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Simple Rogue rush deck with turn 4 potential. Or is it?
Turn 1: Swamp. Thieves' Guild Enforcer
Turn 2: Island. (Flash in) Soaring Thought Thief. Attack for 1
Turn 3: Swamp. (Flash in) Thieves' Guild Enforcer and another Soaring Thought Thief. Attack for 8. (3/2 Enforcer + 1/3 Thief) + (2 Thief effects x 2 Rouges)
Turn 4: Attack for 16! (3/2 Enforcer + 3/2 Enforcer + 1/3 Thief + 1/3 Thief) + (2 Thief effects x 4 Rouges)
Cross your finger, hope your opponent plays a ramp deck and misses a land drop.
However, if you do the math, you will have done 20 points of damage without the second Enforcer. So, this makes room for a removal spell on turn 3 like Bloodchief's Thirst.
Eventually though, if the game wears on, the strategy changes to a true Dimir control deck and wears your opponents' deck out. Ultimately though, it's a mill deck.
Lands - These lands are important because you need everything to come into play untapped and usable on turn one, with a slight preference for Black.
Instants - Drown in the Loch is an almost essential counter spell in this deck. It only gets more useful as the game progresses. Eat to Extinction is your standard removal spell. I went with it because it removes things from the game as opposed to just putting them in the graveyard. This comes in handy later, as you can retrieve this card repeatedly and cast it again and again to permanently remove all the creatures. Glacial Grasp is there for that surprise early game tap down to maintain damage output. Later, you can bounce it and keep something tapped down while you draw for a more permanent solution.
Sorceries - Bloodchief's Thirt is there for early removal and to keep potential blockers out of the way. Maddening Cacophony can sometimes elicit a turn two rage quit from your opponent. It dumps almost 15% of your opponents library into the graveyard. Combined with the slightly more than than 10% that your opponent gets just for drawing 7 cards to begin with, that's 25% of their deck gone in turn 2. It really helps when you kick it. Really annoying after you have removed your opponents ability to bring things back from the graveyard with Necromentia. Necromentia, by the way, can be very useful starting in the midgame. Since your opponent will undoubtedly have at least 8 cards in the graveyard when you cast it, you can see plenty of targets/threats and you also have gotten a glimpse of every card in their deck. Very handy for formulating a long term plan.
Ashiok keeps the card hemorrhage going, while giving you a draw. Also, with so many possibilities to choose from in your opponents graveyard, using her -5 may be tempting, but just keep milling unless you opponent has something you absolutely need. You can also bring back something from your graveyard.
Creatures - Pretty much a standard Rouge mill deck with a few exception. Barrin, Tolarian Archmage can remove an early blocker to get that vital last hit. He can remove midgame hammers that are giving you trouble. In the late game, if you start bouncing him with Thassa, you can pull off some interesting combos. Clackbridge Troll and Nighthawk scavenger provide life support. You can reset them each turn with Thassa as a blocker. Giving your opponent 3 goats each turn can be funny. Shipwreck Dowser is the late game threat. Keep bouncing it with Thassa and you can keep recasting Necromentia to grind down your opponents library. You can bring back Maddening Cacophony each turn and punch your opponents deck in the face for 1/2. Keep recycling Eat to Extinction to make resistance futile. Thassa is the the mid game into late game transition card. Once she is on the field, start bouncing whatever you can to get ETB triggers.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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» | Revision 27 | September 22, 2020 | Effrimal | |||
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Revision 1 | August 19, 2020 | Effrimal |