So I finally traded to get 4 Bitterblossoms but after playing without them for so long I think that they just slow this deck down. It's probably better side board if you cant win fast enough. And I have seen Bitterblossom in many sideboards here so I guess some people understand.
I've decided to stay mono-black with my build. I just think the deck is more consistant that way and allows for a higher threat/land count, even if you have to worry about insta-loses like Chameleon Colossus or whatever.
I really don't think that colossus is an insta-lose It'll take about 2-3 turns (assuming he doesnt get equipped with an obsidian battle axe) for your opponent to kill you after he gets him on the field which could be either the 3rd or 4th turn. If your MBRA deck is aggressive enough we should be able to win with all of the evasion on our side. Colossus is a lot of things but it isn't black or flying so we can get through.
So I finally traded to get 4 Bitterblossoms but after playing without them for so long I think that they just slow this deck down. It's probably better side board if you cant win fast enough. And I have seen Bitterblossom in many sideboards here so I
My personal opinion is that 24 land is too much for a mono colored deck with a low of a mana curve like yours. Do you need the mana for [c]Profane Command[/c]? I would suggest:- 3 Swamp+ 1 [c]Urborg, Tomb of Yawgmoth[/c]+ 2 [c]Oona's Blackguard[/c]
The deck has been showing great results to me lately, I even beat Faeries with ease in some matches- though I just got utterly smashed in others. Needs more testing, but the deck is going in the right direction. The SB is made to deal with Lark and all the RDecks popping up, at the same time dealing with Fae and Mono-G and Mannequin and mirrors. It's really just an all around sideboard. Might bring this deck to Regionals, already have most of the cards and it's just so much fun. This version of the deck has proved to have the most gas, going beyond the performance of other slight variations of the deck and it is also just a load of fun.
Bumping with my list!Landsx14 [c]Swamp[/c]x4 [c]Mutavault[/c]x2 [c]Urborg, Tomb of Yawgmoth[/c]x1 [c]Pendelhaven[/c]Creaturesx4 [c]Nightshade Stinger[/c]x4 [c]Oona's Blackguard[/c]x4 [c]Stinkdrinker Bandit[/c]x3 [c]Prickly Boggart[/c]x3 [c]Earwig Squ
I'd definetely bump the MD Thoughtseize count to three, and lose both warhammers and the Noggin Whack in the board. Warhammer is too slow for this deck, and running singletons without reliable tutoring is just bad.
If you want to run Rogues post-shadowmoor, you NEED 4 [c]Inkfathom Infiltrator[/c]. No questions asked. I would drop the blackguard count to 3, drop the singleton banneret (he sucks anyway), move the earwig squads to the board, and add 4 infiltrators
Earwigs in the board is just really dumb. And yeah, I agree with Inkfathom, but I would say just 3. Cut the Banneret and a Blackguard and Ill try to cut an Inversion. Thoughtsieze at 2 is better than 3 in my testing. The reason the singleton is there is to just add more discard, I enjoy it since I don't always need it, but it's good in some situations. Warhammer actually is not that slow, and does help. Also, 3 Prickly Boggart is better than 4 in my testing, which is why I put it that way.
Earwigs in the board is just really dumb. And yeah, I agree with Inkfathom, but I would say just 3. Cut the Banneret and a Blackguard and Ill try to cut an Inversion. Thoughtsieze at 2 is better than 3 in my testing. The reason the singleton is there
Earwigs in the board is just really dumb. And yeah, I agree with Inkfathom, but I would say just 3. Cut the Banneret and a Blackguard and Ill try to cut an Inversion. Thoughtsieze at 2 is better than 3 in my testing. The reason the singleton is there is to just add more discard, I enjoy it since I don't always need it, but it's good in some situations. Warhammer actually is not that slow, and does help. Also, 3 Prickly Boggart is better than 4 in my testing, which is why I put it that way.
There's a HUGE issue with the Prowl mechanic (which I feel has been part of this deck's downfall): It is so conditional, it's not even funny. You need a creature on the board, you need to hit your opponent with that creature (I'll assume it's always a rogue in this case), and you need to be able to have mana open to cast said prowl spell. 90% of prowl spells are a lot worse when hardcast, and they all suck a lot more post-wrath. Earwig, while a house when he hits play, can be unreliable at times, and most of the time isn't needed to win. My former Rogues list did very well with him in the SB, and with no other prowl cards (I ALWAYS hardcast Stinkdrinker Bandit), T4-ing at large FNM's full of competitive players consistently. Try it, you might like it.
Warhammer helps, sure, but it is very slow. You lose tempo if you cast it on turn three, and equip it on turn four (two turns of NOT dropping any threats). If you're using it against burn (MU where lifegain is needed most), they usually just laugh and burn your dude before you equip, much like with Cloak and Dagger. If you manage to drop and equip it the same turn without your dude dying consistently, then you're a lucky man, and you should keep at it.
There's a HUGE issue with the Prowl mechanic (which I feel has been part of this deck's downfall): It is so conditional, it's not even funny. You need a creature on the board, you need to hit your opponent with that creature (I'll assume it's always
There's a HUGE issue with the Prowl mechanic (which I feel has been part of this deck's downfall): It is so conditional, it's not even funny. You need a creature on the board, you need to hit your opponent with that creature (I'll assume it's always a rogue in this case), and you need to be able to have mana open to cast said prowl spell. 90% of prowl spells are a lot worse when hardcast, and they all suck a lot more post-wrath. Earwig, while a house when he hits play, can be unreliable at times, and most of the time isn't needed to win. My former Rogues list did very well with him in the SB, and with no other prowl cards (I ALWAYS hardcast Stinkdrinker Bandit), T4-ing at large FNM's full of competitive players consistently. Try it, you might like it.
Warhammer helps, sure, but it is very slow. You lose tempo if you cast it on turn three, and equip it on turn four (two turns of NOT dropping any threats). If you're using it against burn (MU where lifegain is needed most), they usually just laugh and burn your dude before you equip, much like with Cloak and Dagger. If you manage to drop and equip it the same turn without your dude dying consistently, then you're a lucky man, and you should keep at it.
In T8 at City Champs finals I won with rogues by excessive use of Prowl. Notably against a Merfolk deck that conceded after I double Earwiged them.
In T8 at City Champs finals I won with rogues by excessive use of Prowl. Notably against a Merfolk deck that conceded after I double Earwiged them.
I think Rogues may actually be more viable now that they're not as hyped as before. The prowl spells are all really good though- and being able to chain them together should = win for us.
I think the real trouble with Rogues is that they die to virtually all the same hate as Faeries- which is the top deck right now.
I was always pleased with Earwig's effect, but I feel like he is too easily chumped in this deck. I've been playing him in a R/B goblin rogue burn deck, and being able to clear those blockers makes him a beast.
I think Rogues may actually be more viable now that they're not as hyped as before. The prowl spells are all really good though- and being able to chain them together should = win for us. I think the real trouble with Rogues is that they die to vir
In T8 at City Champs finals I won with rogues by excessive use of Prowl. Notably against a Merfolk deck that conceded after I double Earwiged them.
Don't get me wrong, prowl is an insane mechanic if you manage to get it going. In fact, unless your opponent manages to stop you, the game is yours. However, it always sucks to be stuck with an Earwig Squad/Morsel Theft in hand in either a stalemate or facing an empty field after a Sulfurous Blast. The theft is halfway decent without prowl, but most of the time you're playing it because it causes a life swing AND it cantrips. You can't depend on prowling to win, which is a mistake many players do, even subconciously.
