Rogue's Passage

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Legality

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

Rogue's Passage

Land

: Add .

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

MrHighscore on Annihilate with Rocks

1 month ago

@Profet93

I'm still assembling the deck (expect the last pieces to be in my hands this week)

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  1. I like Mazemind Tome, but will need to playtest it before making a cut call on that. If that goes out, I'll probably replace it with Rise of the Eldrazi.
  2. Don't want to get rid of Karn Liberated. I like him, and I have a borderless version I want to see table time.
  3. Blinkmoth Well, does not seem that important to me. Arch of Orazca is for sure a cut candidate. Could make room for Sensei's Divining Top.
  4. Yeah, no change
  5. Not win more. Adds a nicely scaling ramp at X >7, would not be without it. Voltaic Key combo is just a bonus, but cutting it would reduce value of adding Voltaic Key in the first place. 
  6. Not going to cut Rogue's Passage. I feel I owe the table (and myself) some way to make those Eldrazi count! But I may be able to drop lands, just not too happy about it
  7. Budget is not a real concern, and I do have a metalworker somewhere. I don't think it will add enough to the deck, as I want my artifacts on the table and not in hand. 
  8. Drownyard Temple is for sure not important. Can also do without Sanctum of Eternity though. 
  9. I can't really find a good use case for Rise of the Eldrazi. I do think Artisan of Kozilek carries its weight with Annihilator 2. But could be a valid swap. They are both candidates for swapping in ulamog, the ceasless hunger

I guess potential changes could be:

Other thoughts:

Cheers

eliakimras on Dinosaurs go Rawr!

1 month ago

Great build! Dinosaurs are such a fun experience for newcomers.

Some points you might want to consider regarding your ramp package:

1: Ramping with creatures or artifacts is riskier than with lands (boardwipes usually leave lands alone). Also, has many mana doublers that benefit from land ramp:

2: If you're willing to include Cinder Glade and Canopy Vista (or their expensive siblings Stomping Ground, Temple Garden and Sacred Foundry), you open up some more options for you:

3: Then you might want to increase your land count. 33 is too few for Temple of the False God to realiably function.

I recommend swapping out your mana dorks for lands that ramp you (you can never have too much mana with kill-on-sight Gishath, Sun's Avatar):

4: Some card draw:

5: Better combat tricks

6: Broader utility

I'd suggest removing Reliquary Tower. If you have more than seven cards in hand as Gishath, you're already winning hard. In its place, consider one or more of the following:

eliakimras on Equipped Samurai

2 months ago

Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:

You might also want to run some utility lands:

Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:

Made_Compleat on It's... Just a Bad Dream...

4 months ago

Hey! Love the deck. It certainly seems really good! Might I suggest a few tweaks:

Banehound isn't really great here. I'd recommend you cut it in favor of a more synergistic card.

You have a lot of non-mill cards. I think the deck could benefit from a more focused game plan.

More artifact ramp and commander protection would help you execute your mill plan more easily and consistently. Sol Ring, Mind Stone, Fellwar Stone or even Decanter of Endless Water are amazing. For protection, Winged Boots, Swiftfoot Boots, and Lightning Greaves are all great options.

Finally consider adding Rogue's Passage - it's pretty much another Access Tunnel.

BotaNickill on Ork in a Can | Zurgo Helmsmasher

4 months ago

Gotta Love Zurgo! A buddy of mine has a Zurgo Deck as well that I usually had a hard time beating. His main goal was to get Zurgo out as quickly as possible and then make him unblockable somehow. Usually by giving him shadow or something like that. Dauthi Embrace, Dauthi Trapper, Whispersilk Cloak, Prowler's Helm, might be useful to you, I see you already have Rogue's Passage. Smash ON! Anywho, good luck! +1

eliakimras on The Horrarrr

4 months ago

Hey! Joey from EDHRECast commented on upgrades for Captain N'ghathrod here: https://www.youtube.com/watch?v=obGhfxKWkk4. He focus more on the mill side of things, so he has more targets for reanimation.

Doing my research on topics he didn't touch on, you might want to consider:

Lands:

Just like what I did with Menacing Aura, it might be wise to stuff some utility into your lands, so you have more options when playing your matches.

In:

eliakimras on Menacing Aura

4 months ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

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