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Conflict continues in the world of Lowryn as mighty races find common ground - and power - by forming new tribes based on their classes. Wizards, Warriors, Shamans, Soldiers, and Rogues give a boost to their "classmates" from Lorwyn and bring a new tool for battle: Tribal Equipment.
Going Rogue:
With the "Going Rogue" deck, you won't smash your opponent into oblivion. Instead, you'll flit and stab and dodge and poke-all the way to your inevitable victory. By the time you've won, your opponent will just be figuring out that you might be trouble . . . .
LANDS (23)
10 Island
13 Swamp
CREATURES (20)
1 Mothdust Changeling
1 Paperfin Rascal
2 Pestermite
1 Dewdrop Spy
2 Latchkey Fairy
1 Nightshade Stinger
2 Prickly Boggart
3 Frogtosser Banneret
2 Oona's Blackguard
1 Auntie's Snitch
2 Ghostly Changeling
1 Marsh Flitter
1 Stinkdrinker Bandit
OTHER (17)
1 Whirlpool Whelm
2 Familiar's Ruse
1 Ego Erasure
2 Thieves' Fortune
1 Notorious Throng
1 Protective Bubble
2 Peppersmoke
1 Nameless Inversion
1 Hoarder's Greed
2 Morsel Theft
2 Violet Pall
1 Cloak and Dagger