Don't get me wrong, prowl is an insane mechanic if you manage to get it going. In fact, unless your opponent manages to stop you, the game is yours. However, it always sucks to be stuck with an Earwig Squad/Morsel Theft in hand in either a stalemate
I know its slightly OT however I am working on this U/B build. I have played mono B rogues in the past and did fairly well, winning FNM once and ending T4 a few times, however one of the problems with this deck is that we need to over-extend to win. In the current meta there are a number of decks that can cope with this feature fairly easy. U gives you cantrips and CA as well as time walk possibilities.. Cards like Ponder, Thieves' Fortune and of course Morsel Theft cancel the biggest problem of the deck: RUNNING OUT OF STEAM!! I cannot remember how many times I ran out of steam and my opponent beat me afterwards. Anyway, here is the deck. The fun thing it contains a winning combo: Mirrorweave and Aunties' Snitch. Mirrorweave makes all creatures a copy of a target non legendary creature (that means all creatures in play) and The Snitch cannot block.. Then you strike for the win.. With our low cost creatures it means that all our little critters become 3/1 which cannot be blocked by the opponent's creatures which are also snitches :P :P :P
4 Underground River 4 Sunken Ruins 8 Swamps 6 Islands
SB: 4 Funeral Charm (instant speed discard, pump/destruction and creation of evasion against decks using B, very versatile) 4 Cryptic Command (win con against decks that can power out fast as well) 4 Faerie Macabre (stops that new seismic swans deck as well as reveilark as well as persist - not too sure about persist but I will check that.) 3 Sudden Spoiling (against Mana Ramp and decks using small critters together with garruk or overrrun pump its nuts + split second stops combo Also it is something we can use against the dreaded Fae)
What do you guys think? viable? what would you change?
regards,
Slaydo
hi guys,I know its slightly OT however I am working on this U/B build. I have played mono B rogues in the past and did fairly well, winning FNM once and ending T4 a few times, however one of the problems with this deck is that we need to over-extend
MBR can be a very good deck because it has a decent MU vs Faeries, Reveillark and some other decks of the metagame. The only problem is Mana Ramp.... this deck contains too many hates.
Firstly i would say that some decklists I can see on this thread are weird. I mean Rogues is not the faster aggro deck. R and G own a lot of creatures stronger than ours. But what we have that makes the difference is disruption.
Ok we have Earwig squad : what's better than removing from the game 3 WOG or 3 Cameleon colossus? And 5/3 for only 3 mana is good.
Next we have, Noggin whack. I can't understand people who dont wanna run Noggin Whack. Noggin whack is card avantage AND a kind of card selection.
We all sould run one of the best standard spells: Bitterblossom. 1pv is nothing vs control decks and vs aggro decks the token helps you to block some threats.
Thoughtseize the faster disruption spell but it's not good MD in such an aggro metagame.
- I don't play Morsel theft, ok its a good spell, with cantrip but vs control its not a 6 life point swing but only 3. Vs aggro, i don't think that the goal is to race the opponent. Simply because our power is not here.
- I used to play MBR with 4 nameless inversion MD but now i really think that removal is not needed because we have evasion.
Sidebord depends on the metagame but some good cards to think about Deathmark: good removal vs all the green coming... Nameless inversion: vs other aggro decks Sudden spoiling: very good against merfolk, colossus, warriors, faeries? Thoughtseize: x4 no discussion. Vs control Faerie macabre: if your meta is full of lark decks Dragon's claw: if your meta is full of Burn & RDW
MBR can be a very good deck because it has a decent MU vs Faeries, Reveillark and some other decks of the metagame. The only problem is Mana Ramp.... this deck contains too many hates. :( Firstly i would say that some decklists I can see on this thre
lol... usually just read this and don't post nearly as much here as i used to, but i had to comment on this.... bad moon is much MUCH better...
Bad Moon is cheaper yes but I hardly ever play until I at least get 4 lands because I want to get the beats through. The liege has a body to hit with, has evasion, and pumps only my guys. I will gladly pay 4 for it. Also with the more numerous hybrids I have in it it becomes a bit better than Bad Moon .
[c]Bad Moon[/c] is cheaper yes but I hardly ever play until I at least get 4 lands because I want to get the beats through. The liege has a body to hit with, has evasion, and pumps only my guys. I will gladly pay 4 for it. Also with the more numerous
Bad Moon is cheaper yes but I hardly ever play until I at least get 4 lands because I want to get the beats through. The liege has a body to hit with, has evasion, and pumps only my guys. I will gladly pay 4 for it. Also with the more numerous hybrids I have in it it becomes a bit better than Bad Moon .
+1. Glen Elendra Liege, while not a rogue, throws off combat math immensely. That 2/1 Inkfathom becomes a 4/3 unblockable rogue (assuming no stinkdrinker), and sygg finally becomes good enough to swing with.
Bad Moon was amazing in pre-moor standard because there were not half the ammount of black creatures running around. Fae has gotten increasingly popular, and Hybrid cards add another variable that makes bad moon shaky.
+1. Glen Elendra Liege, while not a rogue, throws off combat math immensely. That 2/1 Inkfathom becomes a 4/3 unblockable rogue (assuming no stinkdrinker), and sygg finally becomes good enough to swing with. Bad Moon was amazing in pre-moor standard
Bad Moon is fundamentally a better card, but in the current meta, it's actually worse.
Quoted for truthery...
Too much bitterblossom for Bad Moon to be good. But Glen Elendra Liege is probably off the CC scale for this deck. Cuz you can only run so many 4cc stuff in it and I think that there are others I'd rather run. The pump is better on Stinkdrinker. I think that has to be enough.
Maybe if we were running more u/b creatures that would get +2/+2, but we aren't.
Quoted for truthery... Too much bitterblossom for Bad Moon to be good. But Glen Elendra Liege is probably off the CC scale for this deck. Cuz you can only run so many 4cc stuff in it and I think that there are others I'd rather run. The pump is be
So since you can't run the card that is the whole reason to play a deck, you run a bad card instead? If you can't use bad moon, then you shouldn't be using MBA, imo. The U/B liege is just awful.
So since you can't run the card that is the whole reason to play a deck, you run a bad card instead? If you can't use bad moon, then you shouldn't be using MBA, imo. The U/B liege is just awful.
Too much bitterblossom for Bad Moon to be good. But Glen Elendra Liege is probably off the CC scale for this deck. Cuz you can only run so many 4cc stuff in it and I think that there are others I'd rather run. The pump is better on Stinkdrinker. I think that has to be enough.
Maybe if we were running more u/b creatures that would get +2/+2, but we aren't.
I have 1 4cc spell. That is the Liege. Stinkdrinker isn't as effective because it is only when unblocked.
I'll do some testing tomorrow with the Liege. The curve works much better with Liege in my opinion.
So since you can't run the card that is the whole reason to play a deck, you run a bad card instead? If you can't use bad moon, then you shouldn't be using MBA, imo. The U/B liege is just awful.
The whole reason to play Rogue Squadron is the interaction between the rogue cards due to prowl.
I have 1 4cc spell. That is the Liege. Stinkdrinker isn't as effective because it is only when unblocked.I'll do some testing tomorrow with the Liege. The curve works much better with Liege in my opinion.The whole reason to play Rogue Squadron is the
This is only true in the faerie matchup, when Scion of Oona makes 3/3 bitterblossom tokens with shroud extremely scary. Against other decks that run bitterblossom, you make their 1/1's into 2/2's, and your 1/1's into 2/2's, except your guys are unblockable or have been made bigger by the time that's relevant. If they throw tokens at your men, don't be sad. They're throwing tokens at your men and you can make guys with evasion far faster than they can.
