Our cards that really torment our opponents are ], ], ] and ]. They might seem like chump change in a format full of flashy effects and big spells, but they are the oil in our machine. Playing them early then getting to go ahead and attack with them early while Anowon is out is how you get games off on the right foot. They can get through sticky boards and come down early, plus your opponents are going to hate trying to deal with them, they get annoying with equipments and enough time. The other rogues I highly consider keeping in are the one-drop unblockable boys. That being said, don't lose sight of the main reason you are playing the deck: ROGUES! Mine is going to be a chip damage, slow, value, disruption tribal deck. Choose whatever you want the deck to do and give it a defined play pattern. Sorry to blab, but the point is that you should pick the themes you really love! Want to beef up the tribal aspect? Add in ] and a ] or ]. I'll probably throw in ] and ] to give my Rogues an escape route and get extra innings with ], ] and ]. I'm personally upgrading my precon with some equipment like ], ], ], and ] alongside a ] I was lucky to pull, but budget is a restraining factor and all the swords could be good if one really wanted to blow out the equipment theme. Choose which ones you love the most and crank them up. I would suggest picking between Mill, Control, Equipment, Reanimation, Evasion, and Stealing as subthemes to the Rogues. So now that we have established the general game plan of Dimir Rogues, this commander really supports a ton of great avenues. Just be careful of board wipes, don't make too many enemies, and put in some ways to recur your best/favorite creatures. Your opponents need to now spend mana on answers for your creatures that can already attack, most likely have unblockable, and threaten more resource generation and honestly the lord effect adds up, especially if you throw on some nasty equipment. They replace themselves and are now therefore a big tempo upswing. There are a lot of schools of thought in these colors, but Anowon is best played on a board with 3 Rouges, they all connect, and each draw you a card. If each card is replacing itself with another card, you're really generating resources and tempo. In the Command Zone's episode about upgrading the deck, they talk briefly about this but don't allude to how strong it can be. The best situation of this is making each card you play effectively read "draw a card" on it. Blue and Black gives you this really great toolbox of answers that focuses on chip damage while keeping ahead on tempo.
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