Heist themed deck, assemble a crew to steal the opponent’s deck piece by piece, while leaving them little calling cards to remember you by. This Rogue tribal sneaks in the hits to steal what it need to make your life a little better, getting rich in the process, though watch out for those pesky traps that were left behind for trespassers, or maybe you can use them against your foes?
a good 1 drop with flash, that has some late game flexibility, and on top of that does a little mill to get your target on tilt.
funds the operation, the more treasure you find the faster you can cast the stolen spells from you opponent.
a big target of the deck and for good reason, this rogue steals your foes cards and let you use them instead, as long as you have a rogue in play which you will in most cases.
the first turn play is a little weak in this deck so added this card for the mana drop, but also the last game options is kind of nice to have, a possible 5/3 with menace is always useful in some way.
is another big target because he leaves “calling cards” that your opponent has to deal with as the token he gives them slowly kills them, combo with , it can be a real pain.
is a frustrating card for your foes, and constant loss of life as well as a nice way to sneak in an attack when your opponent thinks they are safe, not to mention the early removal use of it against low toughness creatures that block your way.
is always good to do once in a while, and gives you a peek at what your marks up to.
a little bit of card advantage, and if need be with casualty, it can be a lottabit.
is for when things are looking a little dire, it can really make a difference or just put you over the top.
The Other Spells:
help with the treasure gain, I mean if you’re going to attack, might as well get paid for it.
is another sneaky way to get some damage in and get paid at the same time, and even if things go sideways you get to draw a card.
helps pay for itself as well as makes make your rogues unblock-able which comes in handy.
is why to scout out locations first when planning the heist, not knowing about little thing like a curse will really hurt your opponent and the really can take advantage of this, triggering the curse every time it attacks as well.
is why you never let a thief into your home, lets you steal more cards from the Mark’s deck, like but only until the end of the turn, so don’t spend anything until after you made your move (attacked)
always have an escape plan, this lets you slip by and get those final hits in as most your rogues qualify for this and become unblockable scoring the big win.
Get in and get out, and don’t get caught.
Most the time you just want to keep you Rogues alive and get hits in where you can to trigger your “traps” and start using your opponent’s cards against them. Sometimes things goes as plan and sometime they don’t so always try have a backup plan. The goal is to make those treasures and make at least one of you rogues unlockable and hitting each turn.
Feel free to comment if you would like to see more my Tribal decks and please link here and give me a shout out if you used this deck and had fun.
|Instant, Sorcery, Enchantment, Artifact (22)|
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