Rite - I ran hierophants for a long time when I first made the deck and eventually dropped it. Outside of my mana dorks, I dont tap the creatures for mana, so it just became unnecessary.
  • Embodiment of Insight - I dont turn my lands into creatures unless absolutely necessary. So this doesn't really help my playstyle.
  • Sword of the Animist - it's a great card, I just don't use equipment in this deck. No real reason for it, I dont even run Swiftfoot Boots or Lightning Greaves.
  • Vivien's Arkbow/Elvish Piper - both on the list to playtest.
  • Overwhelming Stampede/Overrun - ran stampede for years in the deck and eventually dropped it for more utility. My commander does overrun at instant speed so I wont waste a slot on the actual overrun card.
  • Beastmaster Ascension - haven't really considered it to be honest. I dont need it offensively, but could be useful to help keep my mana dorks alive from mass damage spells. I'll have to play around with it.
  • Rogue's Passage - unneeded. When I swing, I get through.
  • Reliquary Tower - already in the deck.
  • Pir's Whim - I just recently discovered this card for another deck and plan on playtesting it in this deck.
  • Lifecrafter's Bestiary - on the maybe list, I'll eventually playtest it.
  • Harmonize - I have better draw spells for only 1 additional mana.

Again, thank you for all the suggestions, I greatly appreciate it.

Stardragon on Om nom Trample

3 weeks ago

I love this deck though i have to wonder why some cards are not in here if you could find room fair enough or if you though that this doesn't need them again fine. Emerald Medallion and/or Rhonas's Monument for cheaper spells and creatures now I know green can ridiculous amounts of mana so these are not the most important but the monument does give a creature a mini Overrun each time you cast a creature spell. Nyx Lotus which just a second slower Nykthos, Shrine to Nyx for more ramp, Bow of Nylea Which gives the passive ability of Ohran Frostfang as it never hurts to have redundancy a few time to have something to fall back on but also give you these really nice modal options the best for this deck are the add a +1/+1 counter on a creature each turn which helps trample, And the Put up to four target cards from your graveyard on the bottom of your library in any order for reusable cards as I didn't see anything that lets you use the graveyard as a resource and like it been apart of every green deck I seen because of it utility. Things that give creatures trample other than your commander things like Brawn, Nylea, God of the Hunt, Nylea's Forerunner, Primal Rage or Roughshod Mentor things like that. Citanul Hierophants or Cryptolith Rite for more mana. Embodiment of Insight as it such has a high synergy level with your commander. Sword of the Animist for repeatable forest searching which also helps thin your deck so your draw abilites become more useful. Vivien's Arkbow or Elvish Piper for free creatures. Overwhelming Stampede as it has a great synergy with your commander. you mention over Overrun and that would be a great addition to this deck as would Beastmaster Ascension which I always seen as an auto include. May take out a forest for Rogue's Passage as unblockable creatures in decks like this are no joke. I would do the same for a Reliquary Tower for unlimited hand size, mostly for those people that are running forced draw card decks like Nekusar, the Mindrazer or similar decks. I would also run Pir's Whim for a few reason, 1. it give you the ability to search for a non-basic land, 2. it can target more than just one artifact or enchantment (though you don't get to choose) and 3. it a little politics to your deck you can make deals with other players so they can be friends instead of foes until you are ready to deal with them. And finally both Lifecrafter's Bestiary and Harmonize for more draw power

greyninja on Doran the Tree Man

4 weeks ago

@PartyJ thanks for the comment; sorry it took me eons to answer!!
Forgotten Ancient good card. Went into elemental tribal deck
Guiltfeeder & Kheru Mind-Eater she'll only tolerate so many scary cards. My wife isnt into the gnarly stuff haha
Oketra the True I pack pulled an invocation and traded it away. I live with regret.
Rogue's Passage %@#& I absolutely have multiples floating around in binders n boxes. I'm embarrassed.
Shizo, Death's Storehouse might be worth buying


@McToters heck yea, I love the diversity. I totally understand the control aspect in groups of friends / multiplayer in general. Abzan has OPTIONS
@GhostChieftain you're not wrong! You dont mind boardwipes with that on the 'field. I just added Nethroi, Apex of Death, might be worth having both to help spam the board lol
I actually just made a bunch of updates to the deck. Foil Mothra, Deadly Rollick, and Mythos of Nethroi too. Trying to keep it updated. sad to see The Immortal Sun go. Hard cuts are hard. Peace!

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