Rogues are very fragile. It has 8 real threats from blackguard and stinkdrinker, and 2 decent beaters from oona's prowler and earwig squad. Really easy to shut them down by killing a couple of their good creatures. A well timed board clearer will win the game against rogues easily.
Uhhh...yeah....you don't really understand rogues very well. It's a disruption based tribe. Thoughtseize and Noggin Whack should take care of God/Damn or any other sweeper. Then a timely Earwig will take out the other three.
I'm not sure who you've been testing against, because I've had a large amount of success playing rogues on MWS. Honestly, they could have had bad deck lists, made bad mistakes or even....I know this is impossible....had MWS shuffle terribly.
By no means am I saying rogues are the best, most invincible deck archetype in the world. The fact of the matter is, however, that a good rogue deck list played by a good player is a force to be reckoned with. For instance, I've tested rogue decks for hours on end, and cards like Frogtosser Banneret really are crappy. Sure every once in a while you'll get a good play off of them, but in terms of aggro....it's awful. Don't play cards because their type-line says Creature - Rogue. Play them because they're good and just so happen to be rogues.
The list I have been testing lately seems to have a decent percentage against most decks while dominating certain other decks. A large problem I found was Desert. Pendelhaven helps out the situation immensely, though, as does Stinkdrinker Bandit, if you play it. I've seen people complain that the Stinkdrinker Bandit should have just given creatures +3/+0, but the toughness boost really is a saving grace against Desert.
I wanted to go to the PR, because these last few years the PR's have been more fun to me than constructed, which is insane as for the last ten years I've stuck by my "I hate limited" guns.
Anyways, the point of this thread was that I was unable to attend the MOR PR, so I didn't get to see all the MOR limited interactions. I would love for people that visited the PR's to sound off here about there experiences with MOR Limited and if there were any cards from Morningtide that played out a lot better in Limited than they appear that they would.
Basically, are there are Limited sleepers in the set?
What rares were true bombs in the format?
Did you rare draft foil Mutavaults?
Also, what were the rare distributions like? Are Murmuring Bosk and Mutavault Thoughtseize Rare? Or Planeswalker Rare? Tell me everything about the PR.
Last Saturday at City Champs sealed, my friend pulled a Foil Thoughtseize, Auntie's Hovel, Jace, and Garruk out of his Tournament Pack. Then in his boosters he got a second Thoughtseize and an Arbiter of Knollridge.
I didn't do nearly as well, but mine wasn't bad. I got a Foil Admirers, Jace, Chandra, Cryptic Command, Mirror Entity, and a stupid Howltooth Hollow.
I agree with you guys perhaps for making this deck a tournament possibility, but the decklist I posted was just for some random FNM fun. Thusly Doran and Goofy are not needed.
This is just a totally insane fun build that I build on MWS. It's quite fun. Whether or not its a powerhouse is up to the testing, but if you want a fun deck to mess around with try it out.
Here's how you have to look at Morsel Theft. Splice or no, people played Lava Spike fairly heavily in its time. Morsel Theft without Prowl is a three-point Consume Spirit for only four mana. With Prowl active, it becomes a three-point Consume Spirit for two that also draws you a card.
If Consume Spirit drew a card after you used it, I'd expect it to cost AT LEAST one more mana making a three-point cost X2B(X=3), so it'd be six mana. It's not really whether or not it looks hot on paper, anyway. Playtest a rogue deck a bunch and you'll find out that there will be games where you will only win with reach. Morsel Theft provides that reach. After sideboarding, the life gain also helps balance out Bitterblossom.
Deck explanation and changes. Don't let anyone fool you. Looter il-Kor takes this deck to... A-WHOLE......NUTH-A.....LEV-UHL!
Honestly, I was on board with the whole you need one drops to power out Prowl band wagon in the beginning, but now I'd say screw Nightshade Stinger and screw Prickly Boggart. After turn one they're garbage and most of the time turn two consists of dropping a Looter, Prowler, or Blackguard. Turn two Prowl, even Noggin Whack isn't really that valuable. I'd rather just turn one Thoughtseize, then start dropping beats on turn two. Pestermite with Oona's Blackguard out is also a great surprise as an instant 3/2 blocker, eot attacker or just a plain old tap trick. I love tap and block killing their creature and tapping another. Screws with their head.
Along with that, time and time again I've found out that although I loved the familiars of Invasion block and the warchiefs of Onslaught block, the Bannerets(at least those that toss frogs) are worthless in this deck. My opponents playing rogues usually end up holding them back all the time after one point of damage. The sixteen spells have worked out great and just feel right.
Cloak and Dagger is also, while looking great, a waste of space in my humble opinion. It seems every time I played one I was screwing up my own tempo. Sure it equips for free, but in quick games, it's basically a time walk for your opponent.
