Should I add Thieves' Fortune to the deck ?
What can it replace ?
After giving it some thought Mask of Memory seems like an obvious addition to the deck, the only concern is slowing it down too much.
Should I add a few copies ?
Vapor Snag or Disfigure could be good. I feel you need a better one drop answer. I would cut Cloak and Dagger and replace it with Bonesplitter. 4 Mutavault is far too many if you are being greedy and only running 19 lands. I would cut Frogtosser Banneret. All your creatures are cheap anyway (8 of your creature spells that are rogues do not even gain value from it).
So I should move Victim of Night to the sideboard, right ?
Does Disfigure hit enough relevant creatures or should I stick to Vapor Snag ?
Why would you prefer Bonesplitter to Cloak and Dagger ?
In this deck it is usually equipped for free and can be cast for 1 with Frogtosser Banneret,
and "Shroud" seems to be very relevant for this deck.
Frogtosser Banneret is what provides explosive turns for this deck and help me dump my hand quickly.
It also reduces "Prowl costs and Cloak and Dagger cost.
It is the reason I run 19 lands.
I decided not to rely on Frogtosser Banneret anymore as it is a weak card despite the synergy with rest of the deck.
As a result I went up to 20 lands for improved consistency and added Fetches+Shocks and dropped the Mutavaults.
I have a dimir rogues deck that is more meant for multiplayer originally, but seems to be able to handle 1v1. Trying to keep it modern legal in case I want to take it to the LGS, and also gradually tune it for both.
It runs, Blackguard, Stinkdrinker, Shorestalker, Invisible, and Morsel Theft. It also runs Thieves' Fortune, but the most notable difference (and it's possibly a better multiplayer card than modern 1v1 card) is Notorious Throng.
I'm very much liking the idea of Frogtosser because it makes even Throng cheaper. The only other thing I'm trying to fix is card draw to make sure I can get 2 Throngs, or get into a second one from the first. One is usually enough for one opponent, but taking out a whole table usually requires 2.
Blue gives you the better one drops.
While I agree that Prickly Boggart is ok and Triton Shorestalker is only a small upgrade, I think that Faery Miscreant is much better than Nightshade Stinger with the ability to block and drawing an extra card from time to time.
It may not seem like much but it adds consistency to the deck and these 1-drops can still be somewhat usefull even after the first 2 turns.
Blue also gives us Vapor Snag which a very good and versatile card that can either be a pseudo-removal (which combines nicely with the discard in the deck) or save our Lords from removal, it also pings for 1 and is generally a good tempo play.
Another Blue card I'm going to test is Quickling which seems good in this deck as it is a 2/2 flier for 2 mana, can save Lords from removal or help recast cards like: Earwig Squad and (a second) Faery Miscreant for value.
It should probably be cast either as a response to removal or if you have more than one creature on board to avoid blowouts.
On a sidenote, what do you think of the new Rogue from SoI - Tooth Collector ?
Seems a bit slow for 3 mana (and without evasion) but with "Delirium" it might be quite good.
Here's the list I've used for a long time. It's casual so don't get on me too hard. It generally opts for hand disruption and aggressive tempo over removal. Most of the more hardcore disruption is in the SB so that I can crank it up if I face a combo deck. It has some trouble against control, but not as much as you might think because of the disruption, tempo card-draw/cantrips, and Cavern of Souls. I have played this deck since Lorwyn and added to it over the years. It is solid, just not necessarily competitive but very fun and with some nice tricks. I used to use Mono Black but with the advent of True-Name Nemesis and Triton Shorestalker I couldn't not dip U. You can tweek this a few different ways. If you face a lot of burn and removal, consider Invisible Stalker and Cloak and Dagger, if you're having trouble against mass-removal, try to go heavier on the disruption with something like Thoughtseize. Though, be careful you don't overdo it with that and Polluted Delta and thus, ruin your tempo. If you just can't beat their stompy tempo, try a little trick with Sudden Spoiling and either suicide attack or better, hold back a couple guys and then cast during the Declare Blockers step, then swing next turn for the win. Card-advantage is not so much a sub-theme as a way of maintaining tempo. Basically, this is a deck where, if you stand still, you die, so just keep racing to the bottom. I can't tell you how many games I've won by 1-2 Life. Let me know what you think too.
