Access Tunnelutility$0.55Another land that helps push a small creature through blockers by making it effectively unblockable, though it only works on power 3 or less. It fills a similar utility land role for evasion.
Embercleavefinisher$9.48Provides combat evasion by making a creature much harder to block through trample and double strike pressure, often serving a finisher role similar to forcing damage through. It is not a land, but it plays a comparable closing-game role.
Whispersilk Cloakprotection$2.74Grants unblockable to a creature and protects it with shroud, serving a similar 'connect with one threat' function. It is a repeatable equipment-based alternative rather than a land ability.
Trailblazer's Bootsutility$2.37Makes a creature effectively unblockable against most decks, especially in formats where nonbasic lands are common. Like Rogue's Passage, it is a tool for ensuring combat damage gets through.
Aqueous Formutility$0.40Turns a creature into a consistently evasive attacker by making it unblockable each combat. It provides a similar one-creature evasion role at a low mana investment.
Key to the Cityutility$0.95Can repeatedly make a creature unblockable for a turn, enabling damage through stalls much like Rogue's Passage. It also adds looting utility, making it a flexible evasive tool.
Bedlamutility$10.06A global combat pressure piece that prevents creatures from being blocked, functioning as a broader version of the same damage-through-blockers plan. It is more symmetrical and much riskier than Rogue's Passage.
Bower Passageutility$0.74Lets your creatures ignore most blockers with flying, creating a similar lane for combat damage to connect. It is narrower than Rogue's Passage but plays the same evasion-support role.