This is only true in the faerie matchup, when Scion of Oona makes 3/3 bitterblossom tokens with shroud extremely scary. Against other decks that run bitterblossom, you make their 1/1's into 2/2's, and your 1/1's into 2/2's, except your guys are [card
Bad Moon is better for the simple reason that it lives through Wrath of God . Sweapers are the biggest problem in a rogue deck IMO. Bad Moon will make it so that when your creatures start to come back, they are not little misquitos.
[c]Bad Moon[/c] is better for the simple reason that it lives through [c]Wrath of God[/c]. Sweapers are the biggest problem in a rogue deck IMO. Bad Moon will make it so that when your creatures start to come back, they are not little misquitos.
Bad Moon is better for the simple reason that it lives through Wrath of God . Sweapers are the biggest problem in a rogue deck IMO. Bad Moon will make it so that when your creatures start to come back, they are not little misquitos.
What sweapers are played universally? Wrath has died a quiet death, and damnation is a SB card now. If you resolve a Thoughtseize and/or a Earwig Squad you should be able to avoid it. The only other sweapers that see play are Pyroclasm which the Liege lives through, Void which will leave most your threats alive, Cloud/Squal/Cane where the Liege can live through the 1st one which is the most played, Firespout which does kill it. And if you play right you should avoid them all. Looking at the T8 for the PT 5 decks had mass removal but only 2 MD.
Also Wrath of God isnt an instant. Only 3 mass removal spells are and all of them are pretty much only played by a few decks. Manaramp and an elvish variant.
What sweapers are played universally? Wrath has died a quiet death, and damnation is a SB card now. If you resolve a [c]Thoughtseize[/c] and/or a [c]Earwig Squad[/c] you should be able to avoid it. The only other sweapers that see play are [c]Pyrocla
What sweapers are played universally? Wrath has died a quiet death, and damnation is a SB card now. If you resolve a Thoughtseize and/or a Earwig Squad you should be able to avoid it. The only other sweapers that see play are Pyroclasm which the Liege lives through, Void which will leave most your threats alive, Cloud/Squal/Cane where the Liege can live through the 1st one which is the most played, Firespout which does kill it. And if you play right you should avoid them all. Looking at the T8 for the PT 5 decks had mass removal but only 2 MD.
Well, I guess we just have different meta. If your meta is light on sweepers and you don't mind the higher casting cost than it's all good.
Well, I guess we just have different meta. If your meta is light on sweepers and you don't mind the higher casting cost than it's all good.
Well, I guess we just have different meta. If your meta is light on sweepers and you don't mind the higher casting cost than it's all good.
Im expecting my meta to turn into the T8 for PT along with a decent showing of that Wafo-Tapa deck. To me Rogue Squadron is 50-50 against Fae, a little better against the 'Folk, not too good against Big Mana, bout 50-50 or a little better against Elves, and I dunno about Lark.
The board though is where it gets better. After board you lose to Big Mana but should beat all the other main decks. Im very seriously thinking about MDing the Sudden Spoiling because it becomes pseudo removal.
Im expecting my meta to turn into the T8 for PT along with a decent showing of that Wafo-Tapa deck. To me Rogue Squadron is 50-50 against Fae, a little better against the 'Folk, not too good against Big Mana, bout 50-50 or a little better against Elv
Is anybody running Her Majesty The Queen in their rogue decks? I want to know the results of running 1 (or how many copies you have) in the deck.
Is anybody running [c=Oona, Queen of the Fae]Her Majesty The Queen[/c] in their rogue decks? I want to know the results of running 1 (or how many copies you have) in the deck.
billybob: Are you planning to take rogues to regionals? If so, what list will you be playing? And do you think that rogues will have a decent shot?
Well the only other deck I could build would be G/W aggro and that has horrible matchups with about half the field. Rogues on the other hand has at least decent matchups with most of the good decks but dies a horrible death to Big Mana. So likely Rogues since I refuse to borrow another person's deck because I consider that netdecking, and netdecking is a sin.
Well the only other deck I could build would be G/W aggro and that has horrible matchups with about half the field. Rogues on the other hand has at least decent matchups with most of the good decks but dies a horrible death to Big Mana. So likely Rog
Gemstone Caverns doesnt enable a turn 1 bitterblossom or blackguard....its 'instead add one mana of any color' so it produces oni 1 mana total......blossom n blackguard is 2 mana drop.....
To general opinion: i feel cards like thoughtseize should be made MB coz rogues are vulnerable to counters as well and Cryptic Command has been going around alot in my meta if it isnt in ur's........
just my opinion....
Gemstone Caverns doesnt enable a turn 1 bitterblossom or blackguard....its 'instead add one mana of any color' so it produces oni 1 mana total......blossom n blackguard is 2 mana drop.....To general opinion:i feel cards like thoughtseize should be ma
Gemstone Caverns doesnt enable a turn 1 bitterblossom or blackguard....its 'instead add one mana of any color' so it produces oni 1 mana total......blossom n blackguard is 2 mana drop.....
To general opinion: i feel cards like thoughtseize should be made MB coz rogues are vulnerable to counters as well and Cryptic Command has been going around alot in my meta if it isnt in ur's........
Gemstone Caverns doesnt enable a turn 1 bitterblossom or blackguard....its 'instead add one mana of any color' so it produces one 1 mana total......blossom n blackguard is 2 mana drop.....
I changed my deck from roghue discard to Rogue aggro....works amazingly [deck=rogue aggro]Land: 1818*SwampCreatures: 243*Sygg, River cutthroat4*Inkfathom Infiltraitors4*Oona's Blackguard3*Oona's Prowler3*Stinkdrinker Bandit4*Prickley Boggart2*Frogtos
I've tested out the changes given me, I've come up with this list. It seems to work for me. Also, morself theft seems better than noggin whack in my tests.
Other Spells: 2*Bitterblossom 3*Bad Moon 4*Morsel Theft
I've tested out the changes given me, I've come up with this list. It seems to work for me. Also, morself theft seems better than noggin whack in my tests.20*Lands:16*Swamp4*MutavaultCreatures:4*Prickly Boggart4*Nightshade Stinger4*Oona’s Black
Why doesnt anyone run Sygg, River Cutthroat ? He has been ridiculous CA for me and really keeps the tank full. Especially with all the evasion guys, you are getting 3 in every turn and getting that extra bit of CA is just gravy. And if it gets removed it just allows a prowl-enabler to stay out there. Win-Win.
Why doesnt anyone run [c]Sygg, River Cutthroat[/c]? He has been ridiculous CA for me and really keeps the tank full. Especially with all the evasion guys, you are getting 3 in every turn and getting that extra bit of CA is just gravy. And if it gets
Yeah, sygg is one of my favorite rogues now. I really enjoy the fact that he is a 1/3 instead of a 3/1, so a ****** shock/tarfire isn't enough to kill him. To previous deck maker, if you're running bitterblossom IMO the noggin whacks should be morsel thefts. Cantrips and save you from a bitter death.
Yeah, sygg is one of my favorite rogues now. I really enjoy the fact that he is a 1/3 instead of a 3/1, so a ****** shock/tarfire isn't enough to kill him. To previous deck maker, if you're running bitterblossom IMO the noggin whacks should be morsel
If you run Bitterblossom, you run Morsel Theft. Otherwise you WILL start lagging behind in the damage race against other aggro, blossomblockers or no. The fact that Theft is an amazing health buffer vs. the red decks becoming more popular is an extra cushy bonus.
