Arena Standard - Rogues of one Mind

37
27
16
24
0
20
Control
  • Deck contains 19 invalid cards for this format: Of One Mind (IKO), Temple of Deceit (THB), Castle Locthwain (ELD), Castle Vantress (ELD), Fabled Passage (M21), Zagoth Triome (IKO), Clearwater Pathway (ZNR), Agadeem's Awakening (ZNR), Heartless Act (IKO), Soaring Thought-Thief (ZNR), Drown in the Loch (ELD), Bloodchief's Thirst (ZNR), Thieves' Guild Enforcer (M21), Merfolk Windrobber (ZNR), Into the Story (ELD), Ruin Crab (ZNR), Eliminate (M21), Lullmage's Domination (ZNR), Lurrus of the Dream-Den (IKO)
Main 60 cards (20 distinct)
Instant, Sorcery, Enchantment, Artifact (24)
$0.25€0.510.03
$19.003.11
$0.25€0.270.03
$1.10€0.770.03
$0.25€0.190.03
$0.25€0.220.03
$0.20€0.110.03
$0.16€0.120.03
Creature (16)
$0.20€0.110.03
$2.14
$0.19€0.110.03
$1.25
Land (20)
$0.35€0.260.02
$3.30€3.582.03
$0.60€0.640.02
$0.250.03
$8.25
$18.45€16.600.57
$4.640.59
$0.200.04
Side 1 cards (1 distinct)
$1.00€0.830.06

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Description

I know everyone hates rogues but I disagree when people say it is easy to play.  I find this deck works best when it is wielded as a control deck and is played slow.  With 16 cheap creatures you may think you can push it in an aggro fashion but I find this is not the best strategy most of the time.  Against real control decks with the right draw it might be the best strategy but most of the time I take the following approach:

1)  Play aggressively early focusing on mill to get your opponent to 8 cards in graveyard (in some cases at the expense of losing creatures).  Remember you have Lurrus to get creatures back later in the game.

2)  From the mill it you will often be able to determine your opponents deck type and strategy

3)  Save Drown in the Loch as a counterspell as much as possible (you have a lot of other removal spells).  Have Drown ready to counter your opponents biggest plays and protect Lurrus.  Big play examples:

i)  Ultimatum Spells

ii)  Into the Story in the mirror matches

iii)  Ugin

iv)  Hexproof creatures

4)  Of One Mind and Into the Story get used to re-fill your hand (try to get a human and non-human early for Of One Mind).  Remember Into the Story is an Instant that is best used on your opponents end step.

5)  Use Lullmage domination to capture your opponents escape creatures or big threats rather than removal.

6)  Once you get to mid-game you should be able to determine if you will try to win with damage or mill.  Focus on the strategy you choose and play more of a control style using removal, yoink, and counters to shut down your opponents. 

  i)  A protected Lurrus can go a long way with creatures like Merfolk Windrobber (with sacrifice blocking lifelink and drawing a card) or Thieves' Guild Enforcer as a reoccuring deathtouch creature acting as re-occurring removal.

I get that no one likes rogues but it is very fun to play with a lot of decision making along the way.  I can't count how many times I milled out an opponent when they had lethal on the next turn.  It has been almost a 70% win rate for me in Platinum and Diamond with each game being somewhat unique with the multiple win condition options to work through.

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HappyCamper
Last Updated: 21 Jan 2021
Created: 21 Jan 2021
19 67 0

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