Rogue's Passage
Price$0.33 $3.45
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Rogue's Passage

Land

LegalEDHREC #19

{T}: Add {C}.

{4}, {T}: Target creature can't be blocked this turn.

Why is this card good?

Rogue's Passage is one of the most-played lands in Commander for good reason: it's a colorless utility land that slots into literally any deck and turns a single creature into a guaranteed source of damage. That "can't be blocked" ability is the cheap insurance policy for any deck with a big threat. Where it shines: - Voltron/commander damage decks (Slicer, Rafiq, Skithiryx) — push through that lethal 21. - Big mana/trample-light beaters — when you just need one swing to connect. - Infect and poison strategies, where unblockable is essentially game-winning. The downsides are real: {4} plus the tap is a steep activation, so it's slow and only affects one creature once. In go-wide token decks, mass evasion (Coat of Arms, Craterhoof effects) serves you better, and it does nothing in spell-based or control shells beyond producing colorless. Run it if you have a key creature you want to land a hit with; cut it if your wincon isn't combat damage.

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Rulings (1)

  • 2018-12-07

    Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.

Discussion (0)