TapperFishIn my search for an unpowered rogue deck in order to try and gain a small advantage over the other competitors, I have come up with a list that abuses cards from nearly all other archtypes. I have made a powered list and will make an unpowered one when I find some time.
The powered build:
Charge Counters:4 AEther Vial
4 Umezawa's Jitte
4 Chalice of the Void
12
Draw:1 Time Walk
1 Ancestral Recall
2 Standstill
2 Sword of Fire and Ice
5
Disrupt:2 Aura of Silence
4 Force of Will
2 Swords to Plowshares
8
Creatures:4 Coretapper
2 Magus of the Unseen
4 Meddling Mage
2 Rootwater Thief
4 Skyhunter Skirmisher
16
Mana:1 Mox Sapphire
1 Black Lotus
4 Flooded Strand
3 Island
3 Plains
1 Strip Mine
3 Tundra
3 Wasteland
19
Card BreakdownAEther Vial:An excellent 1 drop, combined with a first turn chalice or a first turn standstill is great.
I would not run less than 4 no matter what.
Umezawa’s JitteIt’s removal, it’s beatdown and it can safe your life total versus oath or other aggro decks. Skyhunter Skirmisher double the effectiveness of Jitte.
I run 4 and would not run any less cause it’s just too good not to have around. This wins games.
Chalice of the Void:This card is superb in everyway. Not only does It shut down first turn moxen/lotus/mana-tormod’s crypt. This card is extremely versatile when you get a coretapper into play. Imagine having 1 chalice in play, another in your hand and a coretapper out. Tap coretapper to adjust chalice, play another chalice for zero. This way you can disallow your opponent his moxen for the entire game. It also shuts opposing fish decks off.
Run 4 no matter what. The ability to adjust with coretapper is too powerful to have any less than 4.
Time Walk:Not really draw, but broken none the less. And it actually does give you a draw phase.
Ancestrall Recall:This needs no further explanation. 3 for 1.
Standstill:Although standstill is really good, it doesn’t help you get down to business in that it is not an immediate threat to your opponent. The occasional draw 3 is really good but I wouldn’t run any more than 2. When running 2 it always came when I needed it. When running 4 it was often a dead card in that it slowed me down too much.
Sword of Fire and ice:This is another really good card, although the casting cost is pretty steep at 3 colorless, it protects Meddling Mage/Magus/Skirmisher/Rootwater Thief/Coretapper. These are all cards that have a significant ability. The ability to shoot platinum angels and draw 2 with a skirmisher is unbelievably cool.
I included 2 because I’m already running 4 Jitte equipments and I’m running 16 creatures. A 2.6 to 1 creature / equip ratio.
Aura of Silence:At 1WW its pretty expensive, however it slows oath, stax and other fish decks. It serves as a double sphere of resistance for your stax opponents without affecting yourself. I Chose Aura of Silence above Seal of Cleansing for it’s continuous disruption that might give you one extra turn to do lethal damage. Aura of Silence primary target should be Null Rod.
I included 2 maindeck since so many decks use artifacts/enchantments. (Standstill, Oath of Druids, Chalice of the Void, Vial, Moxen+other mana Artifacts, Uba Mask, etc.)
Force of Will:It needs no further explanation. There are 13 pitchable cards not including the forces themselves.
4 fows have been included.
Swords to Plowshares:Although Jitte can remove creatures itself, a darksteel colossus really asks for a plow. Akroma, Goblin Welder, Triskelion and Spirit of the Night deserve plows aswell.
I added 2 since I think any more would be overkill looking at the amount of disruption in the deck.
Coretapper:Coretapper is the primary utility card. Here are the reasons why anyone should play 4 Coretappers:
It can be played through a vial of 2
It can upgrade yours and your opponent’s chalice of the void. I especially like funking around with my oppononents chalice to make it work against him/her. Upgrading your chalice for 0 to chalice for 1 then playing another chalice is very disruptive aswell.
It can upgrade chalice in respond to a gifts or an intuition then give your opponent a useless card that is leveled out by your chalice’s new charge counters.
It can ruin someone’s AEther Vial by overcharging it to 5 or more when he only needs 2.
It can speed up your own AEther Vial so you get to play a Skyhunter Skirmisher a turn faster.
