Sideboard


update: I haven't touched this deck in three years, but a bunch of fun rogues dropped during the Zendikar expansion. I've splashed a few of my them into my old deck, which was mostly based off the Morningtide set from way back when. Let me know if you have any suggestions!

I switched the deck from Modern to Casual format, since cards from Zendikar aren't modern legal :( it wasn't exactly competitive in the modern setting anyway, so it's whatever.

this is a purist rogue tribal deck. it works by putting out cheap flyers and unblockables, boosting them, and triggering prowl effects. it also has a fun Dimir element that lets you force exiles and discards. with prowl costs included the deck's average mana cost drops from 3.05 to 2.5, so it's really a very aggressive deck.

Faerie Miscreant - underrated. a 1/1 flyer that seems too nonthreatening to counter or burn, but has a card-draw effect built in because people don't burn it. I don't know how many games I've won because of this card.
Slither Blade - most mana-efficient unblockable there is. the extra toughness compared to Triton Shorestalker makes him immune to pinging.
Stinkdrinker Bandit - a scary card whose one weakness is low toughness. with four flyers on the board Stinkdrinker can trigger an extra eight damage. that's absurd. sometimes worth playing for his regular cost, since that lets you get the buff on the turn you play him.
Oona's Blackguard - the most versatile creature in the deck. it can swing as a flier to activate prowl costs, it adds +1/+1 counters to all other creatures (except Oona) that come into play after it, and those creatures become discard engines as a result, giving it great synergy with the Dimir splash. really fun card.
Bitterblossom - OP AF. its synergy with Oona's Blackguard and Stinkdrinker bandit is insane. gives the deck crazy tempo and creature advantage. just watch your lifepoint total!

Cloak and Dagger - I almost took this card out and replaced it with Soaring Thought-Thief. Then I played with it before Soaring Thought Thief arrived in the mail and remembered how good it is. As the rogue's best option against counters and removal, it's absolutely a must have. None of the booster effects in this deck target creatures, either, so your thieves can still get bonuses from Oona's Blackguard etc. without worry.
Sygg, River Cutthroat - really good legendary. it's got a low mana cost, a high toughness that makes it an ok blocker, and its card draw effect synergizes well with Stinkdrinker Bandit, who lets any of your 1/1 fliers and unblockables swing for 3 damage. getting one of these on the board early ensures smooth gameplay and sets an aggressive tempo.
Thieves' Fortune - maybe the most important card in the deck, lets you dig for Notorious Throng or Oona, Queen of the Fae, get the mana you need, or find the booster that'll push your damage over the edge. great, high-value spell, basically Impulse for one less mana.
[Anowon, the Ruin Thief] - Sygg, River Cutthroat on steroids. for 4 mana you get a 2/4 creature that boosts all your other rogues, mills the enemy to hell and back, and creates card draw. a game changing and often game ending card which syngergizes with virtually every other card in the deck.
Notorious Throng - absurdly powerful. if you play it for its prowl cost it'll almost certainly win the game. keep in mind that each faerie will swing for 4 if you have a Stinkdrinker Bandit and an Oona's Blackguard on the field, so if you do five damage one turn, for example, you'll do an extra 20 damage on the next. sometimes you should play it for the regular cost though - better to end a game on turn four instead of waiting till turn six.
Oona, Queen of the Fae - at 5/5 flying it's tied with Enigma Thief for the most powerful creature in the deck, though it lacks synergy with other creatures since it isn't a rogue. its 6 mana cost is a little steep, and its effect can't trigger till the next turn, so it's a less reliable finisher than Notorious Throng. its great strength is that, once it's on the field, you always have a way to use up extra mana, and the rogues its active generates can easily end a game. also, if for some reason you can't get a good hit on the opponent, its active works regardless; it isn't on-hit dependent like Notorious Throng. (the Dimir synergy is also nice). consider swapping it out for more useful cards if the enemy deck isn't predominantly one color.
Enigma Thief - this boy's a chonker. a 5/5 flier for 4 mana is already great, but the fact that it's boosted by Oona and Stinkdrinker bandit, and forces a permanent back into each opponent's hand, makes it a game ender.
Earwig Squad - calling this guy a win con since you win most games you get to play him. a 5/3 bruiser for 3 mana who exiles three cards out of the opponent's deck, completely gutting decks which depend on a select few cards and usually leaving your opponent in a losing board position. it's just so good.

this isn't a perfect deck. it doesn't have any removal, it has a hard time dealing with other flying-based decks, and a lot of its cards are burnable. I try to address these problems in the sideboard with cards like Invisible Stalker and Knowledge Exploitation. there are some backups for cards that can be helpful in some situations, Earwig Squad for combo decks, Notorious Throng when you need that early win con, etc. I also added some cards that are really good against certain decks, Cold-Eyed Selkie for blue hate, Thada Adel, Acquisitor for artifact hate. but this deck is always going to have weaknesses. it's a rogue tribal deck. it's fun! that's what counts.

give it a +1 if you like it!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Revision 1 See all

(2 years ago)

+3 Cloak and Dagger main
-1 Enigma Thief main
-3 Soaring Thought-Thief main
+1 Temple of Deceit main
Date added 8 years
Last updated 2 years
Legality

This deck is Casual legal.

Rarity (main - side)

4 - 0 Mythic Rares

24 - 7 Rares

14 - 7 Uncommons

8 - 1 Commons

Cards 60
Avg. CMC 2.95
Tokens Faerie Rogue 1/1 B, Faerie Rogue 1/1 UB
Folders Rogue Tribal, Casual, decks, Modern Decks, Modern Reference, rogue, Tribal, Modern Durdles, Modern, Cool concepts
Votes
Ignored suggestions
Shared with
Views