Rogue's Passage is one of the most-played lands in Commander for good reason: it's a colorless utility land that slots into literally any deck and turns a single creature into a guaranteed source of damage. That "can't be blocked" ability is the cheap insurance policy for any deck with a big threat.
Where it shines:
- Voltron/commander damage decks (Slicer, Rafiq, Skithiryx) — push through that lethal 21.
- Big mana/trample-light beaters — when you just need one swing to connect.
- Infect and poison strategies, where unblockable is essentially game-winning.
The downsides are real: plus the tap is a steep activation, so it's slow and only affects one creature once. In go-wide token decks, mass evasion (Coat of Arms, Craterhoof effects) serves you better, and it does nothing in spell-based or control shells beyond producing colorless.
Run it if you have a key creature you want to land a hit with; cut it if your wincon isn't combat damage.
Activating the second ability of Rogue's Passage after a creature has become blocked won't cause that creature to become unblocked.