Dimir Rogues Kaldheim Standard Deck Guide: February 2021 Update

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Hello everyone! This will be one of the first deck updates in our new initiative to try and keep all of our relevant standard guides updated throughout the many changes the Standard meta will undergo. Everyone knows Rogues so we won’t do any more introduction. Let’s take a look at the list.

Rogues 2/16/2021

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Companion
1
Lurrus of the Dream-Den
Creature (15)
3
Merfolk Windrobber
4
Ruin Crab
4
Soaring Thought-Thief
4
Thieves' Guild Enforcer
Sorcery (7)
2
Agadeem's Awakening/Agadeem, the Undercrypt
3
Bloodchief's Thirst
1
Lullmage's Domination
1
Of One Mind
Instant (15)
1
Didn't Say Please
4
Drown in the Loch
3
Heartless Act
4
Into the Story
2
Mystical Dispute
1
Negate
Land (23)
4
Clearwater Pathway/Murkwater Pathway
4
Fabled Passage
5
Island
4
Swamp
4
Temple of Deceit
2
Zagoth Triome
Cards 60
Sideboard (15)
4
Crippling Fear
3
Lullmage's Domination
1
Lurrus of the Dream-Den
1
Mystical Dispute
3
Negate
3
Skyclave Shade

CARD CHOICES

Companion: Lurrus of the Dream-Den

This is easily one of the best Lurrus decks I’ve ever played. When deliberating if you want to play Lurrus or not, the most important factor is to see what cards you CAN’T play to fit his companion requirement. In this deck, all the cards we aren’t allowed to play aren’t particularly exciting to begin with. Brazen Borrower is good, but pretty unnecessary and not great in a format filled with ETB creatures. Zareth San can be good, but he’s relatively clunky. Lurrus, although also clunky, demands an answer immediately or you can accrue ridiculous amounts of value off of him. Every permanent you can recur generally has an immediate effect, making our resident cat nightmare even better.

3 Merfolk Windrobber

The worst card in the deck by far. Exciting, I know. However, having a critical mass of Rogues and 1 drops is important for the deck, and you get to board them out when you don’t want them. When you get Lurrus out, being able to cash this in for a block and a draw every turn is quite the nice synergy.

4 Ruin Crab

The best card in the deck by far. Exciting, I know. Ruin Crab is the only reason this deck is playable at all, as it’s so brutal if you play it early and game-ending if you find multiple. It does require many land drops to be good, but when playing four copies of Into the Story, finding excess lands is rarely a problem.

4 Thieves’ Guild Enforcer

In contention for the best card in the deck, this serves as another repeatable mill engine, but also functions as a great attacker and blocker. Similarly to Ruin Crab, getting multiple on board can kill your opponents extremely quickly. If you have to choose between playing this or Ruin Crab turn 1, generally play this first, as you ideally want to get a land drop out with Ruin Crab the same turn for some guaranteed value.

4 Soaring Thought-Thief

The last of the repeatable mill engines. The power buff isn’t often relevant, but multiples can quickly mill your opponent or just kill your opponent with damage. Furthermore, Thieves’ Guild Enforcer into Soaring-Thought Thief is already 6 cards milled, with both their abilities activated next turn! The flash is also a nice touch, for playing a weird Control game plan.

2 Agadeem’s Awakening

A Swamp that can be a 5/6 mana Gruesome Menagerie? Sign me up. I’ve been happy with 3, but if the mirror becomes even more prevalent, I wouldn’t be surprised if 4 becomes the correct number. However, as I’ve already written about, there is a real cost to playing the MDFCs, so you have to be careful.

3 Bloodchief’s Thirst

One of the best removal spells in Standard, no surprise it’s in here. You can kill most of the things you care about for 1 mana or kick it if you need to. This deck shines because of its ability to double and triple spell really early in the game, and this great card is crucial to that gameplan.

1 Lullmage’s Domination

A significantly better version of Entrancing Melody. Being able to steal anything for the same investment your opponent put into it once they hit 8 cards in graveyard is very powerful. Triple Blue can sometimes be difficult to get, especially since you also want triple Black for Agadeem’s Awakening, but you generally only want to play late in the game anyway. They can be clunky and are obviously bad against decks that don’t play creatures, so I’ve liked 2 so far.

1 Of One Mind

Of One Mind has seen better days since there’s been a huge influx of aggro decks, but the deck really wants one more draw spell. If aggro continues it’s dominant run, this could easily be another removal spell.

4 Drown in the Loch

Another card in contention for the best card in the deck. It doesn’t take much to turn on your deck’s Counterspell/Terminate. This card is one of the backbones of your deck for such a cheap rate, but be careful what you use it on; one of the issues with this deck is that it’s a little light on interaction.

3 Heartless Act

Removal is good, and Heartless Act is one of the best removal spells.

1 Negate

Negate is very good against the Sultai Ultimatum deck and still reasonable against the aggro decks if you happen to draw it.

