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- - - Prototype Version 1.6 - - -

There's a small but real chance I build this one.

A Rule-0 deck for my man Locke Cole. I feel that both Locke Cole and Locke, Treasure Hunter are good in the 99 of decks. Great, even, in the right deck. They're not great commanders, though. As such, I thought it wouldn't be unfair to have them as partner Commanders. If anyone complains, Kefka, Court Mage   can swap in as commander. Then see what happens!


So my goal here is to have a theme deck around Locke, with a Rogue typal as the chassis. So I'm tossing around a ton of ideas to stay on-theme: Rogues, treasure hunting, resurrection, mill, and theft. I'm also trying to include most of the cards with Locke in the art, like Bedevil and Snort. Building around the commanders themselves; they have some evasion and they slowly fill all graveyards. One of them can make a little treasure and play opponents' cards, albeit slowly and at cost. One of them has a few keywords and can loot. Neat.

I'm a bit worried about defense and actually winning the occasional game, so I'm going to try to have the backbone of the deck be buffed, evasive rogues. Not an amazing strategy, but I think it's better than just having a pile of theft and mill cards. It's like Locke has his own thieve's guild! I am unsure how many anthem effects to run versus running more equipment. I'm hoping that the rogues can be a functional deck without the commanders synergizing. That's the current goal, at least.

The commanders mill (or loot), and lots of rogues do too. As such, I want to include some reanimation effects. I don't think there's going to be quite enough mill to justify having reanimation as a full-on subtheme, nor do I want to include mill as a full-on subtheme. No room anyway. It was a thought, but I do have a dedicated reanimator deck or two. I feel like throwing in a few haymaker reanimation spells could utilize the minor mill going on as well as help as win-cons generally. Also, Locke's story involves resurrection and The Phoenix, so reanimation is on-theme. I quickly ran out of room for effects like Necromancy and Reanimate, and I ran out of room for effects like Haunting Voyage, Patriarch's Bidding, and Feign Death. They're on the cusp, if I feel like the mill is real and I want to pivot to more reanimation.

I wanted to slip in one phoenix creature, but they're mostly pretty bad. Perhaps one day one will be printed that's perfect for this deck. I want some ridiculous mythic-rare phoenix on par with the elder dragons from the Balder's Gate set. A borderline one-card-win-con type of bomb-creature.

I thought including lots of effects that steal non-creature cards from graveyards would be fun and distinct. Things like Wrexial, the Risen Deep, Mnemonic Betrayal, Mnemonic Deluge, and Deluxe Dragster. I'm running out of room to include too many, but I have a few in the deck. Definitely a subtheme at heart, if not in practice.

I have a few other decks that use opponents' cards in different ways, but none where it's based on my creatures hitting. To go along with Locke, Treasure Hunter, I'm going to try to include effects like Rogue Class, Rev, Tithe Extractor, and Grenzo, Havoc Raiser. Even more effects would be nice--like Silent-Blade Oni, Zara, Renegade Recruiter, Grima, Saruman's Footman, and Thief of Sanity--but at this point I'm not yet sure if it's worth running too many non-Rogues. I'm fairly set on Rogue-typal for the first build, but I could see myself pivoting to more theft-on-hit cards and more equipment if the Rogues don't work out.

I have learned, from my other decks that utilize other players' cards as a primary strategy, that it's a highly unreliable strategy. It's fun--no doubt--but can't be relied upon. There is no reliable "I'll run support and card-draw and removal and wait to steal one of my opponents' win-cons or bombs". I mean, there is, but you gotta know that it's a silly and dangerous game, and you kind of have to go all out like a Gix, Yawgmoth Praetor deck to make it work reliably. Luckily, I'm not feeling very Spike-y for this deck.

As part of the "treasure hunter" theme, I thought it would be flavorful and functional to run some good equipment. Final Fantasy VI has no shortage of baller treasure to equip, after all. The commanders wear equipment decently well. Problem is, I just built around equipment in several other new decks, so I'm getting sick of running the same equipment over and over. At the same time, stuff like Blackblade Reforged and The Swords are just so good--and work great without equipment support to go along with it. Having a commander like Locke Cole with Lifelink is always nice to throw some big stats onto. Some good equipment will also help me get my commanders' triggers to go off without losing them. I definitely want to run a small suite of equipment--but the question is, how much? I think having it as a fleshed-out subtheme is both flavorful and correct, but again, I'm equipmented-out at the moment. Maybe I can just steal some good equipment with Locke, Treasure Hunter?

I'm not necessarily going for treasure tokens as "treasure" and Control Magic effects as "theft". I could easily pivot to a treasure-token deck, but I don't really want to--I already have some of those. Things that are evocative of an adventuring treasure hunter is more the goal with the "thievery" cards. Imagine Acquire, Stolen Goods, Larceny, Stolen Strategy, Bribery, Thada Adel, Acquisitor, Share the Spoils, and Blatant Thievery. Effects that make treasure or directly steal cards aren't off the table, they're just not the goal.

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Revision 24 See all

(1 day ago)

+2 Arcane Heist maybe
+1 Flawless Forgery maybe
+1 Spelltwine maybe