Sinister Sabotage

Sinister Sabotage


Counter target spell.

Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)

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Printings View all

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

Combos Browse all


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

Sinister Sabotage occurrence in decks from the last year


All decks: 0.43%

Commander / EDH:

All decks: 0.02%

Sinister Sabotage Discussion

Tylord2894 on Flashing in Destiny Spinner

1 month ago

Let's start by clearing up the terminology used here. You play some creature, and your opponent casts some kind of spell says "counter target spell" or something to that effect, right?

If that is the case, then you're almost correct. Assuming you have the ability to cast Destiny Spinner at instant speed, your creature would not be countered if the Spinner is on the field when the counter going to resolve; however, the counterspell does not fizzle. If the counter spell does something else as well as counter, such as Sinister Sabotage, your opponent still gets that effect. You have not made your creature spell an illegal target. Rather, you made it so that at least part of the spell doesn't do anything.

EldraziOfRavnica on Sygg

1 month ago

Replace Cancel with Sinister Sabotage.

abby315 on Dimir Flash (IKO) (STD)

1 month ago

I'm not convinced Nightpack Ambusher is worth the splash on its own, at double G pips, especially because I think you should definitely be running the full set of Murderous Rider.

I'm also not sure that The Ozolith and Lochmere Serpent fit as one-ofs. Lochmere is, I think, just too expensive. Ozolith is an engine and I don't think it should be a one-of in any deck, and here I don't think it pulls enough weight. I'd probably add the 4th Sinister Sabotage - or you could swap them for Neutralize, which might be better in games where you need to be the less-controlling deck. And maybe Anticipate or a one-of Sea-Dasher Octopus?

UB Flash is definitely an interesting thing to explore so I hope my suggestions make sense!

kerk123 on Pioneer Control

2 months ago

The main reason for dropping gear hulk is how it effects your curve and lots of decks run yard hate. Gear hulk also dies to supreme verdict when you cast it making the body useless. With the lower curve you can drop a land and sub settle in. Really good options for counter spells better than syncopate and disallow are Censor, Sinister Sabotage

thymecop on Zombie Tribal Scarab God

2 months ago

I like the idea of having the plan B of milling your opponents. This way your commander has more targets and Rise of the Dark Realms becomes so much spicier.

For this I’d suggest running cards that fill your opponent’s hands and graves using cards like Font of Mythos/Howling Mine, Fascination, and Anvil of Bogardan. This sets up explosive combos with cards like: Psychic Corrosion, Dreamborn Muse, and Windfall/Jace's Archivist.

Another suggestion I have is to run Phyrexian Altar. It’s 1. a sac outlet 2. Ramp 3. a whole lot of fun with Gravecrawler. He combos with the altar giving you infinite 2/2s with Diregraf Colossus and infinite Altar of the Brood triggers.

Big finishers cost a lot so Urborg, Tomb of Yawgmoth and Cabal Coffers got you covered. Running the two I believe always calls for a handy Expedition Map. Cut some basics, easy.

Things I’d cut for the 9 cards I mentioned would be: Kalitas, Traitor of Ghet (see above), Liliana's Mastery (too much for too little)), Dark Salvation (same reason), Sinister Sabotage (same reason), Expropriate (cut for something that synergies with your general. Take a cooler Rise over some stolen permanents), Ancient Excavation (Dreamborn Muse tho), Liliana, Untouched By Death (the best part about her Gisa and Geralf do already), Entomb (not sure about this one actually), and a land.

Thank you for coming to my ted talk.

P.S. Traumatize

wwormell on UR MTGA

2 months ago

Added 2 Kioras, which seem to work well.

Actually just went with a single Ardenvale and, as per your suggestion, no Vantress. Will add a 4th Fabled Passage when I get one.

Also two Thirst for Meaning for sure and actually got rid of Sinister Sabotage for fourth Absorb.

Shatter is super useful, Time Wipe too. Thing is I only ever really have Dream Trawler as a creature (save the odd 0/4 Wall from Meletis) and I'm usually not needing to wipe then, so it's a really cheap counter to loads of stuff arrayed against me, especially against Red or Green I find. Having said that, put it down to 3 as I also have Time Wipe - this made room for the Thirsts.

loricatuslupus on Surveil Spybugs

2 months ago

Pretty solid, though I'd personally look at getting the full set of Sprites and an extra Blood Operative, dropping the Whisper Agents. I'd also say you could happily drop two or even three lands considering how low to the ground you are. Other cards to looks into would be Doom Whisperer, Sinister Sabotage, Unmoored Ego, Ashiok's Erasure, Ashiok, Dream Render, Creeping Chill and Narcomoeba.

I know this is for Arena, but here's some ideas for an exile-based Dimi control deck for Pioneer that Thief of Sanity would fit into:

Invest (In Ingest)

OR if you want to see what this archetype (originally Dredge) looks like in Modern:

"Dredge-lite: now with extra cheese!"

Though I'll admit that this second line my own thing and I've strayed a bit from the norm..

Weird_Frisbee on Flip-Bolas Grixis Control

3 months ago

Stonecutter85, thanks for the suggestions!

1) As for Mystic Sanctuary, I reliably get the trigger, with fetches snagging Island/X lands and then drawing into basics I have yet to whiff honestly unless its in my opening hand. But I do like the idea of Castle Vantress as a mana-sink mid/late game, i'll have to test that one out.

2) I actually took out Vraska's Contempt in favor of Eat to Extinction for the psuedo-surveil and less color restriction. I also have counter-magic, Reality Shift, Hour of Devastation, Languish, Black Sun's Zenith and Cyclonic Rift to handle Gods but I have been considering dropping Hero's Downfall, but its just been such a handy removal spell before especially at 3cmc, it does alot of work.

3) I do like the inclusion of surveil over the damage, but in all honestly, I run Ionize not for the 2 damage but just because it only requires 1 blue, which helps free up my mana for potential counter-magic wars or multiple counters during a turn cycle. I might cut Archmage's Charm instead for Sinister Sabotage.

4) I honestly wasn't aware of Flame Sweep's existence, and you're right I do like the instant-speed guaranteed 2 damage over the sorcery Radiant Flames. I'll have to get one.

5) It's a cool PW, is a actual win-con if the game goes on that long lol, but i'm not sure what I would cut for it because there isn't much room, i'll try that one out as well.

Thank you very much bud, I do appreciate a second set of eyes checking out my list.

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