Prowl Rogue UB deck. Open to any suggestions.

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Hello guys,
I made this PROWL ROGUE UB deck and I was hoping you can give me some advice, or feel free to say what you think about it
At the moment, Im thinking if the amounts of each card are correct. 61 cards total (all my decks have 61 cards because it's my lucky number :P). Just 1 Bitterblossom because of its price... actually, to be honest, I don't know if it is really worth it :S.

Lands
7 Island
8 Swamp
4 Drowned Catacomb

Creatures
4 Invisible Stalker
4 Frogtosser Banneret
2 Earwig Squad
2 Oona's Blackguard
2 Stinkdrinker Bandit
4 Latchkey Faerie
4 Blighted Agent

Spells
2 Midnight Recovery
2 Cloak and Dagger
4 Thieves' Fortune
4 Morsel Theft
1 Bitterblossom
2 Knowledge Exploitation
1 Notorious Throng
2 Pack's Disdain
2 Lightning Greaves

I really would up the landcount. Sure, you are playing most of your cards at the prowl-discout but a boardwipe like Day of judgment might really screw you over if you don't get that discount anymore. Also a little more removal could be useful (especially removal not relying on you having creatures -> see boardwipe). If you add some more rogues with nice prowl/etb-effects Familiar's Ruse might be a nice counterspell for you (i know it contradicts my recommendations for adding spells not relying on you having stuff out, but at least it can prevent the wipe).
Yeah, 19 lands is really skechty in this sort of deck. I dont even run that little lands in my aggro decks O.o Even some of your prowl costs actually require quite a bit of mana. I always like to run land heavy (I've had bad experiences with being mana screwed), but i gues something like 22 lands could be ok.

Also, like what DocGorg said, some counter spells would be nice. Since you're running very creature heavy, you are very weak to boardwipes and similar creature removal. And also, why is Blighted Agent? Infect is not going to do you any good...

EDIT: actually after looking thorugh your deck a bit more, you got some pretty costly spells. I would actually run minimum 23 lands.  
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Basics to Building a Solid Deck
1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often. 2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck. 3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game. 4. Removal is also quite important. Most decks more or less should run at least some removal. 5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
more land, less infect, and could use a few good ninjas.
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Thx guys for your replies

I've removed the 4 Blighted Agent and added 1 more Island and 1 more Swamp, and also 2 Merfolk Spy / Prickly Boggart / Inkfathom Infiltrator depending on my opponent's deck.

Since this deck is going to be played against my friends, I don't have to worry about someone dropping Day of Judgment. Anyway, the Earwig Squads are really helpful and let me gain control over my opponent's meta-game. 

Familiar's Ruse seems to be a pretty cool card and I've added it to the 'maybeboard'

The actual deck:

Lands
8 Island
9 Swamp
4 Drowned Catacomb

Creatures
4 Invisible Stalker
4 Frogtosser Banneret
3 Earwig Squad
2 Oona's Blackguard
4 Stinkdrinker Bandit
3 Latchkey Faerie
2 Merfolk Spy / 2 Quag Vampires / 2 Inkfathom Infiltrator

Spells
2 Midnight Recovery
2 Cloak and Dagger
4 Thieves' Fortune
4 Morsel Theft
2 Knowledge Exploitation
1 Notorious Throng
2 Pack's Disdain
1 Lightning Greaves
1 Bitterblossom