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Rogue's Passage
Price$0.33 – $3.45
Buy on TCGplayer

Rogue's Passage

Land

LegalRank #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.

Related cards

Whispersilk CloakC

Grants unblockable plus shroud for reliable damage.

Trailblazer's BootsC

Makes equipped creature unblockable by nonbasic lands.

Prowler's HelmC

Equipped creature unblockable except by Walls.

Aqueous FormU

Cheap aura granting permanent unblockable and scry.

Key to the CityC

Repeatable unblockable with card draw upside.

Slip Through SpaceU

Cantrip that makes a creature unblockable.

Cover of DarknessB

Fear-style evasion for a creature type each turn.

Access TunnelC

Land that grants unblockable to low-power creatures.

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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)