DLCR: Keymaster Rogue

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Todays other GTC card to rate is...

Keymaster Rogue

 
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5.0: First pick no matter what.  I will always play this card.
4.5: Splashable and first pick worthy.
4.0: First pick pack 1.
3.5: Early pick though not always a first pick.
3.0: Solid early/mid pick.
2.5: Solid pick in color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).


I haven't been to impressed with this card yet.  Most of the time the bounce hurts me more then anything.  It's fine for heavy cipher decks but I won't go out of my way to grab this guy.

2

Discuss! 
True, the bounce can be annoying, especially with cipher and evolve that don't work well with bounce. On the other hand, once he is on the field, he will hurt. 3 damage unblockable is powerful. 

I'd go with 2.5 
2

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2.5. He's unblockable with 3 power, starting on turn four. That ends games.
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oh my god, AWESOME! Then changing the Slivers was your idea! haha lol
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Not a lot of ETB effects on creatures for him to make use of so it's generally just a tempo loss with no value to be gained. However, like Eyehunter said, it's still three unblockable damage and just gets better with any Cipher. 

2.5 
I'm going to go 2.5-3.0. The return creature ability is usually a drawback, but there are a few times, like when your creature has Agoraphobia or is receiving One Thousand Lashes, that it is actually a plus. 3/2 unblockable that often returns a 2 drop is not a bad worst case scenario. The only times I've been unhappy to see this in my hand was in a low-creature count Dimir deck where there were 0 creatures to return.
I think this guy looks better in simic than dimir.
I'd rather have basilica screecher and metropolis sprite in dimir, and deathcult rogue. In simic, this guy can evolve guys, then bounce himself for a second evolve. I'm not saying this is an amazing play, but I may want to try it.

I love when my opponents play this and then I kill it. So yeah, I'm also not super stoked about playing him.
He's way better in Simic than dimir, but he has his uses in both besides being a good beater. I've used him many times to trigger evolve, then bounce himself or a diff creature to trigger evolve again. In dimir he would be useful with the blue denizen. And as the previous poster said, good to free your creatures from enchantments on occasion.2.5
1.5-2.0. He's actually not very good in draft. Sealed makes it somewhat easier to find the time to get him online.
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about a 2.0 this guy lives and dies by cipher and that is his great use.
I'm very meh on this card. Normally I want to Cipher something with my 4-drop, not lose valuable blockers and tempo for a slightly more powerful evasive creature. 75% of the time I am packing enough removal to make my Basilica Screecher or Deathcult Rogue get through, but not enough to keep my opponent's board clear.
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57817638 wrote:
58060728 wrote:
88318561 wrote:
58060728 wrote:
Moriok Rigger does absolutely nothing to boost other riggers. You are incorrect.
Moriok Rigger is not a Rigger in print. Only in Errata WHAT NOW! (yes, I did put that phrase in for that exact reason)
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I'm very meh on this card. Normally I want to Cipher something with my 4-drop, not lose valuable blockers and tempo for a slightly more powerful evasive creature. 75% of the time I am packing enough removal to make my Basilica Screecher or Deathcult Rogue get through, but not enough to keep my opponent's board clear.



I agree.

I like it in Simic and often I bounce him with his own ability to evolve my other dudes!
bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1.Archangel of Thune 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Jace, Memory Adept 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Haunted Plate Mail 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Doom Blade 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. wall of Frost 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Dark Favor 2.0: Creatures 10-16; removal 6-7. Elvish Mystic 1.5: My 23rd or 22nd card, depending on removal. Act of Treason 1.0: 23rd card if I don't maindeck an additional land. Lay of the Land 0.5: This card will sometimes be sideboarded in. Brave the Elements 0.0: I will shred this card for counters. Darksteel Forge
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