Rogue's Gloves

Artifact — Equipment

Whenever equipped creature deals combat damage to a player, you may draw a card.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

CMC
2
Mana cost
{2}
Color identity
C
Rarity
uncommon
Set
Core Set 2019
Price
$0.31
EDHREC rank
#3960
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Rogue's Gloves card art
Rogue's Gloves turns any unblocked creature into a card — two mana to equip, one to cast, and the draw triggers every time that creature connects. The catch is the equip cost resets every turn, making it a liability on anything that isn't reliably slipping past blockers; on Slicer, Hired Muscle, which attacks every player and is notoriously hard to block profitably, the card advantage is nearly guaranteed.

Best Commanders

Commanders with the highest synergy

01

Slicer, Hired Muscle

50.0% of decks · synergy 0.47

Slicer, Hired Muscle attacks each opponent in sequence, and because opponents control it on their own turns, blocking is politically awkward — Rogue's Gloves converts that evasion into a draw for each successful hit, routinely netting two or three cards a turn cycle.

02
Alexios, Deimos of Kosmos

Alexios, Deimos of Kosmos

48.3% of decks · synergy 0.45

Alexios, Deimos of Kosmos wants to connect with players consistently to copy their spells, and Rogue's Gloves layers a card draw reward onto every successful swing, compounding the value of each hit.

03
Balan, Wandering Knight

Balan, Wandering Knight

28.2% of decks · synergy 0.26

Balan, Wandering Knight can attach all Equipment to itself for two mana at instant speed, making Rogue's Gloves trivially cheap to reattach mid-combat; first strike means Balan trades well or connects clean, making the draw trigger reliable.

04
Traxos, Scourge of Kroog

Traxos, Scourge of Kroog

19.9% of decks · synergy 0.18

Traxos, Scourge of Kroog is a 7/7 trample that untaps off historic spells, and Rogue's Gloves gives an artifact-heavy deck a reason to keep pushing damage through — big trample damage is hard to fully block, so the draw trigger fires often.

05
Valduk, Keeper of the Flame

Valduk, Keeper of the Flame

20.5% of decks · synergy 0.17

Valduk, Keeper of the Flame generates a token for each Equipment and Aura attached to it, so Rogue's Gloves contributes to the token count while also drawing a card whenever Valduk connects — it pulls double duty in a deck that wants to stack Equipment anyway.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Rogue's Gloves is legal in Commander, Legacy, Modern, Pioneer, Vintage, and Oathbreaker, but it sees essentially no play outside Commander. In 60-card formats the equip-each-turn cost makes it too slow and card-inefficient against interaction-dense environments where Curious Obsession or Shadowspear occupy the same design space at a lower opportunity cost. In Commander it finds a home specifically in voltron and combat-centric builds where one creature is expected to connect repeatedly — the multiplayer table means three opponents to draw off, which can outpace most dedicated draw engines if the equip cost isn't a tempo drain. Outside of that niche, Rogue's Gloves competes poorly against free or once-per-game attach costs, and most Commander decks that want card draw have better options.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.31 bulk tier

At $0.31, Rogue's Gloves is deep bulk — the price reflects wide print availability and narrow competitive application. It's a safe pickup for the decks that want it, and nothing about the card's demand profile suggests that changes.

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Mentioned

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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.