Rogue's Passage

Rogue's Passage

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

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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

Latest Decks as Commander

Rogue's Passage Discussion

wallisface on Blighty McBlight Face

6 days ago

Nice brew, looks very fun! Some thoughts:

  • Stubborn Denial feels like it's only going to be useful after you're already in a position of power. You're unlikely to have 1 free mana during the turn you Shape Anew, so really its only useful turns after that, when you've got a bunch of untapped lands anyway. I'd replace it for more solid countermagic, like the 4th copy of Counterspell, and then perhaps Archmage's Charm to help with control & card-draw.

  • Bounce spells are generally seen as pretty weak, because in general they're costing you cards from your hand, and not costing your opponents any actual material. If you're fine splashing a secondary colour, I'd suggest adding either black or white for the additional removal options they provide, and so remove Cyclonic Rift and Stern Dismissal - destroying/exiling a think is a lot more useful than bouncing it. I could see Rift still being useful as a sideboard option, if your meta runs those.

  • I don't think you need Sailor of Means... he's kindof slow and you already have lots of options for getting artifacts. If you end up splashing white, you could run a few Thraben Inspector (this cards good enough to probably also replace Press for Answers).

  • I think you want the full playset, possibly more, of the Karfell Harbinger. On that topic, I think Baral, Chief of Compliance is a strict upgrade to that card, so I would suggest maybe running something like 4x Baral, and 2x Karfell (or even 4 of each, and drop to 20 lands). It looks like your deck wants the mana acceleration, so make sure you get it!

  • Drop Rogue's Passage, you don't need it. Blightsteel is already a massive creature with trample and infect, so even if the opponent has blockers they won't for long - you're already in a winning spot so there's no need to "win more". It would be better to hold up mana for control magic than risk tapping everything down just to get him hit with a Path or the likes.

multimedia on Aura of Courage 2021

1 week ago

Hey, well done so far on budget upgrade of the precon, but there's some filler cards here that look out of place.

If you want to go the direction of more enchantments/auras then Tuvasa the Sunlit as Bant Commander is someone to consider instead of Galea since she interacts much better with enchantments. Currently you have a mix of both enchantments and equips and that direction does go well with Galea as Commander. Consider adding more cards that have interaction with both auras and equips?

Galea doesn't have built-in protection which is what you want with a voltron Commander and a good upgrade you've done is Darksteel Plate. Swiftfoot Boots and Winged Boots are nice from the precon, but consider others than also give evasion?

When Galea has huge power then being able to attack unblocked can outright end an opponent with lethal Commander damage. Flying and trample evasion is not as a sure way as unblockable.

Wild Growth and Fertile Ground is more ramp.

Good luck with your deck.

Artatras on The Many-Faced God - [Primer]

2 weeks ago

Magistarorian

Hey! I really like your list! While undoubtedly less powerful than mine, you haven't distorted the general idea of the deck. The budget inclusions you have made are all very accurate. Here are a few specific suggestions:

  • Not a huge fan of Blighted Agent. Its power always stays the same, unless you have a Wall of Blood available. If you want more infect, consider Glistening Oil or Phyresis.

  • Mindshrieker is very random and not enough reliable, although it can be fun.

  • Mausoleum Secrets is also very situational. If you can't afford Entomb, just go with Unmarked Grave, Oriq Loremage or Vile Entomber. They always get what you need.

  • I would remove every single land that comes into play tapped and replace them with basic lands. You don't need too much mana fixing, especially considering Lazav requires colourless mana, and this strategy cannot afford the tempo loss of a land entering the battlefield tapped.

I wouldn't bother with Miscast, as it doesn't scale particularly well in Commander. Rotting Regisaur can be included in your current list, considering you are not running Dreadnought. Access Tunnel is okayish. Four mana total is a lot, but it's better than Rogue's Passage. I would consider it, especially since it comes into play untapped.

Regarding how well I think your deck would perform in a mid-high power setting, it depends. See, this strategy is very fast and all-in because it is very weak at its core. A Voltron deck that relies on the graveyard suffers a lot from both creature and graveyard removal. That's why my deck is so fast, with cheap win conditions and cheap tutors. Because you need to kill your opponents before they can stop your game plan. If you cut all the powerful cards (which are, unfortunately, the most expensive) and replace them with more expensive (in terms of mana) versions, the deck will become significantly slower and thus much easier to stop. So, if your meta tends more towards the mid power-level, I think you deck can stand a chance. But if your play environment is more on the powerful side, I think you should adjust your deck accordingly.

Proxying a few key cards would drastically affect the power level of the deck. Phyrexian Dreadnought in particular is irreplaceable and its inclusion would completely change the way the deck plays. The tutors would also help a lot bring up the power level.

d_iros on Crouching Kadena, Hidden Phage [Primer]

2 weeks ago

Sure thing! The primer is written for near absolute beginners after all ;)

Step 1: Cast Phage the Untouchable

Step 2: Equip protection as fast as possible

Lightning Greaves - Free to equip and can be attached the moment Phage hits the battlefield.