Some other notes: Mutavault is great in this, always do 4-of, you need the Prowl-enabling to maintain tempo and it's helpful with Stinkdrinker to wrap things up quickly on turn 4-5. Curiosity is best when attached to Invisible Stalker or True-Name Nemesis so they can't really 2-for-1 you. Though it also works well on the 1-drops. Finally, for some reason, I've always been terrified of combo decks, hence the Surgical Extraction, however, it's never really come up and could potentially be disrupted with Earwig Squad and Sudden Spoiling depending on the combo, so maybe view that and/or Cloak and Dagger as the most optional parts of the SB.
A good suggestion imho: Hidden Strings: allows us to tap any creatures an opponent controls to let through some damage. Then, employing it's 'Cipher' ability onto one of our now unblocked creatures, we either untap our mana sources for ensuing Prowl costs or tap the opponent's mana sources to ensure we can get those Prowl's off uncountered.
With your great amount of creatures with Evasion you can use the Cipher trigegr every Round.
You play an Aggro Deck and the Rack is for long Games. Cloak and Dagger doing a lot more and is much easier to play.
for Curiosity you can play Looter il-Kor. Ok, you must discard a card, but the most time you did not need a fourth land.
hi all,
I am sure any deck that uses bad moon is good or at least is a deck I want to play. bad moon has been my favorite magic card since I began to play magic with fourth edition.
I've build this deck in the past at least two times but it was fragile enough and I've deconstructed it both times.
now I am going to give it another chance again, basically because any deck with bad moon is sexy for me.
anyways in the latest versions you have posted you are not using removal and this could be a serious problem against certain decks. I think some dismember must be included here.
beside of that and with the rising of blue decks nowadays I think cavern of souls are a must maindeck. also the 2xlaswrithe seems perfect in this deck that almost every creature has some kind of evasion.
also zulaport cutthroat is a rogue and can be played with vampire aristocrat (rogue nantuko husk) so you can deal and gain a lot with this interaction. also shadow alley denizen can be good here providing fear to all our dudes (so beating with fearing earwig squad almost every turn sounds pretty brutal to me)
also faerie macabre for sideboard seems a must.
In the list you are posting (and mine include) there are only 8 creatures that you want to play after combat, the lords and the squads and the Shadow Alley Denizen will help to this eight to attack profitably. Beside of that this little rogue will help your flying dudes not being blocked with lingering souls and this factor is too relevant for me. Beside of that now there is thopther foundry in the meta and blue thopter flying tokens can ruin your day so I think They are really good here.
In which turn are you goldfishing? In my experience this deck is a bit slow in the current metagame and can't find a way to win on turn 4 or before. Which is your critical turn?
About the other cards I've suggested:
Zulapoart and vampire will be only if you want to create an aristocrat rogue deck splashing white
The caverns are a must and more right now with ancestral vision and lot of thopters flying away.
Bile blight could be useful for one shot token decks but for those than can cast flying dudes turn after turn doesn't seem very good for me.
I don't get the point of trying to cast every creature of your deck after combat. Is usually better because mind trick, because avoid 2x1 removals and so on, but, rogues uses prowl and the bandit have to be cast after combat if you want to pay 1B instead of 3B (although you are not going to deal damage this turn). The non-prowl creatures have no restriction and you can play them when you consider and making my squad almost unblockable seems sweet to me.
Anyways I think it's matter of tastes.
About the caverns I think you can play at least a couple MD in order to gain protection from counterspell for your "big" dudes. Anyways again you can do what you prefer of course.
Goldfishing in tourn four has been very complicated to me. I usually win (if I do) in turn 5-6 or so and this is very slow for me.
