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A deck all about hitting the board running with a semi-budget friendly value engine that runs on dungeon advancement, player damage triggers, and rogue synergies. Rilsa's ability to give attackers deathtouch can turn a lot of otherwise unimpressive creatures with no evasion into threats that aren't always worth trading creatures just to stop; even more so for those decks trying to run bigger and more valuable or powerful creatures.

This deck does a good job of looking fairly unimpressive as your board is getting set, and looks to try and eliminate the heavier scaling later-game decks from the table before they fully get started. Deck is a total midgame beast tbh. The glaring weakness of the deck however is also its biggest strength: it's own consistency. All the cards work in tandem with the engine this deck tries to keep running, drawing you cards and printing treasures non-stop, but really doesn't have the most consistent wincon outside of damage, no matter how many dungeons you clear.

Regarding specifics, this deck runs as many of the Gate lands as reasonable so they can get their bonuses for having multiple others on the field. Unfortunately without blowing the budget for this deck out of the water, there's no easy way to help populate your board with them outside of Navigation Orb and pure luck, but when it does work, it's beautiful.

Dungeon Delver is your #1 card in this deck and a lot of players for whatever reason are really good at forgetting that it's an enchantment that can be destroyed; which is a great thing.

Otherwise though this deck is super straightforward and simple, and really doesn't require much explanation. Just remember you don't have to burn all the cards that give you the initative or venture triggers right away. If you aren't confident you can snag the initiative back from combat damage, keep one of those creatures in hand so you can cheat it back into your posession.

A few of the cards in this deck aren't optimal simply because of my own preference, and I also plan to sub in a few cards at some point, so I'll explain a bit about why I'm thinking of adding a couple cards in here real quick.

Tempted by the Oriq feels right at home in a deck full of spies and thieves, and is a great disruption piece. Even though it caps at 3 mana, there are a lot of notoriously strong 1-3 mana creatures that are brought in every colour that this deck would love to keep down while it finishes its dungeons. Anything from cost reduction creatures like Etherium Sculptor, synergists like Blood Artist, or value pieces like Esper Sentinel or even Dockside Extortionist will be not only offline but yours to abuse.

Kaito, Dancing Shadow is a card I found much later after I completed this deck that I'm surprised I had never seen before. It's exactly what the deck wants and nothing it doesn't. Easy add to the deck once, through more playtesting, I can find the weaker links in the strategic consistency of the deck.

Game ending cards like Notorious Throng or Vorpal Sword are things I've been meaning to add but haven't found the slot to put in yet for whatever reason. This deck has an especially easy time getting these cards off even in unfavorable board states.

Also detection tower is going in here and replacing Secluded Courtyard soon because Shadowspear is too expensive and this deck can't do anything about hexproof indestructible bois.

Credit to Xindlepete's "Undercity Thieves Guild" deck on Tappedout for getting me started on this. I'm really not the best deckbuilder—especially from scratch—and I'm sure there's not only a lot I'm missing but also just direct upgrades to a lot of the cards I use, but the deck is in a state I'm personally happy with and genuinely enjoy playing. Anyways though, I used Xindlepete's deck as a base and though I made a lot of changes, I can't really take full credit for building a deck that came from another that had so much effort put into not just its construction but the flavor of it.

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Comments

94% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

27 - 0 Rares

31 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Copy Clone, Dungeon: Dungeon of the Mad Mage, Dungeon: Lost Mine of Phandelver, Dungeon: Tomb of Annihilation, Dungeon: Undercity, Faerie Dragon 1/1 U, Goblin 1/1 R, Ninja 1/1 U, Rogue 2/2 B, Skeleton 1/1 B, Skeleton 4/1 B, The Atropal, The Initiative, Thopter 1/1 C, Treasure
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