Swiftfoot Boots - Due to the equip cost I would consider carefully waiting a turn to cast Phage if it means having the mana to equip the boots instantly.

Whispersilk Cloak - 2 to equip but provides the necessary Step 3 in one package. It’s probably still a good idea to wait to cast Phage and equip the same turn. If this is on the board when you cast Phage someone might put two and two together.

Sometimes you’re just gonna have to just cast Phage and pray no-one removes her or rely on protection morphs to keep her around. This can be effective but is less reliable and less long term. What to do is a situational judgment call but if Phage gets removed it can easily turn a win into a loss.

Step 3: Make Phage Unblockable

Thassa, God of the Sea - Very hard to remove plus a nice bonus of repeated scrying if played early

Rogue's Passage - The most expensive way to get the job done. More mana available for morphs is always good.

Whispersilk Cloak - Protection and unblockable rolled into one equipment. See above.

Step 4: Kill everybody with Phage and pray nobody has a boardwipe or that you have an answer. Also, control the board as much as possible with morphs and removal.

multimedia on Draconic Rage Precon Upgraded

2 weeks ago

Hey, well done with upgrading the precon on a budget.

Greater Good and Goblin Bombardment let you abuse Dragon Spirits before they're saced after doing damage. When a Dragon Spirit does damage it makes a sacrifice trigger that has to resolve from the stack before the token is saced. When the trigger is on the stack you can response to it by sacing the token for value. Greater is draw 5 cards and Bombardment is do 1 damage to Vrondiss to create another Dragon Spirit. When Vrondiss is indestructible, Bombardment can be part a combo to do infinite damage to opponents with any two of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge.

Wild Endeavor is a six mana ramp spell with only d4 rolls, you don't really want to be casting ramp with six mana.


Consider more repeatable draw sources which the precon really lacks. More effects that draw a card whenever a Spirit Dragon is created and from other enrage: Ripjaw Raptor, Garruk's Packleader, Elemental Bond.

Ripjaw Raptor is another good creature to make indestructible because then you can draw cards by doing damage to it. Garruk's Packleader draw is a may, you can stop drawing at any time. With Packleader in your control and Vrondiss is indestructible then one of Dragon Tempest, Scourge of Valkas, Terror of the Peaks, Outpost Siege or Warstorm Surge will create as many Dragon Spirits who will do damage/sac itself as you want which is draw as many cards as you want.

Wulfgar of Icewind Dale is out of place in the precon and here because there's very few cards that trigger when the creature attacks. He's not worth keeping really just for Klauth, Unrivaled Ancient.


One area from the precon you haven't upgraded is the manabase, it's still 39 lands and 27 basic lands. Some lands to consider adding in place of some basic lands and Underdark Rift:

I don't think you need 39 lands, some of them could be cut for lower CMC ramp such as Farseek, Talisman of Impulse and Sakura-Tribe Elder. Because you have Cinder Glade and could add Highland Forest then Farseek has a dual land to search for. For two mana Tyrite Sanctum can repeatedly put a counter on Vrondiss to make him bigger. Once he's a God then Sanctum can be saced to make Vrondiss indestructible. Both these effects are helpful coming from a land.

I offer more advice. Good luck with your deck.

raefgall on Rise of the Machines

4 weeks ago

Some options to look at: Field of Ruin is technically an improvement on Ghost Quarter if you run a few Wastes.

Unwinding Clock is only ok unless you have a lot of things that get better when tapping, or with Vedalken Orrery. Shimmer Myr helps make it a little better.

Steel Hellkite is a strong top-end that can also help with removal/board wipes.

Rogue's Passage and Key to the City will make your X/X monsters more likely to connect, especially since a lot of them don't have trample or any kind of evasion.

Myr Battlesphere is a big creature that hits really hard.

Lightning Greaves and/or Swiftfoot Boots help you go off more efficiently (LG is especially good with ramp creatures) as well as finish off your opponents when you go off.

carpecanum on Hey! Ho! Let's Goad

4 weeks ago

Upvote purely on the strength of the Ramones reference.

Rogue's Passage, Aspect of Mongoose, maybe Bond of Discipline

Rite of the Raging Storm or Varchild, Betrayer of Kjeldor give everybody more attackers but they can't attack you

Earnest Fellowship maybe? Infinite Hourglass?

DrukenReaps on What is your pet tech …

1 month ago

Hmmm, I'm thinking Rogue's Passage for me. I guess that could be too obvious to some but I don't see all that many people actually running it in a lot of lists. It wins me soooo many games. Or at least lets me knock 1 opponent out of a game. The number of times folks are just hovering around ~8 life or less for multiple turns is silly.

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