I really like this list and it's very similar to something I used to run. I never tested Earwig Squad though and I'm sure it's a solid play but I would be tempted to replace it with Inkfathom Infiltrator for some unblockable beats/prowl enablers. It feels like between Boggart, Stinger, Prowler, Blackguard and Infiltrator, you are essentially running highly evasive creatures that can fully take advantage of the significant power boost provided by Stinkdrinker Bandit and Bad Moon while consistently enabling Noggin Whack disruption. I would probably tweak it as follows:
Thanks for linking me here. I don't want to be all in on prowl after more stinkdrinker testing. Basically I never feel good prowling him because he eats removal without contributing unless he is cast precombat. I also feel like bitterblossom and aether vial are pretty bad if I want to be noggin whacking on turn 2. Turn one needs to be a rogue drop and turn two needs to be noggin whack. While that is a strong line, it needs to be capitalized on somehow with a big turn three play but more often than not my threats are just outclassed by turn 4.
I think the reason spellstutter sprite feels so awkward is because even with a turn two prowl, I get more tempo by leaving the spellstutter mana up than I do from any of my 2 mana prowls. Turn two bitterblossom or spellstutter is really strong... unless my hand is full of prowl because now I'm not prowling until turn 3 if my one drop survived or turn 4 with a blossom token, which seems bad.
So now I need to decide is taking the twelve most powerful cards (spellstutter, bitterblossom, and aether vial) out of the deck worth reliably noggin whacking t2? Morsel theft is one of the last cards I want to be playing turn two if my board is just a 1/1 rogue, but later in the game it seems strong. Its the kind of thing I feel great casting once my board has some development because it does a good job of stabilizing against agro but won't put me on the offensive on its own.
Tldr I am better off just testing aether vials in a faerie shell than trying to jam faeries and aether vial into a rogue deck. :/ I still think noggin whack and thieves Fortune are worth brewing around but they don't actually contribute much to the clock so they feel super clunky in a aggro/tempo deck.
I wonder if adding 4x Spellsttuter Sprite can be a good idea as the deck packs a considerable number of faeries anyway.
They can probably replace the artifacts or some of the spells.
I also consider replacing Cloak and Dagger which is a bit too slow with a combat trick like Wings of Velis Vel which can protect a creature from a bolt and help deal more damage.
Or something like Virulent Swipe which can help get more damage through or trade with a big attacker while chump'ing.
Another option is Vampire's Bite which can be this decks Lava Spike (and gain some life in the late-game).
The deck is still under construction (and I'm still not very satisfied with it) so I don't have any results.
I play a few games on cockatrice now and then.
I saw the new rogue from EM - Vampire Cutthroat and wonder how playable it can be in the 1-drop slot.
The lifelink seems decent but I'm not sure what to make of the Skulk.
The deck is still under construction (and I'm still not very satisfied with it) so I don't have any results.
I play a few games on cockatrice now and then.
I saw the new rogue from EM - Vampire Cutthroat and wonder how playable it can be in the 1-drop slot.
The lifelink seems decent but I'm not sure what to make of the Skulk.
Don't know how often Skulk gets through (1/2s foil it without trading), but it interacts well with Stinkdrinker Bandit since it doesn't get that bonus unless it's unblocked. Definitely a rogue I would test when playing multiplayer freeform with my rogue deck.
I think that this tribe has potential because it can be fast and aggressive with evasive creatures but also disruptive with the discard element.
At first I tried a Mono-Black build but it lacked solid 1-drops and had less options for the sideboard.
I'm looking for feedback to improve the deck further.
Here it is:
2x Earwig Squad
4x Frogtosser Banneret
4x Oona's Blackguard
4x Oona's Prowler
4x Triton Shorestalker
4x Faerie Miscreant
4x Stinkdrinker Bandit
Artifact (3)
3x Cloak and Dagger
Land (19)
4x Mutavault
3x Swamp
1x Island
1x Sunken Ruins
4x Secluded Glen
4x Darkslick Shores
2x Urborg, Tomb of Yawgmoth
4x Dismember
4x Victim of Night
Sorcery (4)
4x Morsel Theft
2x Hurkyl's Recall
3x Bitterblossom
2x Earwig Squad
3x Noggin Whack
2x Echoing Truth
3x Inquisition of Kozilek
Some questions I have:
1. How is the manabase ?
Can the deck work with 19 lands ?
