Rogue Champion I'd like to start this article by giving a few props.
A thanks goes out to Pojo.com for allowing me to write
for them, and also to those of you who welcomed me with
questions and emails. I thank all of you. The combo: The board control: The engine: The discard: Finally, the support: The land: What we have here is a version in the early stages of
development, but it still looks very solid. The
sideboard isn't made yet simply because this is a deck
of the future, and nobody knows what the metagame is
going to be. As with any of the decks I post in this
column, I accept and encourage advice on this deck. Next, I wanted to start analyzing a few cards for your use in regards to Rogue techniques. I will continue to supply you with these reviews in future articles, but I will start with a few now. The three cards I will discuss this time are Lobotomy, Powerstone Minefield, and Tolarian Winds. Lobotomy, 2UB, Sorcery. Target player reveals his/her hand, then you choose a card other than a basic land from it. Search that player's graveyard, hand and library for all cards with the same name as the chosen card and remove them from the game. Then that player shuffles his/her library. Wow, what a card! One of the hottest decks right now
is Balancing Tings. Lobotomy can single-handedly destroy
that deck by catching a couple different cards. Taking
the Terravore means that they are now reliant on the
Nimble Mongooses (yes, this is the proper plural form, I
looked it up) to win them the game. Taking Balancing Act
or Obliterate drastically hurts their setup time. Have
two Lobotomies get through, and you supply even more
trouble. Combine this with the fact that all of
Balancing Ting's lands are susceptible to a Lobotomy,
and you've got one heck of a weapon. Powerstone Minefield, 2RW, Enchantment. Whenever a creature attacks or blocks, Powerstone Minefield does 2 damage to that creature. Flametongue Kavus got you down? Well, they will be helpless to attack with only one Minefield in play. If you are facing against Opposition decks (either the Merfolk or the Squirrel varieties), this card all but shuts down their chances to win. If they can't attack, they can't beat you, no matter if you can't do anything else. Powerstone Minefield is best used as a sideboard card, but its usefulness is far from realized. Tolarian Winds, 1U, instant. Discard your hand, then draw that many cards. Want threshold? You got it in one card. While Winds has seen some play recently in Draino decks, I expect it to be more useful with the upcoming set. There are more Threshold cards, the new green creatures who need cards in the graveyard to be put back into your deck, and a plethora of madness effects waiting to be abused with this card. People scoff at it as a bad card, providing card disadvantage for the price of cycling through your library. Those days are soon to be over. Dropping fatties like Arrogant Wurm and Basking Rootwalla while drawing a new hand (all at instant speed I might add) seems like an interesting strategy. Expect someone to use it. Well, that's it for this time. I hope you've enjoyed this jaunt into the mind of a rogue Magic player. Sick things await us once Torment hits the scene. Be prepared. I'd like to invite any of you to email me with any ideas you have in regards to rogue decks or strategies. If I like them, I may use them in an article (giving the person credit, of course). This will give us all the opportunity to put our heads together as well. Until Chainer sees a shrink…
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