The Thieves' Guild

by Zerowyn on 06 December 2015

Main Deck (60 cards)

Sideboard (4 cards)

Creatures (2)

Instants (2)

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Deck Description

A fantasy game is always best played when the player fully dives into their character. For me, I am always the Rogue. Whether it's dual wielding, archery, assassinating, or theft, Rogues always provide me with the best form of entertainment and can be unexpectedly relate-able and good. Rogues are meant to be stealthy, they're not meant to be caught. This deck is supposed to live up to that by not being blocked, however if a Rogue is sneaking about, it is possible the Rogue can trigger a magical trap. Hence the defense against magic. Of course by having the more offensive deck, you will leave yourself open to heavy attack and few defenders.

How to Play

This deck is meant to be super offensive whilst providing all the defense possible to the weak rogues. They're not strong. That's why there are artifacts that give them physical boosts to their power and toughness, as well as hexproof, so they can't be measly picked off easily by spellcasters. Secondly the Rogues can't block most of the time if:
a) They're tapped (either attack or from ability)
b) They cant block
c) They're weak
This is fine, its meant to be offensive and take out enemy health fast. Of course, I wouldn't leave anyone without a second means of defense now would I? Well nobody here knows me so I could, but I'm not.
As you-the reader-may have noticed, there forms of "lifelink" in the deck as well; this is necessary so that you-the player- can still be in the game. It is so you can take the hits your enemy throws at you, so you can gain it back before it gets bad. Personally, I like to equip the Rogues with hexproof before enchanting them or giving them lifelink. Just so I know they're safe before they take the offensive.
Now to address the "Murder" and "Polymorphist's Jest" those are in there for when you truly need to take the defensive and destroy your enemy's creatures. The "Cancel" isn't necessary but it is a nice confirmation of safety.

So a run down of it:
1) Rogues on the battlefield
2) Give them hexproof
3) Start attacking (if you don't have any way to give them hexproof yet - its fine to attack)
4) Give them lifelink
5) Attack with one or two that have lifelink and play it safe with your opponent in mind.

Deck Tags

  • Offensive
  • Rogue
  • Life Gain
  • Legacy

Deck at a Glance

Social Stats

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This deck has been viewed 839 times.

Mana Curve

Mana Symbol Occurrence

0392000

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for The Thieves' Guild

I have always loved rogues! This looks like a fun deck and it seems like most cards were chosen for personal preference or flavor. However there are a ton of great legacy legal rogues you are missing out on. The most notable is True-Name Nemesis. I also find Cloak and Dagger to be a great piece of equipment that does a lot of what you want to do.

Here is a look at my semi casual tribal rogue deck if you are interested.
http://www.mtgvault.com/mursh/decks/sultai-rogues-legacy-tribal/


Good luck with the deck!

0
Posted 07 December 2015 at 05:26

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