#Can Secluded Glen, Darkslick Shores and Sunken Ruins substitute for Watery Grave and Polluted Delta ? (and River of Tears)
2. Should I include Hidden Strings in the mainboard ?
"Cypher" should work very well with all the evasive creatures.
#Also, can Quickling be good in this deck ? It can save from reomaval and recycle Etb effects but can also lead to 2-for-1's against me.
3. Should I add counterspells (Countersquall maybe ? or Dash Hopes ?) to the sideboard or I can I rely on the discard spells ?
#Any other cards that would be good in the sideboard ?
(Dunerider Outlaw, Blackmail, Geth's Verdict, Invisible Stalker, Nameless Inversion, Unified Will, Thieves' Fortune, Wrench Mind)
4. How is Agony Warp as a removal option with a 2-for-1 potential, is it worth playing ?
#Are pump spells like Wings of Velis Vel or Virulent Swipe/Vampire's Bite worth adding to the deck ?
5. How are Military Intelligence, Sygg, River Cutthroat and Mask of Memory as card draw options (or Cold-Eyed Selkie/Tandem Lookout) ?
6. Are Latchkey Faerie and Auntie's Snitch worth considering for this deck ?
What can it replace ?
After giving it some thought Mask of Memory seems like an obvious addition to the deck, the only concern is slowing it down too much.
Should I add a few copies ?
Good luck.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Does Disfigure hit enough relevant creatures or should I stick to Vapor Snag ?
Why would you prefer Bonesplitter to Cloak and Dagger ?
In this deck it is usually equipped for free and can be cast for 1 with Frogtosser Banneret,
and "Shroud" seems to be very relevant for this deck.
Frogtosser Banneret is what provides explosive turns for this deck and help me dump my hand quickly.
It also reduces "Prowl costs and Cloak and Dagger cost.
It is the reason I run 19 lands.
What about Mask of Memory, can it work in this deck or would it be too clunky ?
Same question about Hidden Strings and Military Intelligence.
I decided not to rely on Frogtosser Banneret anymore as it is a weak card despite the synergy with rest of the deck.
As a result I went up to 20 lands for improved consistency and added Fetches+Shocks and dropped the Mutavaults.
The changes:
-4x Frogtosser Banneret, -4x Mutavault, -1x Sunken Ruins, -1x Urborg, Tomb of Yawgmoth, -4x Victim of Night.
+4x Polluted Delta, +3x Watery Grave, +2x Quickling, +1x Mask of Memory, +2x Disfigure, +2x Vapor Snag.
Here is the updated decklist:
2x Earwig Squad
2x Quickling
4x Oona's Blackguard
4x Oona's Prowler
4x Triton Shorestalker
4x Faerie Miscreant
4x Stinkdrinker Bandit
Artifact (4)
3x Cloak and Dagger
1x Mask of Memory
Land (20)
4x Polluted Delta
3x Watery Grave
4x Secluded Glen
4x Darkslick Shores
1x Urborg, Tomb of Yawgmoth
3x Swamp
1x Island
4x Dismember
2x Disfigure
2x Vapor Snag
Sorcery (4)
4x Morsel Theft
2x Hurkyl's Recall
3x Bitterblossom
2x Earwig Squad
3x Noggin Whack
2x Victim of Night
3x Inquisition of Kozilek
I've recently discovered Mask of Riddles and consider including it in the deck.
Is it too slow with 2 mana to cast and 2 more to equip ?
Is it better here than Mask of Memory ?
While it adds evasion it goes through the deck slower (draw 1 vs draw 1+loot 1) and costs more to equip.
