Pojo's Magic The Gathering news, tips, strategies and more!

Aburame Shino

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

Aburame Shino's Corner

Steps to Creating a Rogue Deck Part 3

    This article is going to explain something that I think some rogue deck builders don’t seem to get. This is something I have fallen prey to on more than one occasion (and still do), but I’ve learned to control it to a point.

3. Don’t try a deck or strategy that is incredibly and totally

I don’t have a problem with people playing their own creations because I play my own creations continuously. The only time this ever gets under my skin is when they try a strategy that is so completely strange I’d be surprised if it even won one game. These are the decks who obviously did absolutely no testing against the top tiers, and as such get stomped into the dirt when they go against those huge threats. These are the gamers who insist that they can use Mycosynth Golem to win their local Pro Tour Qualifier. And these are the people who will go to a tournament with multiple copies of lands such as Dimir Aqueduct and Orzhov Basilica in their deck when their area is heavy on Land Disruption. I don’t care how you run it through your head, playing those lands against people running Annex and Stone Rain isn’t good planning.

I will admit that I have been guilty of this before. For about two months I used the same Leveler/Endless Whispers combo deck at my local tournament, even though I knew that they expected me to be running that deck. While it did great at first, it slowly became worse and worse because it became so predictable. Me, being the stubborn guy that I was, didn’t decide to change my deck, and it became predictable for my opponent to stop me. Eventually I switched my deck, but not before I got crushed multiple times beforehand. The reason I didn’t do well later in the deck’s use was because I didn’t pay attention to my metagame, and that cost me.

Also, and I cannot stress this enough, don’t rely on a combo that can win you the game but will take you far too long to assemble. I don’t care if you can play Confusion in the Ranks, draw into a Phage the Untouchable, throw it under a Summoner’s Egg, give the Egg to the opponent, and then destroy it with a Rend Flesh. That requires far too many cards to pull off, and doesn’t even work if the opponent doesn’t control a creature. The only time a combo with a multiple number of cards like that works is if the combo revolves around pumping up the Storm count of a Tendrils of Agony or Brain Freeze (Grim Long and Solidarity), if it allows you to hit your opponent with a lethal X spell (Prosperous Bloom), or you run a ton of tutors (Maga Combo). The combo has to be short, sweet, and painful, like Sink into Takenuma with Megrim.

Fun decks are a kick to use, and I’m not going to say otherwise. However, if you insist on going rogue, at least have enough common sense to be able to determine the line between competitive rogue and casual rogue. Your deck may seem like it’s a good idea at first, but a good amount of the time it will either be usable against half of the top decks, or it won’t be usable at all.

This concludes Article 3. Stay tuned next week for the conclusion of my Rogue deck series.

Email: OrconStores@yahoo.com
AIM: OrconStores

Copyrightę 1998-2006 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.