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Rogues Hit the Mill (Anowon, the Ruin Thief)

Commander / EDH Horror Mill Rogues Tempo UB (Dimir)

Latch


Sideboard


Firstly, this deck has tried to be budget friendly at the time it was made. However, it has been updated with some more costly cards (knowledge exploitation, dauthi voidwalker, Pongify, Notorious Throng) that would need to be cut for a budget build.

Now, on to the strategy: It's essentially a two-phase deck: Phase one is a tempo deck that is built on exploiting traditional EDH threat assessment (or, game theory) and EDH's ramp-orientated early game by flooding the board early with rogues that can be turned into card draw engines, but which also mill our opponents. Phase 2 follows this up with a pivot to cards that scale off mill.

Phase one works on the basis of the game theory that in the very early game our opponents would preference their development over curbing ours due to the multiplayer nature of EDH. This is because removing our 1cmc or 2cmc rogue-turned-draw-engine on turn 3 would put them behind on board development compared to the other two players, so it's a losing move for them. Indeed, our rogue-turned-draw-engines are deliberately costed aggressively so that these engines come online on turns earlier than our opponents feel willing to respond to (at a loss of their turn 2-3 development), and consequently don't draw much threat level. Eventually they do get wiped, but because our board was low cost, and our mana curve is so low, we aren't set back and we can redeploy quickly due to aggressive costings, or if we've drawn into our phase 2 cards, can pivot.

The other beauty is that this tempo rogues start sets up a beautiful pivot into phase 2. Several of our rogues have mill effects attached, or are fuelled by our commander. This builds graveyards into ripe targets for our scaling-horrors, or our GY steal cards. Additionally, we have a few ninjutsu cards to swap in some powerful on-hit ninja triggers that synergise with GYs, like Zareth.

In short, our deck takes advantage of game theory and abuses the standard EDH meta of prioritising ramp to have a fairly consistent, cheap and effective early game that sets up a fun and dynamic (if underpowered) late game.

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96% Casual

Competitive

Date added 4 years
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 1 Mythic Rares

30 - 7 Rares

27 - 2 Uncommons

14 - 1 Commons

Cards 100
Avg. CMC 2.55
Tokens Bird 2/2 U, Copy Clone, Faerie Rogue 1/1 B, Treasure
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