It runs, Blackguard, Stinkdrinker, Shorestalker, Invisible, and Morsel Theft. It also runs Thieves' Fortune, but the most notable difference (and it's possibly a better multiplayer card than modern 1v1 card) is Notorious Throng.
I'm very much liking the idea of Frogtosser because it makes even Throng cheaper. The only other thing I'm trying to fix is card draw to make sure I can get 2 Throngs, or get into a second one from the first. One is usually enough for one opponent, but taking out a whole table usually requires 2.
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko
You have:
Darkslick Shores, Secluded Glen (Faeries are nearly half of the creatures in the deck) or the more budget: Drowned Catacomb, Sunken Hollow (or Underground River).
And that's is even without Polluted Delta/Watery Grave (and Urborg, Tomb of Yawgmoth which helps fix mana too).
Blue gives you the better one drops.
While I agree that Prickly Boggart is ok and Triton Shorestalker is only a small upgrade, I think that Faery Miscreant is much better than Nightshade Stinger with the ability to block and drawing an extra card from time to time.
It may not seem like much but it adds consistency to the deck and these 1-drops can still be somewhat usefull even after the first 2 turns.
Blue also gives us Vapor Snag which a very good and versatile card that can either be a pseudo-removal (which combines nicely with the discard in the deck) or save our Lords from removal, it also pings for 1 and is generally a good tempo play.
Blue also gives us some nice sideboard tech like:
Hurkyl's Recall, Unified Will (or other counterspells), Echoing Truth, Grimoire Thief (and maybe Military Intelligence).
Another Blue card I'm going to test is Quickling which seems good in this deck as it is a 2/2 flier for 2 mana, can save Lords from removal or help recast cards like: Earwig Squad and (a second) Faery Miscreant for value.
It should probably be cast either as a response to removal or if you have more than one creature on board to avoid blowouts.
On a sidenote, what do you think of the new Rogue from SoI - Tooth Collector ?
Seems a bit slow for 3 mana (and without evasion) but with "Delirium" it might be quite good.
A good finisher for the mono-black build can be Lashwrithe.
What is the opinion on Mask of Memory/Mask of Riddles for card draw ?
Some other notes: Mutavault is great in this, always do 4-of, you need the Prowl-enabling to maintain tempo and it's helpful with Stinkdrinker to wrap things up quickly on turn 4-5. Curiosity is best when attached to Invisible Stalker or True-Name Nemesis so they can't really 2-for-1 you. Though it also works well on the 1-drops. Finally, for some reason, I've always been terrified of combo decks, hence the Surgical Extraction, however, it's never really come up and could potentially be disrupted with Earwig Squad and Sudden Spoiling depending on the combo, so maybe view that and/or Cloak and Dagger as the most optional parts of the SB.
The Unseelie Courte
4 Prickly Boggart
4 Triton Shorestalker
4 Oona's Blackguard
4 Oona's Prowler
4 Stinkdrinker Bandit
4 True-Name Nemesis
4 The Rack
4 Morsel Theft
4 Noggin Whack
3 Curiosity
4 Mutavault
1 Urborg, Tomb of Yawgmoth
1 Pendelhaven
4 Underground Sea
4 Cavern of Souls
4 Polluted Delta
4 Darkslick Shores
Sideboard
4 Inquisition of Kozilek
3 Earwig Squad
3 Surgical Extraction
2 Cloak and Dagger
3 Sudden Spoiling
Hidden Strings: allows us to tap any creatures an opponent controls to let through some damage. Then, employing it's 'Cipher' ability onto one of our now unblocked creatures, we either untap our mana sources for ensuing Prowl costs or tap the opponent's mana sources to ensure we can get those Prowl's off uncountered.
With your great amount of creatures with Evasion you can use the Cipher trigegr every Round.
You play an Aggro Deck and the Rack is for long Games. Cloak and Dagger doing a lot more and is much easier to play.
for Curiosity you can play Looter il-Kor. Ok, you must discard a card, but the most time you did not need a fourth land.
