For each opponent, gain control of target permanent that player controls. (This effect doesn't end at end of turn.)
|Have (3)||tedtanal , Mortiferus_Rosa , sonnet666|
|Want (2)||brownwaterboys , benwalter7609|
Printings View all
|Explorers of Ixalan (EO2)||Rare|
|Commander 2015 (C15)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Blatant Thievery occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Blatant Thievery Discussion
12 hours ago
Hello, Sen Triplets has always looked like a fun deck to play and this list looks pretty cool. If I were to edit it at all these are some of the cards I might try to add. I think is pretty cool Narset's Reversal because I think its a pretty fun spell and it also keeps in theme with stealing players' stuff. Blatant Thievery is a fun card too. One of my buddies has managed to play it in quite a few of the games we've played and it has won him the game almost every time. Its mana cost is a little high but if your meta isn't too fast it can be a pretty good finisher. I also like Venser, Shaper Savant because it's a pretty versatile card. It can work kind of as a counterspell or as a bounce spell. You can save your own permanents or send important spells on the stack back to your hand to reuse them if they get countered. It's a wizard too so it works with that theme as well. Another similar card that might be fun with Sen Triplets is Remand. Counter someone's cool looking spell and send it back to their hand. Then when it's your turn you can play it instead.
Your list looks pretty solid but if some of the cards aren't performing how you'd like you might be able to make room for some of the stuff I suggested. Good luck!
6 days ago
I think counter magic is perfectly fine as a concept. It's a way to deal with issues, before they actually become an issue and it examplifies one of blue's main weaknesses: Difficulty in dealing with the board. I used to hate counterspells when I got into Magic again (during Lorwyn, damn Faeries), as they simply seem like a disability to play the game; "I want to play something." - "You may not". I have since accepted their place in the game and their importance.
The reason I still do dislike counter magic is because it exists to provide a strength to cover a weakness. A weakness that since then has been partially filled out by strong answers to the board over the course of Magic's history. One of the main offenders is Cyclonic Rift , especially present in Commander and other multiplayer formats that are significantly slower than Duel Magic (1 on 1). Other offenders are cards that really should be enchantments, but opted for a more nefarious although simpler route: Curse of the Swine and Reality Shift , and their predecessors; Pongify and Rapid Hybridization .
As said by Berry in the article; Blue has the ability to change something from one thing to another. We have also seen various types of such polymorphing done in enchantment form; Darksteel Mutation , Lignify , Frogify . All of this makes perfect sense in what blue is capable of doing.
However doing a change irreversibly like the Curse of the Swine or Reality Shift, is giving hard answers to a color whose weakness is hard answers - at least on the board. Yeah, you replace them with a creature, but a much weaker creature and if a token, one you can permanently remove by having it change zone.
Another issue with counter magic is the tempo shift. The opponent casts a 5 mana spell, you cast a 2-3 mana counter spell. Suddenly there's a disparity of 2-3 mana in the counterspeller's favor. It is mainly equalized because the blue player must have ready mana, resulting in that player not developing their own board state. However that can again be offset by utilizing instant speed spells or abilities that either advance board state or card draw for the blue player.
If the blue player didn't have these chances to apply disparity in mana spent and benefit, the color would struggle to have meaningful strengths, I know that. However the issue is in finding the fine line between how much mana disparity is acceptable. The cat is out of the bag on this one, as there have already been printed numerous versions of unconditional counterspells that have set a precedent for what blue counterspells are allowed to do and how cheaply.
If you compare a counterspell to a destroy spell, the main difference is obviously zone of application and also timing of application. One proactive, one reactive (well actually both are reactive, but you probably know why I have to make a distinction). Reactive spells provide a lot more flexibility in when you're required to use them. Their main problem is that sometimes reactive spells are too late to cause the same mana disparity that a counterspell does. As soon as that permanent hits the battlefield, an ability may come into effect, be it triggered, static or active. A reactive spell cannot avoid that.
Also take into account that blue can deal with any spell in existence, with the possible exception of spells with Split Second, specifically designed to be uninteractive - and still they can be interacted with . If there's a spell that is uncounterable, you can get creative with Venser, Shaper Savant , Time Stop , Mindbreak Trap , Ashiok's Erasure , there's load of ways to get around "uncounterable". Blue is also the color that will straight up see a threat on the board and simply take it for themselves, with Control Magic , Gather Specimens , Blatant Thievery , Expropriate . Effectively a removal, card draw and threat all in one.
No other color can boast the same catch all mechanic. White comes close for something in the same ballpark, but it is still just a bleak imitation - as countermagic goes. And evidently look at that price tag.
