Run your list through our MTG deck analyzer and these are the ratios itll push you toward: 3637 lands (including Faerie Conclave and a few utility lands) 1012 ramp / mana rocks Sol Ring, Arcane Signet, Dimir Signet, Talisman of Dominance (see our best ramp cards guide) 2226 faeries & flyers your win condition and tribal payoffs 810 counterspells the faerie game plan is interaction (pair this with our best counterspells guide) 68 spot removal + 23 board wipes see best removal spells and best board wipes 810 card draw flyers are small, so you need to refuel Round it out with general Commander staples like Smothering Tithe ($60.26 optional but brutal), Cyclonic Rift, and a Bident of Thassa ($0.42) to draw off your evasive board
Yellow serves as a safe haven for card archetypes like Wano, Big Mom Pirates, and Skypiea
The downside is a card thats hard to use early in the game, but thats a minor drawback compared to the upside on offer
Enchantment Color tag templates(None) Graf Harvest Zombies you control have menace
If you go by numbers alone, Rogues don't stack up in terms of power and toughness when compared to a lot of the other popular tribes in Magic: The Gathering