Looter il-Kor is rather weak in combat (and can't block) so I would rather use evasive rogues (Triton Shorestalker, Oona's Prowler) with equipment instead.
Hidden Strings does seem good here but I'm not sure if it's worth a slot (or several) over removal/discard.
It can combine nicely with Grimoire Thief, what do you think about this rogue ?
Is his ability good enough to use him ?
I am sure any deck that uses bad moon is good or at least is a deck I want to play. bad moon has been my favorite magic card since I began to play magic with fourth edition.
I've build this deck in the past at least two times but it was fragile enough and I've deconstructed it both times.
now I am going to give it another chance again, basically because any deck with bad moon is sexy for me.
anyways in the latest versions you have posted you are not using removal and this could be a serious problem against certain decks. I think some dismember must be included here.
beside of that and with the rising of blue decks nowadays I think cavern of souls are a must maindeck. also the 2xlaswrithe seems perfect in this deck that almost every creature has some kind of evasion.
also zulaport cutthroat is a rogue and can be played with vampire aristocrat (rogue nantuko husk) so you can deal and gain a lot with this interaction. also shadow alley denizen can be good here providing fear to all our dudes (so beating with fearing earwig squad almost every turn sounds pretty brutal to me)
also faerie macabre for sideboard seems a must.
In which turn are you goldfishing? In my experience this deck is a bit slow in the current metagame and can't find a way to win on turn 4 or before. Which is your critical turn?
About the other cards I've suggested:
Zulapoart and vampire will be only if you want to create an aristocrat rogue deck splashing white
The caverns are a must and more right now with ancestral vision and lot of thopters flying away.
I don't get the point of trying to cast every creature of your deck after combat. Is usually better because mind trick, because avoid 2x1 removals and so on, but, rogues uses prowl and the bandit have to be cast after combat if you want to pay 1B instead of 3B (although you are not going to deal damage this turn). The non-prowl creatures have no restriction and you can play them when you consider and making my squad almost unblockable seems sweet to me.
Anyways I think it's matter of tastes.
About the caverns I think you can play at least a couple MD in order to gain protection from counterspell for your "big" dudes. Anyways again you can do what you prefer of course.
Goldfishing in tourn four has been very complicated to me. I usually win (if I do) in turn 5-6 or so and this is very slow for me.
More ideas?
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
I was also wondering if Military Intelligence can be good in this deck, or is Mask of Memory a better choice ?
Another idea is to play Bident of Thassa or Monastery Siege.
I really like this list and it's very similar to something I used to run. I never tested Earwig Squad though and I'm sure it's a solid play but I would be tempted to replace it with Inkfathom Infiltrator for some unblockable beats/prowl enablers. It feels like between Boggart, Stinger, Prowler, Blackguard and Infiltrator, you are essentially running highly evasive creatures that can fully take advantage of the significant power boost provided by Stinkdrinker Bandit and Bad Moon while consistently enabling Noggin Whack disruption. I would probably tweak it as follows:
-2x Earwig Squad
-2x Marsh Flitter
-2x Bitterblossom
+2x Thoughtseize - OR- Duress/Inquisition
+4x Inkfathom Infiltrator
Thanks for linking me here. I don't want to be all in on prowl after more stinkdrinker testing. Basically I never feel good prowling him because he eats removal without contributing unless he is cast precombat. I also feel like bitterblossom and aether vial are pretty bad if I want to be noggin whacking on turn 2. Turn one needs to be a rogue drop and turn two needs to be noggin whack. While that is a strong line, it needs to be capitalized on somehow with a big turn three play but more often than not my threats are just outclassed by turn 4.
I think the reason spellstutter sprite feels so awkward is because even with a turn two prowl, I get more tempo by leaving the spellstutter mana up than I do from any of my 2 mana prowls. Turn two bitterblossom or spellstutter is really strong... unless my hand is full of prowl because now I'm not prowling until turn 3 if my one drop survived or turn 4 with a blossom token, which seems bad.