Bad Moon was never a good idea. You want all your cards to do something - kill your opponent, or make dudes that kill your opponent or his hand, or RARELY pump your dudes (Cloak and Dagger for a RDW Meta please) or kill theirs. Bad Moon is Bad. Hence the name. Unless you have multiples, all your guys STILL die to Clasm, Firespout, Sulfurous Blast. Why add a bad card to an already chock full 2cc slot?
Also - Marsh Flitter should be MD. It + Blossoms pretty much guarantee SOME chance against board sweepers, and gives you lots of dudes on the ground and one in the air against other aggro decks. It + Bandit is awesome. It + Blackguard is awesome. It + prowl is awesome. It lives, by itself, through clasm. Why would you NOT be running 3 of these again?
If you run Bitterblossom, you run Morsel Theft. Otherwise you WILL start lagging behind in the damage race against other aggro, blossomblockers or no. The fact that Theft is an amazing health buffer vs. the red decks becoming more popular is an extra
If you run Bitterblossom, you run Morsel Theft. Otherwise you WILL start lagging behind in the damage race against other aggro, blossomblockers or no. The fact that Theft is an amazing health buffer vs. the red decks becoming more popular is an extra cushy bonus.
Bad Moon was never a good idea. You want all your cards to do something - kill your opponent, or make dudes that kill your opponent or his hand, or RARELY pump your dudes (Cloak and Dagger for a RDW Meta please) or kill theirs. Bad Moon is Bad. Hence the name. Unless you have multiples, all your guys STILL die to Clasm, Firespout, Sulfurous Blast. Why add a bad card to an already chock full 2cc slot?
Also - Marsh Flitter should be MD. It + Blossoms pretty much guarantee SOME chance against board sweepers, and gives you lots of dudes on the ground and one in the air against other aggro decks. It + Bandit is awesome. It + Blackguard is awesome. It + prowl is awesome. It lives, by itself, through clasm. Why would you NOT be running 3 of these again?
I agree about the Marsh Flitter. Seriously I was thinking he was pretty garbage and then I played a mirror match and Marsh Flitter hit the board and there was an instant advantage even when I had Bitterblossom out. USE IT.
I agree about the Marsh Flitter. Seriously I was thinking he was pretty garbage and then I played a mirror match and Marsh Flitter hit the board and there was an instant advantage even when I had Bitterblossom out. USE IT.
I'm afraid I'll have to disagree. Bad Moon is an amazing card that makes all your 1/1 creatures(which you have lots and lots of) into 2/2s, which is extremely significant in terms of how threatening they are. It survives wrath, is cheap to play, and hard to remove. It affects the board the turn you play it(given that you have creatures) meaning that it generates tempo(WITHOUT overextending). It also makes Earwig Squad immune to most of the removal in type 2. I'm sure I could find more reasons that Bad Moon belongs in MBRA.
The only reason NOT to run it is because Bitterblossom is so heavily played, and you risk giving your opponent almost all of the above listed advantages.
You are right about Marsh Flitter though. It's a house in this deck.
I'm afraid I'll have to disagree. Bad Moon is an amazing card that makes all your 1/1 creatures(which you have lots and lots of) into 2/2s, which is extremely significant in terms of how threatening they are. It survives wrath, is cheap to play, an
marsh flitter is good, but i don't wanna take a chance and end up bogged down in the early game.
i found that after the 4th turn, to just hardcast the stinker and get a double pump (seeing as i prowl one almost always on the second turn).
the blackguard is good for slowing all opponents down.
the frogtosser helps me morsel theft + noggin whack on turn 2!!! (or double whack ((which happened just recently and made my opponent fold!!!))or double morsel theft).
prickly and stinger are always a good prowl enabler that never fail me unless i'm playing mirror match
i found myself taking out the snitch cards. i just felt like i couldn't get them to work well enough with every other thing i had to keep up with.
the big surprise is that i'm not even running BITTERBLOSSOM!!! i have a hard time keeping at a safe life after my opponent gets back on his feet (me drawing too many lands?((it's a normal mana base))(((okay i don't run mutavaults either omg??)))
was there anything from shadowmoor that is helping us a lot?
i'm running the new merfolk that lets you draw cards if an opponent looses 3 or more life, but that's about it. (btw he's great in multiplayer lol).
i really didn't see anything other than that (sygg is his name btw).
i noticed the merfolk that can't block/is unblockable, but really, i think i need the blockers (seeing as i can't afford bitterblossoms).
Hey guys! long time, no see!!!I've had nothing but good results against:kithkintreefolkelvesdirect damage/goblinsC+D on a trespasser is $$$ WOOT!!!the trespasser has made my deck SOOO much better!marsh flitter is good, but i don't wanna take a chance
4 x *Bottle Gnomes 3 x *Extirpate 4 x *Terror 4 x *Morsel Theft this deck is built for speed and looks to have a turn 3 Earwig Squad as ideal play. the addition of the Tatterkite to the maindeck is for the longer game and to play off the Everlasting Torment combo for an indestructible 2/1 flyer that gives out -1/-1 wither counters. he may not be a Rogue however the destructive value against bigger creatures cannot be underestimated.
Ok Torment should not be in it. It is anti to Morsel Theft and plays into burn's hand. Every card should be designed to kill your opponent or help other cards kill your opponent.
Ok Torment should not be in it. It is anti to Morsel Theft and plays into burn's hand. Every card should be designed to kill your opponent or help other cards kill your opponent.
I agree, I dont think the combo between Everlasting Torment and Tatterkite is a great addition to the deck. While I'll admit that its definitely cool. But Billybob is right because morsel theft helps against a burn matchup and the everlasting torment helps them.
I agree, I dont think the combo between Everlasting Torment and Tatterkite is a great addition to the deck. While I'll admit that its definitely cool. But Billybob is right because morsel theft helps against a burn matchup and the everlasting torment
Everlasting Torment is for burn decks, really. Lifegain isn't nearly as big a concern for us as it is for them because we can create creature swarms that swing for loads of damage.
Everlasting Torment is for burn decks, really. Lifegain isn't nearly as big a concern for us as it is for them because we can create creature swarms that swing for loads of damage.
I love how with revival of the Rogue thread, even after Rogues showed to be an awful deck, people are still thinking that Morsel Theft is:
a) A good card. (It's not). b) Good in the burn matchup. (It's better than nothing, but it's still not good. 3 life isn't even one extra turn in the endgame, especially when you run Blossoms). c) Needed to offeset Bitterblossom (noone else is running it, guys).
The only Rogue decks that I've seen perform with even a semblage of goodness are those that are heavy on choice-based discard to delay the sweepers and pummel out a bunch of threats quickly.
I love how with revival of the Rogue thread, even after Rogues showed to be an awful deck, people are still thinking that Morsel Theft is:a) A good card. (It's not).b) Good in the burn matchup. (It's better than nothing, but it's still not good. 3 li
I love how with revival of the Rogue thread, even after Rogues showed to be an awful deck, people are still thinking that Morsel Theft is:
a) A good card. (It's not). b) Good in the burn matchup. (It's better than nothing, but it's still not good. 3 life isn't even one extra turn in the endgame, especially when you run Blossoms). c) Needed to offeset Bitterblossom (noone else is running it, guys).
