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Modern Faerie Rogues and Ninjas (Modern)

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M O D E R N R O G U E S


The Mission: 

This deck aims to get as many unblockable creatures into play as possible and trigger prowl to cheat creatures and spells into the game for reduced costs. Morningtide gave us three lords and quite a strong equipment card. This list is designed to mimic modern fish in regards of beeing an aggro tempo deck, but certainly on a budget.

The Mana Base:


The mana base will be updated as soon as deck testing is over. This will increase the price of the deck as well as its consistency. Rogue's Passage is in there just for the flavour.

The Guildmasters:

Frogtosser Banneret: While a 1/1 haste creature for cmc 2 is not that much of a deal, its ability is what makes up for it. Reducing the cost of all rogue spells. The thing is: It reduces prowl costs as well, meaning you can prowl-cast Stinkdrinker Bandit for just one black mana. Its haste also makes it somewhat useful in conjunction with Cloak and Dagger.

Oona's Blackguard: It's quite fragile as a 1/1 flyer but giving +1/+1 to other rogues makes this card quite nice. Since it adds the +1/+1 as counters, it is acutally not much of a deal if it dies, since the counters are not taken away. This makes it somewhat better in the long run than normal lords, if you play it first and it survives. Therefore it's a bad topdeck.

Stinkdrinker Bandit: This lord can be prowl-cast for only 2 mana, making it pretty nice. Its buff might be conditional, but most of our creatures have any kind of evasion. So this card basically says: Your rogues are 3/2 now. Remember why Delver of Secrets is such a strong card? Because it's a 3/2 with evasion.

The rest of the Guild:


Faerie Miscreant: A 1/1 flyer is perfect for this deck. It is a Rogue, can draw us a card and synergizes with Spellstutter sprite.

Guul Draz Vampire: While more of a mediocre turn 1 play, you usually aren't mad if you topdeck it. From my experience getting your opponent to 10 life is not that much of a problem which makes this card a 3/2 for cmc 1 with sudo-evasion in the mid to late game, especially in a format like modern, where everyone gets down to 15 life just by using fetchlands.

Harbor Bandit: Since we play a UB, this usually is a 3/3 with evasion on demand. Remember that this card can be cheaper with Frogtosser Banneret making it a 3/3 for cmc 2.

Ninja of the Deep Hours: He is just 2/2 for 2 producing at least one card. While he isn't part of the rogue tribe, he still fits this deck quite well.

Spellstutter Sprite: While not part of the rogue tribe, this card is pure tempo. Countering a spell + getting a creature on the board? Awesome. It also synergizes with Faerie Miscreant and Oona's Blackguard.

The Spells:

Thieves' Fortune: Another fine card selection spell. When casting it for its prowl cost, you basically get a better version of Sleight of Hand. On the other hand it's an instant, so you can also cast it in your opponent's turn for cmc 3. Not optimal, but sometimes useful none the less.

Vapor Snag: This opens up some shenanigans. Besides the typical time walk effect when bouncing expensive creatures on your opponent's side, or combat tricks, it can also save your creatures from removal or help dealing the last point of damage by giving you a weird type of burn spell. You sometimes want to cast it in your first main phase when you know your opponent has no answer to it, giving you the extra power you need to finish the game. There are also Shenanigans involving Cload and Dagger.

The Tools:


Cloak and Dagger: This is a core piece of this deck. While you never want two in your hand, you allways want at one on the field. Giving shroud and +2/+0 adds a lot to already unblockable creatures, but the fact that you can basically equip it for free makes it even better. I feel like this card alone is what makes rogues viable. At the first look it might seem as it nonbos with our lords, but since they don't target creatures, this is not true. 

While not in the deck (yet), because of budget concerns, Aether Vial might be a great addition to this deck since we play 29 creatures.

The Sideboard:

The Sideboard is far from beeing finished because it needs to be adjusted to the current meta anyways. But i think it covers the most important stuff.

Apostle's Blessing: Since one for one removal is one of our biggest threats, this cards helps a lot.

Spell Pierce: Protecting creatures for cheap since 2009.

Damping Sphere: A new addition from Dominaria. Helps fighting combo decks and Tron.

Duress: Just a decent turn 1 play in certain matchups.

Tormod's Crypt: Bye bye Dredge, Tarmogoyf and other graveyard based strategies!

Matchups:



There has to be done a lot of deck testing before I can really tell you the matchups. This deck will definetly not be a Tier 1 or Tier 2 deck, but it might surprise some opponents. For now, let us look at the strengths and weaknesses:
+ Lots of creatures with evasion
+ Nice synergies between cards
+ Low mana curve for aggressive plays
(+ Budget friendly)
(+ THEY'RE F**KING ROGUES)
- Spot removal can drastically reduce the powerlevel when cast on lords
- No way around wrath effects
- Some interactions are reliant on synergies, which sometimes slows the deck down a lot (Cloak and Dagger interactions)
(- No Aether Vial :'( )

I think burn is going to be a tough matchup due to the sheer speed. All rock decks should be 50/50. Tron could be bad before sideboarding and a little more even after sideboarding. This deck is definetly slower than fish or humans. Control and combo matchups should be decent.

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Maybeboard

This deck appears to be legal in Modern.

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