Bringing "rogue" decks to tournaments has always been something that we've considered fun, but you can't guarantee as high of a win rate. However, rogue decks are now tier 1 in Standard (we're talking about the tribe, of course!).
Dimir Rogues (Standard Decklist)
2 Bloodchief's Thirst 3 Merfolk Windrobber 1 Didn't Say Please 4 Drown in the Loch 1 Essence Scatter 2 Heartless Act 4 Thieves' Guild Enforcer 4 Soaring Thought-Thief 3 Lullmage's Domination 4 Into the Story 4 Ruin Crab 3 Of One Mind 4 Fabled Passage 3 Agadeem's Awakening/Agadeem, the Undercrypt 4 Clearwater Pathway/Murkwater Pathway 4 Temple of Deceit 5 Island (335) 3 Swamp (339) 2 Zagoth Triome 2 Bloodchief's Thirst 2 Cling to Dust 1 Lurrus of the Dream-Den 3 Mystical Dispute 3 Negate 4 Skyclave Shade
This is a sleek aggro-control-combo hybrid deck that is very satisfying to play. It is at its best when your opponents are playing lots of blue cards, such as Esper and Dimir Control style decks, but it has game against anyone.
The basis for this deck is that there are several cheap enablers for the "fill the opponent's graveyard" mechanic. These cards all come down early and ensure that your powerful effects are consistently enabled. It also just so happens that milling your opponent out becomes an easy win condition in slower games.
Our payoffs give us some powerful options that let us take control of the game. Drown in the Loch is an overpowered card that sees play in older formats, and in this deck we can turn in on consistently. Lullmage's Domination and Into the Story give us some very powerful options to make up for our smaller creatures.
The remainder of the deck is filled out with a smattering of interactive cards to ensure that we don't fall behind on tempo. Along with some potent sideboard options, these slots can ensure that our shell is built to attack whichever metagame we find ourselves facing on any given week.