Tuesday Night Takeover

Oona’s Blackguard Rogues Pauper EDH

I will be your death!

Art:Oona's Blackguard by Kev Walker

Oona’s Blackguard is a very underrated commander; with the release of Outlaws and the past couple of sets, we have gotten an absolute ton of amazing rogues that are just great for this deck. New cards aside, a lot of the existing rogues are great, and our commander allows us to deplete our opponent’s hand resources and deal a lot of damage on top. Oona’s Blackguard is absolutely amazing and can come down early and buff up the entire deck, and the discard on top is just pure value; this deck is all about value, and we focus on committing and sticking our commander for as long as we possibly can and getting a ton of value of them. This deck is an absolute blast to pilot, and rogues as a creature type are way more common than you might think. This deck is sweet, and I am very excited to showcase it today. Without further adieu, let’s get it!

The Deck:

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Oona's Blackguard Rogues!

Commander (1)
Oona’s Blackguard

Creatures (30)
Changeling Outcast
Nightshade Stinger
Prickly Boggart
Pulse Tracker
Quag Vampires
Shadow Alley Denizen
Blood Burglar
Corpse Hauler
Crooked Custodian
Duskmantle Operative
Expedition Skulker
Frogtosser Banneret
Ghoulcaller’s Accomplice
Hoard Robber
Zhentarim Bandit
Alley Strangler
Audacious Thief
Faerie Macabre
Hagra Constrictor
Lawless Broker
Nimana Skydancer
Nocturnal Feeder
Trespasser il-Vec
Vampire Aristocrat
Venomous Changeling
Balustrade Spy
Moonglove Winnower
Revel Ruiner
Syndicate Enforcer
Gray Merchant of Asphodel

Instants (16)
Aphotic Wisps
Cast Down
Doom Blade
Feign Death
Go for the Throat
Grim Affliction
Not Dead After All
Oblivion’s Hunger
Professor’s Warning
Raise the Draugr
Snuff Out
Supernatural Stamina
Undying Evil
Victim of Night
Violet Pall

Sorceries (8)
Aphetto Dredging
Night’s Whisper
Pointed Discussion
Read the Bones
Return from Extinction
Sign in Blood

Artifacts (3)
Armory of Iroas
Charcoal Diamond
Infernal Idol

Enchantments (7)
Kaya’s Ghostform
Molting Snakeskin
Sadistic Glee
Eternal Thirst
Shade’s Form
Soul Channeling
Lands (35)
Barren Moor
Captivating Cave
Cave of Temptation
Desert of the Glorified
Evolving Wilds
Hidden Necropolis
Mortuary Mire
Piranha Marsh
Polluted Mire
23 Swamp
Terramorphic Expanse
The Dross Pits
Witch’s Cottage

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Why Oona’s Blackguard?

Oona’s Blackguard is a huge part of our deck, and since they are able to come down so early, we cast them as soon as we possibly can, we have quite a bit of early-game within the deck, so being able to have them hit and force an opponent to discard a card is great, and if not our subsequent rogues getting buffed up is amazing as well. Oona’s Blackguard is great but does come with a major downside; while they are able to come down early and provide a ton of value, they are, unfortunately a removal magnet for our opponents; we do have ways to protect them like Supernatural Stamina and Kaya's Ghostform but if an opponent has a removal spell, don’t be surprised when it comes your way!

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!


We have so many awesome rogues within the deck! One of my favorites is Frogtosser Banneret, which is an amazing evasive rogue that, more importantly, reduces the cost of almost all of our deck. Audacious Thief is a card I prioritize in an opening hand because the supplemental card draws, especially in the early game, can be extremely strong. There is no doubt that our commander is a huge part of our deck and the counters they provide help a ton with killing our opponents. Hagra Constrictor is one of the best cards to use in tandem with our commander. Our creatures are decently evasive already, and the menace provided by Hagra allows us to hit our opponents hard and take them out in just a few turns. Faerie Macabre is an amazing evasive rogue, and, against graveyard-focused decks, can be a great way to exile the best of the best from an opponent’s graveyard. Until I started playing this deck, I didn’t even realize that Shadow Alley Denizen was a rogue, and the intimidate provided makes it quite hard to stop. Vampire Aristocrat is a super cool card and something I have used multiple times to one-shot an opponent by sacrificing my entire board before damage. Gray Merchant of Asphodel gets a nod not only because it’s an absolute bomb of a card but it’s actually one of the few cards in the deck that’s not a rogue!