The sideboard is something different altogether. Extirpate has come in handy time and time again in testing against Masked Admirers, Auntie's Snitch, and Makeshift Mannequin. Shriekmaw is sadly becoming worse in standard. It's still useful most of the time, but in a mirror its making me cry. Bitterblossom as figured is great in the sideboard but far from impressive main. It's not that great for enabling prowl, but its an awesome sideboard against decks with little-to-no removal or against control. The Pithing Needles have been in all my decks since States. They shutdown Village People, Garruk Wildspeaker, Jace Beleren, Mutavault....basically everything.
I would tweak my sideboard to this for now, just from preliminary testing from MWS.
Stinkdrinker Bandit : Starts at 5$ until people will realize how good it is with rogues with evasion.Will go up to 7$
Oona's Blackguard : Overhyped card. It does nothing for your rogues already in play and will most often die as soon as it hits play. Start at 7$ and will go down to 4$
I'm sorry but I can't see that as even remotely possible. You think two uncommons will go up to seven dollars each? Maybe they'll be a few dollars, true; but Eternal Witness these are not.
I went ahead and reevaluated the idea. I just thought Scapeshift was an interesting interaction with the Crusher. Being a Johnny first and foremost it appealed to me, but the deck idea was somewhat lost in translation. The above decklist is more what I had intended in the first place. Thanks for the suggestions.
I am loving the Blackguard now, and the Prowler was always my favorite creature out of Lorwyn. Does anyone have any sort of confirmation that we'll get Oona or some avatar in Morningtide?
Uhhh...yeah....you don't really understand rogues very well. It's a disruption based tribe. Thoughtseize and Noggin Whack should take care of God/Damn or any other sweeper. Then a timely Earwig will take out the other three.
By no means am I saying rogues are the best, most invincible deck archetype in the world. The fact of the matter is, however, that a good rogue deck list played by a good player is a force to be reckoned with. For instance, I've tested rogue decks for hours on end, and cards like Frogtosser Banneret really are crappy. Sure every once in a while you'll get a good play off of them, but in terms of aggro....it's awful. Don't play cards because their type-line says Creature - Rogue. Play them because they're good and just so happen to be rogues.
The list I have been testing lately seems to have a decent percentage against most decks while dominating certain other decks. A large problem I found was Desert. Pendelhaven helps out the situation immensely, though, as does Stinkdrinker Bandit, if you play it. I've seen people complain that the Stinkdrinker Bandit should have just given creatures +3/+0, but the toughness boost really is a saving grace against Desert.
Anyways, the point of this thread was that I was unable to attend the MOR PR, so I didn't get to see all the MOR limited interactions. I would love for people that visited the PR's to sound off here about there experiences with MOR Limited and if there were any cards from Morningtide that played out a lot better in Limited than they appear that they would.
Basically, are there are Limited sleepers in the set?
What rares were true bombs in the format?
Did you rare draft foil Mutavaults?
Also, what were the rare distributions like? Are Murmuring Bosk and Mutavault Thoughtseize Rare? Or Planeswalker Rare? Tell me everything about the PR.
It was a sealed tournament for City Champs.
I didn't do nearly as well, but mine wasn't bad. I got a Foil Admirers, Jace, Chandra, Cryptic Command, Mirror Entity, and a stupid Howltooth Hollow.
04 Goldmeadow Stalwart
04 Wren's Run Vanquisher
04 Sinew Sliver
04 Darkheart Sliver
04 Mirror Entity
04 Chameleon Colossus
04 Taurean Mauler
02 Cautery Sliver
Spells
04 Nameless Inversion
03 Crib Swap
04 Ancient Amphitheater
04 Murmuring Bosk
04 Mutavault
03 Plains
02 Forest
02 Swamp
02 Primal Beyond
01 Mountain
01 Pendelhaven
04 Disenchant
04 Temporal Isolation
04 Pithing Needle
03 Dodecapod
This is just a totally insane fun build that I build on MWS. It's quite fun. Whether or not its a powerhouse is up to the testing, but if you want a fun deck to mess around with try it out.
If Consume Spirit drew a card after you used it, I'd expect it to cost AT LEAST one more mana making a three-point cost X2B(X=3), so it'd be six mana. It's not really whether or not it looks hot on paper, anyway. Playtest a rogue deck a bunch and you'll find out that there will be games where you will only win with reach. Morsel Theft provides that reach. After sideboarding, the life gain also helps balance out Bitterblossom.
