Friday, July 23, 2010
Classic Tribal Wars: Rogues
Rogues are a nefarious newer tribe for the Tribal Wars game. Although introduced very early, they became quite viable with the release of Llorwyn block, and Morningtide increased their power level significantly.
Rogues can take advantage of their unique prowl keyword ability to get into play very quickly. They strike fast with cheap early drops, many of whom have some form of evasion. We can precipitate that by tempo effects that can stall out slower lumbering opponents. Control cards like Paralyze are cheap effective ways of dealing with larger blockers and force the opponent to make choices about either making their blockers viable or slowing down their deployment. Pestermite combos nicely with this effect.
On top of that Rogues can use typical removal like the under-costed agony warp for quality combat tricks and recoil to remove anything truly problematic. Discard is compounded with cards like Thoughtseize or the effects of Oona's Blackguard or Prowler.
Rogues - Classic Tribal Wars
Creatures
4 Nightshade Stinger
4 Oona's Blackguard
4 Oona's Prowler
3 Stinkdrinker Bandit
1 Sygg, River Guide
4 Pestermite
3 Earwig Squad
Spells
4 Paralyze
3 Thoughtseize
4 Agony Warp
4 Recoil
Land
4 Watery Grave
4 Underground Sea
4 Polluted Delta
3 Bloodstained Mire
1 Island
1 Swamp
1 Urborg Tomb of Yawgmoth
2 Mutavault
2 Wasteland
Because of a very low curve that functionally tops out at 3 mana, we can afford to go very lean on land. Only 22 in this deck, which gives us room for more removal. In fantastic lore rogues are fast, strike without warning and do damage very quickly. This deck is no different.
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