The only Rogue decks that I've seen perform with even a semblage of goodness are those that are heavy on choice-based discard to delay the sweepers and pummel out a bunch of threats quickly.
I think that more than it being an awful deck, people are playing the wrong cards in it. Not that it's amazing, but it would be a lot better if people stopped playing jank.
Which was somehow the point of your post.
I think that more than it being an awful deck, people are playing the wrong cards in it. Not that it's amazing, but it would be a lot better if people stopped playing jank.Which was somehow the point of your post.
I respect your opinions and everything but I wouldn't go as far as saying its an awful deck not in the slightest. I have great matchups very often. Its not the strongest deck in the format, which obviously we already know, but saying its awful is a bit of an exaggeration.
MrIndigo:I respect your opinions and everything but I wouldn't go as far as saying its an awful deck not in the slightest. I have great matchups very often. Its not the strongest deck in the format, which obviously we already know, but saying its awf
1) Reach in the endgame - 3 damage, low cost, replaces itself. Decent. 2) Race in the aggro matchup - 3 damage, 3 life, replaces itself. Good 3) Mitigation for Bitterblossom - Essentially makes your past three Blossom triggers free.
It's good here. ONLY here, but as this is the deck I'm playing, I don't much give a damn about anywhere else.
P.S. - On an absolutely horrible note, I've actually been SBing Dash Hopes x4 with some success. It tips Faeries back into our favor from the sort of freakish 50/50 we've devolved into. Aside from Cashseize it's our only real way to attack Cryptic Command, which is what wins them games against us to begin with.
Morsel theft is -1) Reach in the endgame - 3 damage, low cost, replaces itself. Decent.2) Race in the aggro matchup - 3 damage, 3 life, replaces itself. Good3) Mitigation for Bitterblossom - Essentially makes your past three Blossom triggers free. It
I love how with revival of the Rogue thread, even after Rogues showed to be an awful deck, people are still thinking that Morsel Theft is:
a) A good card. (It's not). b) Good in the burn matchup. (It's better than nothing, but it's still not good. 3 life isn't even one extra turn in the endgame, especially when you run Blossoms). c) Needed to offeset Bitterblossom (noone else is running it, guys).
The problem with the current metagame is that it's leading to comments like this. We've got decks running around with minor tribal attributes that are fish decks in disguise (faeries, Merfolk), we've got a 5 colour control deck (Quick n Toast), we've got the usual red/green/red and green aggro decks that are either low curve or big mana orientated and we've got "rogue" decks like Rebels etc. This isn't a bad thing, but look at it this way:
These decks are all running the same damned cards.
Take a quick look at the pancake stacks thread, for instance. The thread has little cohesion and is, in fact, a pile of "good spells" with some lands. Mathias Rebels runs Bitterblossom despite it being a prominent faerie card. Any deck with blue runs Cryptic Command, almost to the extent where blue decks used to run Remand back in the Ravnica days (oh, how I miss them). And green decks...yes, green decks or other colour decks are splashing green for Tarmogoyf despite him being nowhere as good in Standard as he is in Extended. The faerie deck sums it up the most with regards to Goyf: you've got a solid 4/5 on turn 2/3, they tap and suddenly your Goyf is dead. Don't you feel silly having spent money on that guy?
To get to the point, Mr. Indigo is right. Morsel Theft is not a good card. It is not a "good spell". It will not be played around or built around in the same way as the big three . But it is good IN THIS DECK, much the same as Silhana Ledgewalker was good in the MGAE deck, Looter il-Kor is played in stompy Legacy decks and Skar-Clan Mauler or whatever his name was (, 1/1 w/ Bloodthirst 2 and trample) was good in the Gruul deck, despite being a horrendous topdeck if it was all going wrong. In fact, Mauler is actually a really good comparison to Morsel Theft with regards to the topdeck thing.
I personally play 3 Morsel Theft in my Rogue Build, and quite a few times I've been thinking about no. 4. I've beaten RDW because of it, I've won Bitterblossom wars of attrition with it, I've beaten Lark with it and made the other guy shout "I had won next turn". But like Mauler, it is only good under the right conditions: 4 mana for a player only essence drain is godawful; 2 mana for a player only essence drain plus a cantrip is freaking awesome, especially in a deck so light on drawing power outside of Darth Sygg, the wannabe Bob. And in matchups where it does little, hit the sideboard and put in something that is. I run it on a direct swap with Noggin Whack .
The problem with the current metagame is that it's leading to comments like this. We've got decks running around with minor tribal attributes that are fish decks in disguise (faeries, Merfolk), we've got a 5 colour control deck (Quick n Toast), we've
the 1 thing i dont like about morsel theft is that it sucks to hardcast
I think more people should be running Sudden Spoiling cuz it ownz faeries and pretty much any deck that uses creatures. You can use it for offense and swing with all your fliers without having to deal with any blockers. And it cant get countered. Also its one of the only things we can do other than selective discard to kill off a chameleon colossus.
and btw the rogue deck is not terrible. you just have to run the right cards. Im a noob and i got 3rd place out of 24 ppl in a lorwyn block constructed tournament last week. I lost only to 1 faeries deck and i beat 2 other faerie decks before that.
the 1 thing i dont like about morsel theft is that it sucks to hardcastI think more people should be running Sudden Spoiling cuz it ownz faeries and pretty much any deck that uses creatures. You can use it for offense and swing with all your fliers w
I'm starting to wonder why this hasn't been archetyped yet. I've played about 4 rogue players today, very close wins, one putting me down to 2 life and a final Cryptic Command draw is all that saved me.
I'm very impressed with this deck, even considering making one for FNM from now on. to OP and all who helped on this one.
I'm starting to wonder why this hasn't been archetyped yet.I've played about 4 rogue players today, very close wins, one putting me down to 2 life and a final Cryptic Command draw is all that saved me.I'm very impressed with this deck, even consideri
I'm starting to wonder why this hasn't been archetyped yet.
It was in DtB for a good while but hasn't had any good results in tournaments recently.
Also, the faerie matchup is pretty terrible. A resolved Bitterblossom is a serious pain for the deck.
It was in DtB for a good while but hasn't had any good results in tournaments recently.Also, the faerie matchup is pretty terrible. A resolved Bitterblossom is a serious pain for the deck.
So, basically you're blaming Wizards because they prefer cards with individual quality rather than cards with a forced synergy? Ok.
That still doesn't make Morsel Theft a good card, though. And the reason gave for it being "good in this deck" are all wrong:
1) it's "reach in the endgame", true, but not any better than what Profane Command and Psionic Blast would provide (besides, natural evasion means much more reach, already).
2) spares you life in the Aggro matchup, yeah, but once again not just as much as a normal removal would do by getting rid of an attacker.
3) it lightens Bitterblossom's cost, true, but that's not really an issue in any match except vs RDW when it gets OBVIOUSLY sided out.
In short, there are already cards out there doing what Morsel Theft does, only BETTER, with more flexibility and without being prowl-dependant. Running Morsel Theft is not justified.
So, basically you're blaming Wizards because they prefer cards with individual quality rather than cards with a forced synergy? Ok.That still doesn't make Morsel Theft a good card, though. And the reason gave for it being "good in this deck" are all
So, basically you're blaming Wizards because they prefer cards with individual quality rather than cards with a forced synergy? Ok.
Err...No. I'm not. Way to miss the whole point of my post. The entire Lorwyn block was forced synergy (Elves. Faeries. Merfolk.), in case you didn't notice, but that's not my point at all. My point was that if people stopped saying "I need to play XYZ because I'm in these colours", they may try other cards out and realise that they do well in particular decks.