In the earlier days of Magic, blue was not the only user of countermagic. I feel like you could provide other colors with more conditional types of countermagic, to better even it out. And not just anti countermagic like Guttural Response . Blue would still be the best, but not the sole user. - White is a color that protects itself, so something like Hindering Light is the most likely avenue to take White Countermagic, anything that touches my stuff - go away. Think Equinox in terms of templating but not necessarily that specific. Giving their spells on the stack protection from a color or supertype or plain "old" Hexproof. - Green already has an affinity to provide hexproof to their stuff, Heroic Intervention and Veil of Summer , so expanding on that seems reasonable. - Red could go the Fork / Shunt route but is unlikely to get countermagic that straight up nullifies other types of spells than spells with targets. - Black is kinda difficult. The usual is just to tack an alternative payment of life, cards or permanents on an otherwise Blue card. Black already have an indirect proactive answer through selective discard, like Duress . The issue is these are all sorcery speed, so if an opponent suddenly starts drawing a lot of cards, it can be difficult for black to be proactive in time. So perhaps just providing Duress at instant speed through a condition would be acceptable. Something like "Instant Duress may be cast as an instant if an opponent has drawn two or more cards this turn." / "Instant Duress may be cast as an instant if the target opponent has 5 or more cards in hand". Any kind of variation on that.
Of course some would talk about color pie bleeding/breaking, but ain't that already happening by giving blue hard removal (by proxy) and large scale soft board removal? I know some of these issues are mainly aimed at multiplayer formats, but we cannot ignore that Magic has grown to be something else than only Duel Magic (1 on 1). Blue's counter magic is here to stay, but is it too much to ask that the other colors can get even slightly in on the action if not directly, then indirectly by interacting more with the stack?
Green has one of the best palettes available to them for a slightly slower format; mana ramp, card draw, large threats, ability to scale well, protective measures, explosive finishers and a hell lot of combo potential and pieces.
I think Green is only beaten slightly by Black in terms of Commander due to tutors in a singleton format. And because Black can cheat mana costs or pays differently, has access to card draw and good finishers, along many more combo pieces.
Blue is one of the only colors that reliably can stop combo or finishers dead in their tracks. Reversibly, they are the color best suited to keep those combos or finishers uninterrupted. They have the best access to card advantage and resource manipulation. And extra turns.
There's a reason that many cEDH decks are mainly some variation of Sultai colors (Green, black and blue) with maybe one added color or full WUBRG. I think this picture would be more diverse, if more colors became able to interact better. The ability to interact is one of the core foundations and strengths of Magic. Counter magic is a pillar of this interaction, more colors should find a way to do it or something similar.
1 month ago
Thanks for the upvote bushido_man96
They’re all very good ideas, this draft is still very early stages so I’m going to have another tinker around over the next few days, this probably will be the next list I actually build on paper so I really appreciate the input.
I wish I could afford/justify a Gilded Drake !
Flickering is interesting but I’m not sure what I could cut out for that effect..
What would you think of using a different commander? I feel like, at the moment it sort of screams “I’m going to steal your stuff” and people may well think twice about what they put into play with Show and Tell or hold up counterspells. But if I used Roon of the Hidden Realm or even Phelddagrif then it make it more of a surprise when I cast Blatant Thievery , for example.
pmansmoney on jvp
2 months ago
Oh fack I didn't see q2.
I'm working with the limited tools blue and colorless has, so bounce spells ( AEtherize , AEtherspouts , and soon to be Cyclonic Rift ), wrath type things ( Nevinyrral's Disk ), tempo tappy things ( Cryptic Command ), and like steel yo gurl things Vedalken Shackles . I did just realize I forgot to put in a card lol Blatant Thievery is probs sweet in here.
2 months ago
DivineKhaos Cards I would consider swapping out for Force, Crypt, Diamond and Remora would be Prophetic Bolt , Dissipation Field , Insurrection , and Blatant Thievery . Bolt is a bit clunky, Dissipation Field isn't super useful, Insurrection is super situational, and Blatant Thievery doesn't help you reach the decks win con.
I think it got accidentally removed in this list, but I do run Lightning Greaves in this deck. Additionally, this deck runs a swath of counterspells, even more in the cEDH version, and those are usually enough to protect Mizzix.
Narset, Parter of Veils wouldn't be a bad addition, but I can't think of anything I would cut for her. Every non-instant or sorcery in this deck needs a really good and synergistic reason for being in, and while Narset can slow down opponents and filter some cards, I'm not sure I'd put her in. But she's worth a test
2 months ago
2 months ago
What do you think? Full Revamp of Direction Still Trying to fit in Blatant Thievery For the Theme
3 months ago
Love that Whir of Invention idea when late game, searching for the Aetherflux Reservoir . I considered Time Spiral for a long time but I need to find one as it is on the reserved list. As for the last resort reanimator plan, I could just run Blatant Thievery instead and copy it and wreck the board.