Stinkdrinker Bandit

Stinkdrinker Bandit

Creature — Goblin Rogue

Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Goblin or Rogue.)

Whenever a Rogue you control attacks and isn't blocked, it gets +2/+1 until end of turn.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Stinkdrinker Bandit occurrence in decks from the last year

Latest Decks as Commander

Stinkdrinker Bandit Discussion

AKAZombieKiller on Mind Robbers

2 months ago

Since you are using Mindcrank and Stinkdrinker Bandit you might consider using an unblockable rogue like Inkfathom Infiltrator or Invisible Stalker

DrayDray on UB Tempo Rogues

6 months ago

The_Legionarre thanks for the feedback!

I understand where you're coming from. I'm gonna try a few variantions of the deck. Right now I'm more after tempo than control or aggro, and having that T1 creature with a relevant type and built-in evasion shouldn't be underestimated with Soaring Thought-Thief and Stinkdrinker Bandit threatening as early as T2. The draw is incidental mostly, but valuable when it happens - which is why I'm currently playing Miscreant over removal, cantrips, and Slither Blade. I've had people bolt/path/push a Miscreant on the board with another on the stack because they overestimate the tempo I get from drawing the card - which protects my other valuable creatures.

I definitely bought extra copies of DitL and Remand for future testing though. I imagine Rogues are gonna get more tech over the coming year as well so this lost could be totally different next year!

zephyr_chang on Evasive Rogues

10 months ago

Yes, it's a bit slow. It comes down on Turn 4 and gives you value from Turn 5 onwards. You might want to make the deck a bit faster; your creatures are quite fragile and don't do well in combat (most of them have only 1 toughness without buffs), your best hope is to win by Turn 5 or 6 I reckon? So you might want to drop the Oil, the random planeswalker, the 6-drop, and play more Stinkdrinker Bandit and Changeling Outcast (from an above comment).

Barbarian_Sun_Pope on Operation N.U.T

11 months ago

Have you considered leaning a bit more into Rogues? They have a really nice lords (Stinkdrinker Bandit/Tetsuko Umezawa, Fugitive/Sygg, River Cutthroat) and some nice equipment (Cloak and Dagger). Unstable Mutation is a better alternative to Unholy Strength. Even though it will eventually kill your creature you can sneak in up to 10 damage with a 1 power unblockable creature before that happens. Hope this helps.

hungry000 on Faerie Rogue Tempo Tribal

1 year ago

I think two copies of Bitterblossom is right for this deck. My logic is this: Bitterblossom is the type of card that benefits from long games since it can pile up value, but it's really slow. Your removal package isn't good enough to keep you going into the late game and BB is worse than a card that gives you an immediate body when you get the Stinkdrinker Bandit hands, so you don't want to draw it every game. Plus, you have 4 Thieves' Fortune to Impulse through your deck when you do need it, so going down to 2 will cut down on the clunky hands with minimal downside.

But to be honest, that's just a gut feeling. This is coming from a person who's been playing Faerie Rogue Tribal pretty much since he got into magic though so there's that. Fun deck!

lagotripha on What are the pros and …

1 year ago

I was thinking of old krenko, from back when I was still mucking about with goblin lists.

For rakdos aggro, Munitions Expert is the most important as (functionally) extra copies of Goblin Grenade . Earwig Squad and Sling-Gang Lieutenant somewhere in the 75.

Run some tests with spike jester and see if you like it there- I've played it in the past and its fine. Not amazing, just fine. Jund Hackblade is similar, but more conditional, and Goblin Deathraiders is bad. Thats the multicolour goblins covered- its quite unexciting. Mad Auntie is a lord that doesn't offer evasion, and is therefore better as any of the red lords, but might be worth it in a hyper-budget list.

Auntie's Snitch and Squee, Goblin Nabob are an interesting card advantage engine (which is hated out by the same cards as dredge), but can make for a fun Zombie Infestation list. Stinkdrinker Bandit would be good if enough good goblin rogues existed. Warren Weirding is an interesting hybrid removal/token spell, but still sub-par.

With the meta up in the air as far as competitive modern goes, I don't feel too confident getting more specific than 'playtest'.

Stoneforge means plans for a t3 Batterskull are a must, as well as a plan for Ensnaring Bridge (hence me looking at Angrath's Rampage or Rakdos Charm ), but past that just playtest and see what you like. See if any rakdos burn lists show up on a metagame site for you to pinch the sideboard/spells from.

I mean, I'm someone who'd see if Skirk Prospector / Knucklebone Witch / Experimental Frenzy was playable. I'm not sure you should be taking advice from me.

hungry000 on Naughty Rogue Party

1 year ago

Hi, I've played (and still play) Rogues extensively in modern, and there are a few things I want to mention:

  1. Stinkdrinker Bandit and Oona's Blackguard are the two best Rogue payoffs and are pretty much the reason to be playing Rogues, so play all 4 of them.

  2. If you go with the advice above, you'll also need to add a few more one-drops (10-12 total). Stinkdrinker on turn 2 can often mean big damage the next turn, and Blackguard benefits from playing more 1 cmc cards since you can go wide with them and make your opponent discard multiple cards. I also recommend going up on the number of one-drops so you can reliably cast Noggin Whack on curve as it is a great tool to have against Control and Midrange.

  3. There are a few differing opinions out there on the topic of Frogtosser Banneret ; personally, I don't think it's necessary in Rogue decks, but it's not particularly bad, either. It can lead to power turns but if you build your deck around it too much you can get really clunky hands with lots of high cmc Prowl cards and no enablers. I find it to be more consistent and better overall to play more one-drops and cast Prowl cards for their full Prowl costs rather than go for the power plays with Banneret. You do what you want with it, but try not to fall into the deck building trap I mentioned just now.

  4. I wouldn't play too many Whack / Theft since they can tempt you into casting them instead of advancing your board state. Though chaining Noggin Whacks together with Frogtosser Banneret is pretty insane.

If you would like to look, here are two Rogue decks I've made: Faerie Rogue Tribal, Bad Moon Rogues

The first is more tempo-aggro oriented and the second is all-out aggro (second one is an example of the type of deck where I think Frogtosser shines). They're both mixes of tribal decks (Faerie/Rogue and Goblin/Rogue), so they're a bit different from what you have here, but I hope they help.

NoopyNolife on If Do Right, No Can Defense

2 years ago

I really don't think you need 4 Tetsuko Umezawa, Fugitive . Her only purpose in the deck seems to be that she helps Stinkdrinker Bandit be unblockable and that she is a rogue. Which, admittedly, is good in this deck.

But fact is that she is a legendary creature, and you can only have 1 of those at a time. Each Tetsuko you draw after the first is a dead draw.

Surely you can find another rogue that can replace 2 copies of Tetsuko?

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