Sinister Sabotage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) None
Promo Set (000) Uncommon

Combos Browse all

Sinister Sabotage

Instant

Counter target spell.

Surveil 1.

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Sinister Sabotage Discussion

patrickloyd on AzoriusNexus

22 hours ago

I also would not run 4x Nexus of Fate. It is a good card, but i'm not sure four of is a good fit. I would leave one then add two Sinister Sabotage and one Ixalan's Binding.

cdkime on Silence is for fools. Communication is for leaders

2 days ago

First off, welcome to Magic!

I would cut Fabricate. There's a reason tutors are not common in Modern--Modern is very fast-paced, and you cannot afford to be a turn behind trying to find a card. Instead, consider adding more cantrips (1-mana card draw spells). Four copies of Opt helps dig through your deck and find the cards you want.

I would say Remand is an upgrade to Sinister Sabotage. While it is not a hard counter, and they can cast the spell again, it also nets you an additional card and can be imprinted.

Rather than three copies of Syncopate, consider running two copies of Logic Knot. While Logic Knot costs more and does not exile, you likely will have your graveyard full of cantrips, counterspells, fogs, etc. Unlike Syncopate, which requires you to have a significant amount of open mana, Logic Knot just requires you to exile cards you were not going to use anyway.

Delver of Secrets  Flip is a solid win condition in a spell-heavy deck. You can drop it turn 1, then happily deal 3 evasive damage per turn while countering away. While Delver does get bounced by Thing in the Ice  Flip, the two actually work well in tandem--Delver provides solid early game pressure, getting your opponent close enough that Awoken Horror can swing for the kill the turn it is transformed.

KaladeshKat on Izzet Mill

6 days ago

You need 24ish lands. Only having 18 is going to cripple your win-rate.

You are running some non-optimal cards. Sinister Sabotage is Cancel with an upside. Devious Cover-Up is pointless here. Sabotage is better or you can put in Chemister's Insight.

Chemister's Insight is good in the 4-spot, you can cast it twice and it will mill at least 4 at a time.

Some removal would be good. Lava Coil, Shock, Lightning Strike are all decent red removal.

Overall if you are trying to win via mill with the corrosion effect you need more card draw (as well as a sideboard.)

patrickloyd on Esper Control (Competitive)

1 week ago

I also have to ask why do you only run Sinister Sabotage? Why not run more counter any spells in you deck such as Cancel or Wizard's Retort?

OberstHati on MTG Red/Blue Standard

1 week ago

I suggest adding 4 Sulfur Falls, cutting 1 Island, 1 mountain. Remove the dragonauts and Ral for more instants, +1 Opt, +4 Sinister Sabotage, -3 Mission Briefing, -1 Niv, - 1000yStorm +2 Chart a course. -2 Risk factor, +2Expansion / ExplosionGives you more draw option, moving more spells into the graveyard and more counterspells to protect those drakes. Sideboard: 2Banefire against Control, 2 Sorcerous Spyglassfor Teferi, Hero of Dominaria and other planeswalkers. Maybe Enigma Drakes, Murmuring Mystic is a good idea! I‘d suggest putting the lava coils in the sideboard, replacing them with Lightning Strikes. I appreciate that you want to play this a bit off the regular lists, good Luck with your deck!

patrickloyd on No Mercy

1 week ago

Divination is a good card and I will try to find a spot to put at least three of them in, however, for counters once Nezahal, Primal Tide is out. won't Cancel and Sinister Sabotage be enough? also, do you have any recommendations on what to replace Divination with?

GolgariJunkman on GB Valueyard

1 week ago

Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.

Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.

My last thought is that I could change a little bit more to add another Journey to Eternity  Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.

Or should I add Blue (Chemister's Insight, Sinister Sabotage, Mission Briefing) or Red (Fight with Fire, Experimental Frenzy, Risk Factor)... Thoughts?

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