04 Prickly Boggart
04 Oona's Blackguard
04 Oona's Prowler
04 Looter il-Kor
04 Earwig Squad
02 Pestermite
Spells
04 Thoughtseize
04 Noggin Whack
04 Nameless Inversion
04 Morsel Theft
09 Swamp
04 Island
04 Secluded Glen
04 Mutavault
01 Urborg, Tomb of Yawgmoth
04 Extirpate
04 Bitterblossom
04 Shriekmaw
03 Pithing Needle
Deck explanation and changes. Don't let anyone fool you. Looter il-Kor takes this deck to... A-WHOLE......NUTH-A.....LEV-UHL!
Honestly, I was on board with the whole you need one drops to power out Prowl band wagon in the beginning, but now I'd say screw Nightshade Stinger and screw Prickly Boggart. After turn one they're garbage and most of the time turn two consists of dropping a Looter, Prowler, or Blackguard. Turn two Prowl, even Noggin Whack isn't really that valuable. I'd rather just turn one Thoughtseize, then start dropping beats on turn two. Pestermite with Oona's Blackguard out is also a great surprise as an instant 3/2 blocker, eot attacker or just a plain old tap trick. I love tap and block killing their creature and tapping another. Screws with their head.
Along with that, time and time again I've found out that although I loved the familiars of Invasion block and the warchiefs of Onslaught block, the Bannerets(at least those that toss frogs) are worthless in this deck. My opponents playing rogues usually end up holding them back all the time after one point of damage. The sixteen spells have worked out great and just feel right.
Cloak and Dagger is also, while looking great, a waste of space in my humble opinion. It seems every time I played one I was screwing up my own tempo. Sure it equips for free, but in quick games, it's basically a time walk for your opponent.
The sideboard is something different altogether. Extirpate has come in handy time and time again in testing against Masked Admirers, Auntie's Snitch, and Makeshift Mannequin. Shriekmaw is sadly becoming worse in standard. It's still useful most of the time, but in a mirror its making me cry. Bitterblossom as figured is great in the sideboard but far from impressive main. It's not that great for enabling prowl, but its an awesome sideboard against decks with little-to-no removal or against control. The Pithing Needles have been in all my decks since States. They shutdown Village People, Garruk Wildspeaker, Jace Beleren, Mutavault....basically everything.
I would tweak my sideboard to this for now, just from preliminary testing from MWS.
03 Pithing Needle
03 Extirpate
03 Eyeblight's Ending
02 Auntie's Snitch
As for the deck itself, I'd configure it as follows for more testing:
04 Oona's Blackguard
04 Oona's Prowler
04 Looter il-Kor
04 Earwig Squad
04 Stinkdrinker Bandit
02 Pestermite
04 Thoughtseize
04 Noggin Whack
04 Nameless Inversion
04 Morsel Theft
09 Swamp
05 Island
04 Secluded Glen
04 Mutavault
I'm sorry but I can't see that as even remotely possible. You think two uncommons will go up to seven dollars each? Maybe they'll be a few dollars, true; but Eternal Witness these are not.
1) Rogues
2) Wizards
3) Warriors
I do like the Rogues the most, but I knew I would when their precon was titled Going Rogue.
04 Bramblewood Paragon
04 Keldon Marauders
04 Winnower Patrol
04 Countryside Crusher
04 Dauntless Dourbark
03 Vengeful Firebrand
Spells
04 Rift Bolt
04 Incinerate
03 Shard Volley
03 Obsidian Battle-Ax
Lands
08 Forest
05 Mountain
04 Karplusan Forest
04 Llanowar Reborn
02 Treetop Village
04 ?????
04 ?????
04 ?????
03 ?????
I went ahead and reevaluated the idea. I just thought Scapeshift was an interesting interaction with the Crusher. Being a Johnny first and foremost it appealed to me, but the deck idea was somewhat lost in translation. The above decklist is more what I had intended in the first place. Thanks for the suggestions.
04 Nightshade Stinger
04 Oona's Prowler
04 Oona's Blackguard
04 Frogtosser Banneret
04 Earwig Squad
04 Shriekmaw
Spells
04 Thoughtseize
04 Noggin Whack
03 Warren Weirding
03 Cloak and Dagger
Lands
16 Swamp
04 Mutavault
01 Urza's Factory
01 Urborg, Tomb of Yawgmoth
04 Bitterblossom
04 Extirpate
04 Pithing Needle
03 Sudden Death
A monoblack version just for Fluke.
04 Nightshade Stinger
04 Oona's Prowler
04 Oona's Blackguard
04 Frogtosser Banneret
04 Riptide Pilferer
04 Earwig Squad
04 Grimoire Thief
Spells
04 Thoughtseize
04 Noggin Whack
02 Cloak and Dagger
Lands
07 Swamp
06 Island
04 Secluded Glen
02 Underground River
02 Mutavault
01 Urborg, Tomb of Yawgmoth
04 Bitterblossom
04 Shriekmaw
04 Pithing Needle
03 Extirpate
This is an update to the decklist I posted before.