Arena Standard - Standard - Dimir FLASH Rogues

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Control Jank

Hey, Kids!  

Do you like playing Flash Spells at instant speed?

Do you like playing Control?

Do you like Dimir Rogues? 

Then this deck is for you! I present to you...

FLASHDANCE

 

• CREATURES:

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Thieves' Guild Enforcerimage is usually your opener, and often your closer. Remember, this is FLASH... so you should always be playing these spells either in response to a player's attack, or at the end of their turn. She will mill cards every time you play a Rogue Creature, so she always gets priority. (Cards in the graveyard make her more powerful (Deathtouch and a nice +2/+1 boost), and activate your Drown in the Lochimage.)

Cunning Nightbonderimage is here for these reasons:

1. She's a Dimir Rogue, so she helps Thieves' Guild Enforcerimage mill.

2. She reduces the cost of Flash Spells by 1, which makes it easier to get Nimana Skydancerimage out and freeing up 1 swampy for other shenanigans like an additional Thieves' Guild Enforcerimage or some Graveyard recall with Omen of the Deadimage.

3. Her card art pairs really nicely with our secret star of the show, Slitherwispimage. In fact if I were to guess, they're supposed to be the same creature lore-wise in the Ikoria set. So run with it to your Vorthos' hearts' content!

So why Slitherwispimage?

Slitherwispimage lets you draw a card and ping your opponent for 1 when you cast a Flash spell... and toward mid to late game, you're going to be casting a lot of Flash spells.

Soaring Thought-Thiefimage is here too because he's Dimir, He's a Rogue who pumps up your Rogues, He mills, He Flies, He has low CMC. He's always welcome to the Dimir Flashdance Party!

 

CONTROL:

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These guys are the best for early and late replies to your opponent. It gives you a balanced mix of options that get stronger as the game goes on.

Bloodchief's Thirstimage is your answer to opponent Creatures and Planeswalkers. It also gets stronger with more mana at your disposal (Kicker).

Feed the Swarmimage will take care of Creatures and Enchantments. That's right, you heard me! Enchantment Destruction... in Black! MUWHAHAHAHAHAAaaaaa! It is great for early answers as long as you maintain your life pool.

Drown in the Lochimage is great for counterspell and creature removal, but your opponent will need cards in their graveyard which will happen quickly thanks to our Milling Rogues Gallery...

 

 

RAMP & RECOVERY:

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Heraldic Bannerimage potentially gets you to 5 Mana on turn 4, with the nice addition of buffing all your creatures. (All the Creatures in this deck have Black in them, so always choose Black when you play Heraldic Bannerimage.)

Omen of the Deadimage is a powerhouse in this Flash Deck. You only need two open Mana to bring back a Thieves' Guild Enforcerimage from the graveyard. (Play the Omen of the Deadimage, grab your Thieves' Guild Enforcerimage, then Put her back on the Battlefield.)

Always, always, always try to do this at the end of your opponents turn! (Unless you hit an edge case where it's needed elsewhere, like a quick deathtouch block, or mill, or whatever else would help you at the moment... but 99% of the time, you will be doing this at the end of your opponent's turn because Omen of the Deadimage is an Enchantment with FLASH! (What a great spell! and if you're ever in a situation where you don't have cards in your hand, you can sack it and scry to plan out your next hand's card draw.)

 

MANA BASE:

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6 Swampimageys

6 Islandimages

4 Clearwater Pathwayimage

4 Temple of Deceitimage - The Scry ability is always a welcome one especially early game if you're looking for a land, or an early answer to an opponent's spell.

 

That's it. that's the Flashdance deck! Eat your heart out, Jennifer Beals! ;)

 

Get out there and sling some spells, Planeswalker!

 

Comments

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2 comments

SSGFEGEEGWE
What an amazingly unique deck. You are the MTG god of destiny and uniqueness.
TurtleBox
I like this purely for the Slitherwisp but feel like you could easily cut out the banner since you're not really racing to hit a 5 mana board presence and most of your decks CMC is well below 5 as it is. While the buff is nice, +1/+0 doesn't really protect them enough for a 3cmc card to take up your entire turn 3 in my opinion.
Enoch
Last Updated: 09 Jan 2021
Created: 07 Jan 2021
308 269 2

Mainboard - 60 cards (14 distinct)

Creature (20)
$0.40€0.310.02
$0.15€0.020.03
$0.25€0.210.03
$0.20€0.100.03
$0.35€0.370.02
Instant, Sorcery, Enchantment, Artifact (20)
$0.92€0.590.03
$0.20€0.120.03
$1.03€0.860.03
$0.24€0.170.03
$0.28€0.220.03
Land (20)
$0.35€0.270.02
$4.390.59
$0.25
$0.25

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