So now I need to decide is taking the twelve most powerful cards (spellstutter, bitterblossom, and aether vial) out of the deck worth reliably noggin whacking t2? Morsel theft is one of the last cards I want to be playing turn two if my board is just a 1/1 rogue, but later in the game it seems strong. Its the kind of thing I feel great casting once my board has some development because it does a good job of stabilizing against agro but won't put me on the offensive on its own.
List I was testing
4x Cavern of Souls
4x Darkslick Shores
4x Mutavault
2x Polluted Delta
4x Secluded Glen
1x Swamp
1x Urborg, Tomb of Yawgmoth
2x Watery Grave
4x Faerie Miscreant
4x Nightshade Stinger
4x Oona's Prowler
4x Spellstutter Sprite
4x Stinkdrinker Bandit
2x Triton Shorestalker
4x Morsel Theft
2x Noggin Whack
Instant (2)
2x Thieves' Fortune
Enchantment (4)
4x Bitterblossom
Artifact (4)
4x AEther Vial
Tldr I am better off just testing aether vials in a faerie shell than trying to jam faeries and aether vial into a rogue deck. :/ I still think noggin whack and thieves Fortune are worth brewing around but they don't actually contribute much to the clock so they feel super clunky in a aggro/tempo deck.
Tribal Zoo video series
Noggin Whack is good but I like it more out of the sideboard, you could try to run Thoughtseize/Inquisition of Kozilek or Spell Pierce/Spell Snare for more tempo or disruption (and cut Thieves' Fortune as well).
Another Rogue that seems playable here is Infiltrator il-Kor with suspend and Whirler Rogue.
I wonder if Ancestral Vision can also be good in this deck.
I a heavier spell build Umara Entangler can be a decent beater.
They can probably replace the artifacts or some of the spells.
I also consider adding a copy or two of Whirler Rogue.
Other options can be Infiltrator Il-Kor, Latchkey Faerie and Auntie's Snitch.
Here is my build btw:
4x Triton Shorestalker
4x Faerie Miscreant
4x Oona's Blackguard
4x Oona's Prowler
2x Quickling
4x Stinkdrinker Bandit
2x Earwig Squad
2x Dismember
3x Disfigure
3x Vapor Snag
Sorcery (4)
4x Morsel Theft
Artifact (4)
3x Cloak and Dagger
1x Mask of Memory
4x Polluted Delta
3x Watery Grave
4x Secluded Glen
4x Darkslick Shores
1x Urborg, Tomb of Yawgmoth
3x Swamp
1x Island
1x Mask of Memory, 1x Cloak and Dagger, 1x Dismember and 1x Morsel Theft.
Here is the updated build:
4x Triton Shorestalker
4x Faerie Miscreant
4x Oona's Blackguard
4x Oona's Prowler
2x Quickling
4x Spellstutter Sprite
4x Stinkdrinker Bandit
2x Earwig Squad
3x Disfigure
3x Vapor Snag
1x Dismember
Sorcery (3)
3x Morsel Theft
Artifact (2)
2x Cloak and Dagger
Land (20)
4x Darkslick Shores
1x Island
4x Polluted Delta
4x Secluded Glen
3x Swamp
1x Urborg, Tomb of Yawgmoth
3x Watery Grave
I also consider replacing Cloak and Dagger which is a bit too slow with a combat trick like Wings of Velis Vel which can protect a creature from a bolt and help deal more damage.
Or something like Virulent Swipe which can help get more damage through or trade with a big attacker while chump'ing.
Another option is Vampire's Bite which can be this decks Lava Spike (and gain some life in the late-game).
I play a few games on cockatrice now and then.
I saw the new rogue from EM - Vampire Cutthroat and wonder how playable it can be in the 1-drop slot.
The lifelink seems decent but I'm not sure what to make of the Skulk.
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R Zada Arcane Storm
RBU Marchesa
GWU Estrid
GWR Samut?
URB Kess
(R/W)(U/B) Akiri & Silas
BWR Alesha
R Neheb Dragons
G Nylea Wurms
W Darien
U Tetsuko