Momo]it's "reach in the endgame", true, but not any better than what Profane Command and Psionic Blast would provide (besides, natural evasion means much more reach, already).
The Profane Command doesn't go well in a deck with an extremely low, almost sligh (depending on build), curve, and psionic blast doesn't fit into mono black rogue builds. Although I have seen a few decks splashing blue for blast, I tried it myself and wasn't too impressed. It wasn't worth diluting the mana base for that one card.
it's "reach in the endgame", true, but not any better than what Profane Command and Psionic Blast would provide (besides, natural evasion means much more reach, already).[/quote] The Profane Command doesn't go well in a deck with an extremely low, almost sligh (depending on build), curve, and psionic blast doesn't fit into mono black rogue builds. Although I have seen a few decks splashing blue for blast, I tried it myself and wasn't too impressed. It wasn't worth diluting the mana base for that one card.
Momo]In short, there are already cards out there doing what Morsel Theft does, only BETTER, with more flexibility and without being prowl-dependant.
Other than the prowl dependancy, I can't really agree here. Have you played Rogues with Morsel Theft at all, or are you denouncing it on it's appearance wrote:
In short, there are already cards out there doing what Morsel Theft does, only BETTER, with more flexibility and without being prowl-dependant.[/quote] Other than the prowl dependancy, I can't really agree here. Have you played Rogues with Morsel Theft at all, or are you denouncing it on it's appearance alone?
Err...No. I'm not. Way to miss the whole point of my post. The entire Lorwyn block was forced synergy (Elves. Faeries. Merfolk.), in case you didn't notice, but that's not my point at all. My point was that if people stopped saying "I need to play XY
So, basically you're blaming Wizards because they prefer cards with individual quality rather than cards with a forced synergy? Ok.
That still doesn't make Morsel Theft a good card, though. And the reason gave for it being "good in this deck" are all wrong:
1) it's "reach in the endgame", true, but not any better than what Profane Command and Psionic Blast would provide (besides, natural evasion means much more reach, already).
2) spares you life in the Aggro matchup, yeah, but once again not just as much as a normal removal would do by getting rid of an attacker.
3) it lightens Bitterblossom's cost, true, but that's not really an issue in any match except vs RDW when it gets OBVIOUSLY sided out.
In short, there are already cards out there doing what Morsel Theft does, only BETTER, with more flexibility and without being prowl-dependant. Running Morsel Theft is not justified.
First off this is a good deck; it beats Lark, Faeries, Elves and can hang with Red decks. Morsel Theft is a very good card. Against a Burn deck = RDL or RDW. The turn after they Incinerate me for 3, it will give me my 3 back + hit them for 3 + enable me to draw a card. The very definition of efficiency. It is a Lighning Helix that tilts the whole Red deck matchup in our favor. Which of their attackers would I rather aim it at the Mogg Fanatic or the visiting Keldon Mauradaurs? Besides this deck ignores their attackers and just beats them down.
Without Big Mana in Block, this deck will be a big force at GPT.
First off this is a good deck; it beats Lark, Faeries, Elves and can hang with Red decks. Morsel Theft is a very good card. Against a Burn deck = RDL or RDW. The turn after they Incinerate me for 3, it will give me my 3 back + hit them for 3 + ena
First off this is a good deck; it beats Lark, Faeries, Elves and can hang with Red decks. Morsel Theft is a very good card. Against a Burn deck = RDL or RDW. The turn after they Incinerate me for 3, it will give me my 3 back + hit them for 3 + enable me to draw a card. The very definition of efficiency. It is a Lighning Helix that tilts the whole Red deck matchup in our favor. Which of their attackers would I rather aim it at the Mogg Fanatic or the visiting Keldon Mauradaurs? Besides this deck ignores their attackers and just beats them down.
Without Big Mana in Block, this deck will be a big force at GPT.
3 life to you, and 3 to their face does not tip the RDW matchup in your favour. How are you even Prowling it out? Any smart player would be burning your enablers and you wouldn't be able to drop it without wasting your entire turn.
Lark, Faeries, and RDW -ALL- beat this deck. That's why it fell out of fashion.
3 life to you, and 3 to their face does not tip the RDW matchup in your favour. How are you even Prowling it out? Any smart player would be burning your enablers and you wouldn't be able to drop it without wasting your entire turn. Lark, Faeries, and
Err...No. I'm not. Way to miss the whole point of my post. The entire Lorwyn block was forced synergy (Elves. Faeries. Merfolk.), in case you didn't notice, but that's not my point at all. My point was that if people stopped saying "I need to play XYZ because I'm in these colours", they may try other cards out and realise that they do well in particular decks.
Yep, but that's not what you were saying.
You were complaining that some cards are good everywhere (though you seem to ignore that they're not the same qualitative level in whenever deck they're used), thus essentially rejecting the very essence of a solid piece of design.
Arcengal wrote:
The Profane Command doesn't go well in a deck with an extremely low, almost sligh (depending on build), curve,
True, it's not like a bajillion decks in history had a low curve with 1-2 fireball-like spells at top.... ok...
Arcengal wrote:
and psionic blast doesn't fit into mono black rogue builds. Although I have seen a few decks splashing blue for blast, I tried it myself and wasn't too impressed. It wasn't worth diluting the mana base for that one card
Yeah, I forgot the rule that says that if you splash Blue for Psionic Blast you can't run also Latchkey, Looter, etc.... my bad. And of course I also forgot that UB is such an hated color combination that it doesn't have an array of excellent dual lands that grant easy access to blue without hurting your ability to produce black mana in the slighest...
Seriously.
Arcengal wrote:
Other than the prowl dependancy, I can't really agree here. Have you played Rogues with Morsel Theft at all, or are you denouncing it on it's appearance alone?
I've smashed a tonzillion rogue decks, actually, and in ALL games the best cards (aka the worst cards for me) were Bandit, Banneret, Blossom, Blackguard... never, EVER morsel theft. Everytime it was played it achieved nothing except wasting an occasion to prowl something better.
This for some weird reason led me to the conclusion that Morsel Theft isn't good.
Seriously, you usually make good post. I don't know what you've been drinking/smoking recently, but if you think Morsel Theft is a good card in any way,
oldskoolmagic wrote:
First off this is a good deck; it beats Lark, Faeries, Elves and can hang with Red decks.
This is wrong to a ridicolous level. Please wake up and get back in reality. You can win a random amount of games lucksacking a blazing start, but statistically speaking there's no competition. And statistics say this very clearly.
oldskoolmagic wrote:
Morsel Theft is a very good card. Against a Burn deck = RDL or RDW. The turn after they Incinerate me for 3, it will give me my 3 back + hit them for 3 + enable me to draw a card. The very definition of efficiency. It is a Lighning Helix that tilts the whole Red deck matchup in our favor. Which of their attackers would I rather aim it at the Mogg Fanatic or the visiting Keldon Mauradaurs? Besides this deck ignores their attackers and just beats them down.
Perhaps terroring a Gargadon gains you 9 life instead of three, and for 1B without the need to prowl. And terroring a Crusher may very well win the game. And besides why in the world would I run this card just because it does something decent in the RDW matchup?
oldskoolmagic wrote:
Without Big Mana in Block, this deck will be a big force at GPT.
Highly unrelevant in the T2 forum.
Yep, but that's not what you were saying. You were complaining that some cards are good everywhere (though you seem to ignore that they're not the same qualitative level in whenever deck they're used), thus essentially rejecting the very essence of a
The thing I agree on is that Profane has a good spot in this deck as a one or two of.