2 Mystical Dispute

The reason I included 2 main deck is twofold: I thought the deck needed more counterspells, and Sultai Ultimatum is popular. You board these out often against non-blue decks, but honestly a 3 mana Mana Leak isn’t even that bad.

4 Into the Story

This card is so powerful! Being able to draw 4 cards on turn 4 is so ridiculous, and can easily slam the door in your opponent’s face if played early. All the cheap spells put you in the best position to use the cards you draw almost immediately. A small thing to note is that the Rogues are activated when your opponent hits 8 cards in graveyard, but Into the Story only requires 7. Try to keep that in mind when planning your turns.

23 Lands + 2 Agadeem’s Awakening

SIDEBOARD

3 Negate

Sometimes you just need a Negate. Narrow but efficient; not much more you can ask for.

3 Skyclave Shade

A really strong threat in the grindy matchups. Again though, if aggro continues to rain supreme this could be something else to help there.

3 Lullmage’s Domination

Bring this in against the creature decks, no brainer.

1 Mystical Dispute

Get bent, fellow blue players.

4 Crippling Fear

A 4 mana Plague Wind against the small creature decks.

MATCHUPS AND SIDEBOARDING

MONORED AGGRO

INOUT
+3 Lullmage’s Domination-3 Merfolk Windrobber
+4 Crippling Fear-1 Of One Mind
-1 Negate
-2 Mystical Dispute

This matchup can be very challenging depending on how many Escape creatures they play in their 75. Since Rogues has been on the decline, there’s a good chance Monored is starting to skimp on them so this matchup may not be as bad as it usually is.

MONOWHITE AGGRO

INOUT
+3 Lullmage’s Domination-3 Merfolk Windrobber
+4 Crippling Fear-1 Of One Mind
-1 Negate
-2 Mystical Dispute

The matchup is similar to Monored, but also a lot easier since they lack Escape creatures. Stall them out, interact often, and this matchup shouldn’t be too hard.

SULTAI ULTIMATUM

INOUT
+3 Negate-3 Bloodchief’s Thirst
+3 Skyclave Shade-1 Lullmage’s Domination
+1 Mystical Dispute-3 Heartless Act

This matchup is the reason to play Rogues right now. You go under them really effectively and they have a difficult time interacting with you while also keeping in enough cards to actually win the match. If you see Chainweb Aracnir, you can keep in the Lullmage’s Domination to steal it.

GRUUL

INOUT
+3 Lullmage’s Domination-3 Merfolk Windrobber
+4 Crippling Fear-1 Bloodchief’s Thirst
-1 Of One Mind
-2 Mystical Dispute

The boarding is very similar to the other aggro matchups except we want to keep in the 1 copy of Negate. Most Gruul lists don’t play as heavily into non-creatures as they used to, but you can sometimes nab an Adventure spell.

MIRROR

INOUT
+3 Skyclave Shade-3 Merfolk Windrobber
+1 Mystical Dispute-1 Lullmage’s Domination

This matchup will be a battle of 2 fronts, Skyclave Shade and Into the Story. There’s unfortunately not much you can do about Skyclave Shade so that’s more of a luck component. Into the Story though, you have to be really careful to not let your opponent resolve. Drawing 4 cards will generally be too large of an advantage to come back from.

GENERAL TIPS AND TRICKS

  • If you have a choice between playing Merfolk Windrobber or Ruin Crab first, opt for Windrobber as it’ll get you the extra mill compared to Crab that you can deploy next anyway. If you have multiple Crabs in hand though, go for Crab.
  • Merfolk Windrobber is the best creature with Lurrus as you can chump block something and sacrifice it to draw a card in the late game, don’t forget this interaction.
  • When you have Of One Mind, try to time your creatures so you can cast a creature for the cost reduction then Of One Mind in the same turn to avoid having it turned off by removal. If the opponent is tapped out or doesn’t play interaction, obviously this isn’t as important.
  • Getting back Lurrus is generally the last thing you need to do, holding open interaction or casting more spells is generally better. However, I would not bluff interaction over getting back Lurrus 99% of the time.
  • Try to use your Drown in the Loch as late as possible as it’s your most versatile spell.
  • Into the Story gets it’s cost reduction when your opponent has 7 cards in the graveyard unlike the other payoffs that all trigger with 8. 
  • Keeping interaction heavy hands can be ok if you know what you’re facing, but in general hands that are split between interaction and creatures are the best. 
  • You can keep low land count hands if you have a lot of plays in it with the mana you already have. Rogues is very good at operating with a little and a lot of mana.
  • Crippling Fear will mostly be naming Rogue, so as a consequence, Ruin Crab may bite the dust. To play around that better, you can more aggressively block with it if you feel like you’re going to cast Crippling Fear soon. 

Thank you for reading!

DoggertQBones

Robert "DoggertQBones" Lee is a streamer and high ranked Arena player. He has one GP Top 8, has 3-0d 3 professional draft pods, and loves writing and teaching!

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