We have a ton of removal that allow us to stop our opponents and kill pretty much anything within the format. Most importantly, at instant speed, we have a ton of ways to bring back our commander, being able to use cards like Undying Evil and Supernatural Stamina to recur our commander or any of our cards that fall to removal is an amazing option to have and helps us keep the best of the best on the board, using these cards mostly for our commander is often correct but if you have a strong and buffed up rogue they are a great target for these as well.


Nighthaze is just a plain awesome card and a very underrated one; there are a lot of decks that feature black or are just plain mono-black, so giving a creature swamp walk can be quite relevant, even if no opponent is playing black cantripping and getting some supplemental card draw is quite amazing. Aphetto Dredging and Return from Extinction are the best of the best for recursion within our deck, and being able to recur multiple rogues is a great way to recover after a tough combat or if our best creatures fall to removal.


We are quite low on artifacts, but all of the ones we have are decently impactful. Charcoal Diamond is a small piece of ramp for the deck and one of the few sources we have; having this available is nice and can help us cast things early but with a low overall cost. This card is not too impactful but more mana is always nice. Infernal Idol is technically a piece of ramp, but more often than not, it is just an additional source of card draw, which is great because we can often dump our hands decently early. Armory of Iroas is a card I love putting on my commander or pretty much any flying creature and is a great way to output more and more damage as the turns go on; this one can come down early, and make an impact all game long.


Our commander is a true removal magnet, so having cards like Soul Channeling, Kaya's Ghostform, and Shade's Form allows us to keep them around for much longer this is absolutely key for the overall gameplan. I typically don’t put Molting Snakeskin on my commander, but it’s great on some of our more evasive rogues. They often fall victim to removal, too, so having the regeneration available is great. Sadistic Glee and Eternal Thirst are both great offensive enchantments for the deck, and as we remove creatures and they die in combat, this can allow our enchanted creatures to get absolutely huge, and deal a ton of damage and a ton of pressure on our opponents.

Land Base:

We actually have a large amount of pretty amazing non-basics; two of my favorites are Mortuary Mire and Witch's Cottage these are both quick and easy ways to recur a creature and with the high density of removal within the format, these are great assets to have within the deck. I also love Cave of Temptation and Captivating Cave which are both amazing ways to buff up our creatures further and can allow us to be stronger in combat and protect us further from damage-based removal. Hidden Necropolis is an amazing card to use especially on a turn where we don’t have much going on, and cascading into pretty much anything on an otherwise dead turn is pretty great. I like this landbase a lot and think it provides a lot of additional utility and works very well for the deck.

Strengths of the Deck:

  • Our commander is an absolute house, and the buff and discard they provide is game-changing.
  • We have quite a bit of protection for our commander and any of our creatures; we are quite strong against single-target removal.
  • Many of our rogues have flying or are generally evasive.

Weaknesses of the Deck:

  • Even though we have protection, our commander has a huge target and is very often a huge removal magnet.
  • We don’t have any way to ramp, and because of this, keeping a strong early-game focused hand is very important.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We are a combat deck in every way; we are greatly helped by our commander, who not only provides a buff for nearly every one of our creatures in the deck but also provides discard against our opponents, which can limit what our opponents can do and can be a great way to get rid of removal from our opponents, while we don’t get to choose, many opponents will sacrifice removal instead of a bomb creature they may have, either way getting cards out of our opponents hands is great. Beyond the buff from our commander, we don’t do anything too special in combat and don’t have very many combat tricks.


Oona’s Blackguard is a very fun and flavorful build around commander, and after piloting this one in a bunch of games, I have a ton more respect for the rogue creature type. Playing creature-type-focused decks with lesser-known types is just an absolute blast and provides a unique and fun experience, while at least for us, I’m sure our opponents don’t appreciate discarding and getting hit hard on most turns, but hey, that’s their problem! I hope you all enjoyed this one as much as I did. Thanks for reading to the end and for all of your support!