It can add charge counters on Umezawa’s Jitte. Therefore you do not need to equip and attack in order to remove Goblin Welders or Goblin Piledrivers or other utility critters. This combo really destroys the fish matchup since you can sacrifice in respond to a plowshares or any other removal and add 2 counters to jitte.
It can block, tap and sacrifice for 3 charge counters on jitte.
It speeds up the Skirmisher kill enormously. An active coretapper can pump the skirmisher up for 12/12 making him hit for 18 in total. If your opponent used fetch, vampiric tutor, imperial seal, skeletal scrying, city of brass or just took 2 more damage he’s gone.
That’s 8 reasons I found out so far.
Magus of the Unseen:It can be put into play on a vial for 2. It steals artifacts (preferably Null Rod or Smoke Stack) to sacrifice to Smoke Stack. An end of turn vial ruins someone’s Tinker/DSC plan. It can steal a mana artifact at the beginning of someone’s turn to help screw him/her.
I added 2 because it doesn’t do much versus oath. Stealing someone’s AEther Vial to add an extra counter helps to mess up fish’s game plan.
Meddling Mage:Mage is perfect disruption. If I had any place for duress I would have put them into the deck. Duress might go in the sideboard for it’s synergy with mage and chalice.
I added 4 because they rock.
Rootwater Thief:Eventhough I like this card, I often have a lack of spare mana to use it’s ability. Fact remains that this card is a flyer (if you activate it, sigh..) that can fetch some Jitte counters or draw some with Sword of Fire and Ice. I should concentrate on using this card for its ability instead of a bad beatstick.
2 were added. I don’t believe any more will be good for the deck, rather use my slots wiser.
Skyhunter Skirmisher:The Skirmisher is evil. Doublestrike makes Sword of Fire and Ice, Coretapper and Jitte all twice as effective. Looking at your opponents face when this 1/1 turns into 18 damage will surely ruin someone’s happy face. I included 4. That’s 16/4= 1 out of every 4 creatures you’ll grab a Skirmisher. The rest should all help to disrupt your enemy. Equipping Skirmisher with Sword of Fire and Ice can be used to shoot down platinum angel if you are not having luck with Magus or Plowshares. Oh and it also draws 2 cards.
The mana base:I chose to use only 3 duals for more resilience against wasteland. Some might argue that the 4th wasteland is a necessity if I’m to play an aggro deck but I feel it slows my deck down aswell. I already have Meddling Mage and Chalices for the opponent to worry about so 4 strip effects should be good enough.
Cards I have considered:Tinker and Collosus:Tinker has good synergy with Magus of the Unseen and colossus is just a bad ass. However I’m not playing brainstorms or anything else to ditch colossus so it might not be wise. On the other hand, it might get me a few cheap kills.
Brainstorm:As much as I love brainstorms for Collosus and fetch, I have no room at all for storms. Erayo might have been more flippable had I put in brainstorms though.
Forbidden Orchard:Taking care of the 1/1’s my opponent gets should not be too hard for this deck. Orchard gets rid of oath completely and it solves my colored mana. Not being able to use fetch made me decide not to use Orchards.
Duress and an Underground Sea: Duress is powerful. Especially with Meddling Mage and chalice seeing play virtually every game. Not having to guess is very important and besides, it can take out counters and other threats too.
Original Post:
Here is my list I plan to run at a local tourney some time in the future, although not finished I think it's worth posting.
Creatures:
2 Rootwater Thief
2 Kira, Great Glass-Spinner
4 Coretapper
3 Skyhunter Skirmisher
4 Meddling Mage
15
Draw/Disrupt
4 Standstill
2 Swords to Plowshares
3 Daze
4 Force of Will
13
Chargecounters:
4 AEther Vial
4 Chalice of the Void
4 Umezawa's Jitte
12
4 Mishra's Factory
4 Tundra
4 Flooded Strand
4 Wasteland
1 Strip Mine
1 Plains
1 Island
I don't like the mana base, I think it needs more basic lands. Any comments are welcome.
For those that need clarification, the key card is coretapper
Coretapper can:
Speed up the vial to 3 for Skyhunter Skirmisher/Kira
Pump up the chalice
Pump up the Jitte for a faster kill
The rest should be pretty obvious