Sinister Sabotage


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

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Sinister Sabotage


Counter target spell.

Surveil 1.

Browse Alters

Sinister Sabotage Discussion

redbird97 on Nicol Bolas, God - Pharaoh

3 weeks ago

How about replacing Cancel with Sinister Sabotage ? Same cost and you get a surveil.

multimedia on Davy Jones Pt.2

3 weeks ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.

My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:

Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.

Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

wolfhead on Acquire the Sun

4 weeks ago

i did some gatherer searches because i hate your counterspells (nothing personal, just not my playstyle)

and i was really surprised at the lack of counters esper has!

i dont have it in me to cast Sinister Sabotage or Hinder .

zach allen recently won 1st with esper at a GP with his only counters being Negate and Logic Knot

SoulsSlayerKnight on Jace, Draw, Win

1 month ago

tha_real_cheez Thanks for the input on how it goes for you, I can agree with Sinister Sabotage due to its look at the top card surveil mechanism. Definitely useful. Thanks for the input on how it worked out :).

Definitely frustrating to play against I'm sure haha, yet fun to play on its own. Therefore playtesting works out really well once you can find what works.

That combination of drawing over 20 cards must've been super satisfying to see in action to. I think I pulled off maybe 14 draws back when I used Finale of Revelation but in your case being over 25 is quite impressive.

Thanks for sharing, good luck with the deck building and duels.

tha_real_cheez on Jace, Draw, Win

1 month ago

Early game defines this deck for me. Because it snowballs so well and can steamroll if people don't catch what you're doing early.

I was toying with the idea of adding Callous Dismissal for the removal plus proliferate. Sideboard seems to be the way to go here. Subbing this in for Contentious Plan against tokens or creature heavy decks seems like a good plan but may not be ideal. Sinister Sabotage is also a card I've thought about adding, the raw counter plus Surveil can synergize so well with this deck build. Only more playtesting will be able to tell me that.

I played a game this morning where I ended up with 3x Jace, Wielder of Mysteries (thanks Spark Double ) at 8+ Loyalty. -8 all three for 21 draw, cast Wall of Lost Thoughts for 25, and a final Contentious Plan for the win.

I feel that playing against this deck must be very frustrating. It certainly is entertaining because at a certain point you stop playing your opponent almost completely. You establish control and you're playing you're Library more than your opponent.

frosthammer_eden on Eat My Niv

1 month ago

Firstly if you plan to build your deck around a single card have 3 them in it. Even with the amount of cards search you have, it still makes it far safer. Also I think adding more Sinister Sabotage instead of No Escape as at 3 mana you usually want the versatility of "counter target spell". Also I'd take a look at your 1 or 2 off's and see if maybe you can take some of them out and instead increase the amount of some other cards. People often make the mistake of filling their deck with 1 off's which usually leads to a very unpredictable and chaotic hand(which isn't what you usually want). Although I am not saying remove all 1 off's, they can still be useful.

Also if you want to make a Standard legal deck the know that Izzet Boilerworks isn't standard legal

Maringam on Drunken master

1 month ago

I'd replace Absorb with Counterspell or Sinister Sabotage , 3 life probably won't matter in edh

Mullac on Standard Grix

1 month ago

I think running 6 counters is a bit much in a mid-rangey deck. I'd swap out either Ionize or Sinister Sabotage for the Bedevil for more, especially when you want Thief of Sanity out on turn 3. 3 Duress in the sideboard is really great against control. taking out some Disdainful Stroke as they are not useful until turn 4. Tune up Cry of the Carnarium to 3 copies for consistency.

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Sinister Sabotage occurrence in decks from the last year


All decks: 0.43%

Commander / EDH:

All decks: 0.02%