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At first, there was Slitherwisp.

"Fun card, but can I build around it?"

Then, with Core 2021, Thieves' Guild Enforcer came.

"Nice! Flashy rogue with milling effect. Would that make sense with Drown in the Loch?"

With Zendikar Rising the deck fluctuated from the original inspiration and ended up as a Draw-Go Tempo Flash Tribal with Rogue flavour.

Lots for one build? Well, it plays out!

The idea is to delay opponent until we setup properly and beat down opponent life total.

Disruption like Into the Roil, Murderous Rider Swift End adventure and Ashiok's Erasure should give us time.

In the meantime, deploy Rogues (Thieves' Guild Enforcer, Soaring Thought-Thief and Blackbloom Rogue  ) to distract the opponent or apply early pressure (depending on their strategy).

Essentially, smooth the mana base and dig the library with Omen of the Sea for Lochmere Serpent to close out the game.

Easy :)

The deck can have some explosive openings (like 2x Thieves' Guild Enforcer, 2x Soaring Thought-Thief, 2x Swamp and an Island in the opening hand), which plays out like an aggro build to deal up to 16 damage on T4.

It consistently plays out Lochmere Serpent on T6 (or T5 if Cunning Nightbonder in on the field) which unanswered, can quickly close the game in 2-3 turns or stabilize it with eating Swamps for card draw and lifegain.

Generally, I'd give the deck a solid 'B' in performance for its price.

As any other Draw-Go build, it's tricky to play against because it makes possible to make best use of your cards depending on opponent actions.

The problem is that the deck operates on thin border of success. It's challenging and it's fun, but you need to effectively use your spells or otherwise you may run out of cards before closing the game.

Slitherwisp ended up as a side draw engine, but appeared to be crucial in some matchups.

Blackbloom Rogue   proved to be perfect card for this brew. It's Rogue, MDFC and good alternative finisher with Menace and +3/0 once opponent graveyard is filled with 8+ cards. Even the fact it's without Flash doesn't bother me as I usually play it on T5+ where I'm able to play additional CMC 2-3 card on opponent turn.

  • Blacklance Paragon - Against Aggro (Flash creature with Deathtouch & Lifegain works literally like: Destroy a creature without flying. You gain 3 life) & Control (early pressure with 3 in front for one with Cunning Nightbonder in play)

  • Drown in the Loch - Against Aggro & Midrange. Explanation is needed?

  • Cunning Nightbonder - Against some Midrange, Tempo (I can play my Flash spells cheaper) & Control (opponent can't counter my Flash spells)

  • Mystical Dispute - Against . Mostly Tempo & Control brews to outpace them.

  • Liliana's Standard Bearer - Against possible boardswipes appears to be better than Slitherwisp

  • Cling to Dust - Against decks that utilize their graveyard. I don't want to exile their whole graveyard due to my Rogues synergies with their yard. But, if the opponent plays cards like luckily banned Uro, Titan of Nature's Wrath, 2 copies of spot graveyard exile can make the game.

I'd be grateful for upvotes , comments and challenging feedback to make this deck better on budget!

// Yes, I know Brazen Borrower would be way better than Into the Roil, but buying 4x copies of it would double the cost of the deck ;)

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73% Casual

27% Competitive

Date added 4 years
Last updated 2 years
Legality

This deck is not Standard legal.

Rarity (main - side)

26 - 9 Rares

10 - 6 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.83
Tokens On an Adventure
Folders standerd
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