I've been playing dozens of matchups against RDW/RDL - burn decks. All their burn goes straight to the dome. They never burn my one drop or two drop prowler. And if I give them the 10 turns to swing with a Gargadon, they deserve the win.
I've tested MBAR at 7-5 vs. Fae (they can win only once boarding in Damnation), 7-3 vs. Lark, 6-4 vs. Elves, 8-2 vs. Merfolk, 5-5 vs. RDW and 2-8 vs. Big Mana. I also won high competitive NJ tourneys with it. People shouldn't talk unless they have extensively tested this deck.
It bothers me how people can dump on a deck like this just as they were dumping on Kithkin for months even after it won major tourneys. Now all of the sudden Surge of Thoughtweft and Windbrisk Heights are 4 ofs instead of jank.
The thing I agree on is that Profane has a good spot in this deck as a one or two of.I've been playing dozens of matchups against RDW/RDL - burn decks. All their burn goes straight to the dome. They never burn my one drop or two drop prowler. And
I've been playing dozens of matchups against RDW/RDL - burn decks. All their burn goes straight to the dome. They never burn my one drop or two drop prowler.
This part is ridicolous. It can traslate only as "I don't know how to play RDW, and my opponent had even less a clue than I did." Burn goes to creatures first. ALWAYS.
oldskoolmagic wrote:
And if I give them the 10 turns to swing with a Gargadon, they deserve the win.
And this part is even more delirant, I hope you're joking. Do you really think Gargadon comes into play after 10 turns? Who you're playing against, 5-years old kids? Gargadon comes in at worst after 5 turns.
oldskoolmagic wrote:
I've tested MBAR at 7-5 vs. Fae (they can win only once boarding in Damnation), 7-3 vs. Lark, 6-4 vs. Elves, 8-2 vs. Merfolk, 5-5 vs. RDW and 2-8 vs. Big Mana. I also won high competitive NJ tourneys with it. People shouldn't talk unless they have extensively tested this deck.
Unfortunately the topic is not if you are better then all the players you played against, but if the deck is better than all the decks you said it beats. Which is a HUGE difference.
The fact that you (or you and, say, two other guys) manged to beat a Lark pilot in the majority of game makes you probably better than the Lark player, but doesn't make MBAR better than Lark on a worldwide level.
(all this, of course, assuming your results aren't just invented)
oldskoolmagic wrote:
It bothers me how people can dump on a deck like this just as they were dumping on Kithkin for months even after it won major tourneys. Now all of the sudden Surge of Thoughtweft and Windbrisk Heights are 4 ofs instead of jank.
Once again I think you are confusing Block Constructed with Standard Constructed. Surge and Windbrisk are still underwhelming cards in Standard.
That said, I weren't "dumping" kithkin, which had better result than this deck: I were playing and refining it, actually, until I came to the conclusion that it wins only out of surprise effect.
This part is ridicolous. It can traslate only as "I don't know how to play RDW, and my opponent had even less a clue than I did." Burn goes to creatures first. ALWAYS.And this part is even more delirant, I hope you're joking. Do you really think Gar
Im not even going to go into the whole does the deck suck or not argument right now but I'm gonna see what you guys think.
Basically Stinkdrinker Bandit seems to be way situational at times. If your playing against a deck that has any clout he seems to go out right away and then your left swinging with 1/1s. The only other option I can think of is Bad Moon, but even that I don't feel is magnificent.
Also, the deck seriously lacks in the card draw department. How do you feel about Dusk Urchins ?
Im not even going to go into the whole does the deck suck or not argument right now but I'm gonna see what you guys think. Basically [c]Stinkdrinker Bandit[/c] seems to be way situational at times. If your playing against a deck that has any clout he
Stinkdrinker Bandit seems to be the best way to do what this deck does; kill the opponent before they can recover.
Going turn 1 Boggart into Turn 2 Stinkdrinker is heavy stuff. If they don't play a blocker, you swing for 12 or so on the 3rd turn. That gives them one turn to get an answer, and you still have mana up for Thoughtseize/Mogginwhack.
I'm also a Dusk Urchins hater. It never does anything except block, die and cantrip. It doesn't draw many cards at all.
Stinkdrinker Bandit seems to be the best way to do what this deck does; kill the opponent before they can recover.Going turn 1 Boggart into Turn 2 Stinkdrinker is heavy stuff. If they don't play a blocker, you swing for 12 or so on the 3rd turn. That
This part is ridicolous. It can traslate only as "I don't know how to play RDW, and my opponent had even less a clue than I did." Burn goes to creatures first. ALWAYS.
And this part is even more delirant, I hope you're joking. Do you really think Gargadon comes into play after 10 turns? Who you're playing against, 5-years old kids? Gargadon comes in at worst after 5 turns.
Unfortunately the topic is not if you are better then all the players you played against, but if the deck is better than all the decks you said it beats. Which is a HUGE difference.
The fact that you (or you and, say, two other guys) manged to beat a Lark pilot in the majority of game makes you probably better than the Lark player, but doesn't make MBAR better than Lark on a worldwide level.
(all this, of course, assuming your results aren't just invented)
Once again I think you are confusing Block Constructed with Standard Constructed. Surge and Windbrisk are still underwhelming cards in Standard.
That said, I weren't "dumping" kithkin, which had better result than this deck: I were playing and refining it, actually, until I came to the conclusion that it wins only out of surprise effect.
My results are real, there wouldn't be much point in my keeping track of them in my notebook if they were made up numbers.
My opponent's first turn is mostly a suspended Rift Bolt before it's my turn. On my turn I cast a Bogart. On their second turn, they never bolt the Bogart. It always goes to me. They could even save it for my Blackguards or Earwigs or wating for Firestorm/Pyroclasm to come.
If you are saccing all your lands and sending a Gargadon at me turn 5, I could have a Slaughter Pact, Terror, Sudden Spoiling waiting for you. Good luck with that. Besides all the RDW/RDL decks I played haven't been using Gargadon anyway, the Crusher is their biggest critter.
My results are real, there wouldn't be much point in my keeping track of them in my notebook if they were made up numbers.My opponent's first turn is mostly a suspended Rift Bolt before it's my turn. On my turn I cast a Bogart. On their second turn
Basically Stinkdrinker Bandit seems to be way situational at times. If your playing against a deck that has any clout he seems to go out right away and then your left swinging with 1/1s. The only other option I can think of is Bad Moon, but even that I don't feel is magnificent.
Also, the deck seriously lacks in the card draw department. How do you feel about Dusk Urchins ?
IIRC i was told that Stinkdrinker Bandit is unnecessary because the MBRA has loads of 2 mana spells that are better. IMHO it is best to consider including 2 Bad Moon MD because this helps the deck immensely against non-black match-ups. my current build does not include the overexpensive Bitterblossom and i tend towards the Oona's Blackguard so the ability to potentially pump new Rogues by +2 is nice.
IIRC i was told that [c]Stinkdrinker Bandit[/c] is unnecessary because the MBRA has loads of 2 mana spells that are better. IMHO it is best to consider including 2 [c]Bad Moon[/c] MD because this helps the deck immensely against non-black match-ups.
i have recently tried using Nath's Buffoon (no really!) in my SB to face off against the Elf decks with some success and wanted to ask if there were any other Rogues that players have been using such as Dunerider Outlaw , Boggart Loggers against the B/G or W/G Elves for SB?
i have recently tried using [c]Nath's Buffoon[/c] (no really!) in my SB to face off against the Elf decks with some success and wanted to ask if there were any other Rogues that players have been using such as [c]Dunerider Outlaw[/c], [c]Boggart Logg
My results are real, there wouldn't be much point in my keeping track of them in my notebook if they were made up numbers.
The reason would be making your deck looking better than it actually is.
oldskoolmagic wrote:
My opponent's first turn is mostly a suspended Rift Bolt before it's my turn. On my turn I cast a Bogart. On their second turn, they never bolt the Bogart. It always goes to me. They could even save it for my Blackguards or Earwigs or wating for Firestorm/Pyroclasm to come.
Thanks for reiterating again that you can win if your opponent doesn't know how to play.
oldskoolmagic wrote:
If you are saccing all your lands and sending a Gargadon at me turn 5, I could have a Slaughter Pact, Terror, Sudden Spoiling waiting for you. Good luck with that. Besides all the RDW/RDL decks I played haven't been using Gargadon anyway, the Crusher is their biggest critter.
Sacrificing all your lands? Wow. You really have no clue.
Ok, here's what we're going to do: find a decent player and then come back and tell me how you're doing.
The reason would be making your deck looking better than it actually is.Thanks for reiterating again that you can win if your opponent doesn't know how to play.Sacrificing all your lands? Wow. You really have no clue. Ok, here's what we're going to d
I played this in Regionals and the deck crapped on me. I mean seriously crapped on me. Had 21 lands and was stuck at 2 or less for half the time, not joking.
Momo, tell me why this deck loses so badly to others in your opinion if given 2 players of equal skill.
I played this in Regionals and the deck crapped on me. I mean seriously crapped on me. Had 21 lands and was stuck at 2 or less for half the time, not joking. Momo, tell me why this deck loses so badly to others in your opinion if given 2 players of e
I played this in Regionals and the deck crapped on me. I mean seriously crapped on me. Had 21 lands and was stuck at 2 or less for half the time, not joking.
Assuming you didn't randomly run out of creatures to prowl stuff out, two land should be fine. What's your list?
Assuming you didn't randomly run out of creatures to prowl stuff out, two land should be fine. What's your list?
Assuming you didn't randomly run out of creatures to prowl stuff out, two land should be fine. What's your list?
I dont remember, but it was generally like the one in my sig with a couple changes. The problem was they would kill or counter whatever I played in the later turns. Only being able to play 1 threat per turn is not good.
EDIT:I think it was payback from the magic gods for letting my friends change the deck.
I dont remember, but it was generally like the one in my sig with a couple changes. The problem was they would kill or counter whatever I played in the later turns. Only being able to play 1 threat per turn is not good.EDIT:I think it was payback fro
That's a bit unfortunate. I'd usually be grateful if my opponent was 1-for-1'ing me until Doomsday but only if I'd hit them enough early game, making them panic.
Your build looks fine, though I'd maybe max out the bitterblossoms MD. Maybe you just had bad luck/draws/etc.
That's a bit unfortunate. I'd usually be grateful if my opponent was 1-for-1'ing me until Doomsday but only if I'd hit them enough early game, making them panic.Your build looks fine, though I'd maybe max out the bitterblossoms MD. Maybe you just had
My current early-mid game oriented rogue deck, I don't play it often but it does well enough... And it can pull off the standard 4th turn win with stinkdrinker against some decks
[c]Prickly Boggart[/c] x 4[c]Nightshade Stinger[/c] x 4[c]Frogtosser Bannerette[/c] x 4 (I know it's not spelled right, sorry, I'm going off of memory here)[c]Stinkdrinker Bandit[/c] x 4[c]Oonas blackgaurd[/c] x 4[c]bitterblossom[/c] x 4[c]Knucklebon
this deck is not dead you guys just dont know how to use it.... Im the only person in my area who actually knows how to use this deck. Everyone else has given up on it Im just a 15 year old too beating these old white bastrds senseless
This was my build for lorwyn block constructed and i got 4th place outta 28 ppl I lost to faeries and honestly i coulda won but i was sooooo fkin hungry after 6 hrs of nonstop magic (i refuse to spend money on food in overpriced manhattan)
this deck is not dead you guys just dont know how to use it....Im the only person in my area who actually knows how to use this deck. Everyone else has given up on itIm just a 15 year old too beating these old white bastrds senseless4th Habib Khan
All I want to say is... who runs this thread? The first page hasn't been updated in like 6 months. The matchups are older than pond water and very brief/uninformative. For the love of pete! Nothin says n00b like a lack of attention to detail and just plain negligence/lack of effort.
All I want to say is... who runs this thread? The first page hasn't been updated in like 6 months. The matchups are older than pond water and very brief/uninformative. For the love of pete! Nothin says n00b like a lack of attention to detail and just
I played this in Regionals and the deck crapped on me. I mean seriously crapped on me. Had 21 lands and was stuck at 2 or less for half the time, not joking.
Momo, tell me why this deck loses so badly to others in your opinion if given 2 players of equal skill.
I don't know why you lost. Your deck looks fine to me. The only changes to get it to mine are to replace the 3 Bad Moons with 3 Thoughtseizes, replace 4Swamps with 4 Mutavaults, add a Pendlehaven, and a Swamp and go with only 6 one-drops. I prefer 4 Bogarts, 2 Stingers.
Friday I beat a Faerie player who was saying, he didn't mind losing to a deck like mine because he's got the Tier 1 deck. Well, I can't take too much credit since I'm playing a deck worth at least $400 since I added Fulminator Mages to the SB.
I don't know why you lost. Your deck looks fine to me. The only changes to get it to mine are to replace the 3 Bad Moons with 3 Thoughtseizes, replace 4Swamps with 4 Mutavaults, add a Pendlehaven, and a Swamp and go with only 6 one-drops. I prefer
I don't know why you lost. Your deck looks fine to me. The only changes to get it to mine are to replace the 3 Bad Moons with 3 Thoughtseizes, replace 4Swamps with 4 Mutavaults, add a Pendlehaven, and a Swamp and go with only 6 one-drops. I prefer 4 Bogarts, 2 Stingers.
Friday I beat a Faerie player who was saying, he didn't mind losing to a deck like mine because he's got the Tier 1 deck. Well, I can't take too much credit since I'm playing a deck worth at least $400 since I added Fulminator Mages to the SB.
Remember I said changes.
What I remember is 4 Mutavaults, another 1 drop for a blackguard, 4Thoughtseize for 3Bad Moon and a blackguard, with 2 prowlers for the other blackguards. My friends made the recomendations.
But again I got hit with just ridiculously bad luck that day.
Oh and the new thread is up, and thanks Benjerman.
Remember I said changes.What I remember is 4 Mutavaults, another 1 drop for a blackguard, 4Thoughtseize for 3Bad Moon and a blackguard, with 2 prowlers for the other blackguards. My friends made the recomendations.But again I got hit with just ridicu
Question: Would this deck be playable in today's standard environment? I could consider having Quietus Spike in place of Cloak and Dagger for secondary damage (or its life loss) effect.
Question: Would this deck be playable in today's standard environment? I could consider having [c]Quietus Spike[/c] in place of [c]Cloak and Dagger[/c] for secondary damage (or its life loss) effect.
(Hehehe... I infused this thread with [c]Torrent of Souls[/c])And now back to the program...Maybe so, but the fact rogues have evasion abilities mean they'll get their job done (usually spiking the opponent asap).Rogues are expendable anyway. Might