Sleight of Hand


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Seventh Edition (7ED) Common
Starter 1999 (S99) Common
Portal Second Age (P02) Common

Combos Browse all

Sleight of Hand


Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.

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Recent Decks

Sleight of Hand Discussion

TheKing8426 on Daxos of Meletis

1 week ago

In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.

I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.

Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.

Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.

SynergyBuild on All About EDH

1 month ago

@Scytec, @DrkNinja, @kamelyan, @Silverdrake, @multimedia

Hey guys, this is my first time asking for the help of a lot of people, umm... so I don't know how to do this exactly, but I would love some criticism before I start to try to put much more time into it, or promote it a lot. I previously worked on a primer for competitive EDH, Why Every Commander is Competitive, and thought, oh, if I do one on casual/mid-level EDH I could make a primer for all of EDH, expecting to just put in the same amount of time, I was dead wrong.

With the lack of a clearly defined goal, reasonable budgets included, and the theory behind politics, etiquette, much more sub-themes, and more beatdown in casual to pub-stomp levels, I realized slowly this would take a lot more than I easily could write up, so I am concerned I have missed large portions (other than the general deckbuilding section I am writing up).

I originally wanted to set up a part of this primer where I explain all of the recommended cards, like I did for cEDH, but realized with the massive increase in the number of decks that could be made, that recommended cards grew exponentially, like with something very specific, like cantrips, I might start with an effect like Brainstorm, Ponder, Preordain, Serum Visions, and Sleight of Hand, but then a mill deck might rather Thought Scour or Visions of Beyond, a storm deck might rather Quicken for instant speed shenanigans, as you can see all of these are good cards, but since there are tons more cards to name, it could take effectively forever to name all of the possible ways to build up each possible variation of each sub-theme and the cards that could go in them.

Another part of this was going to be on playing the decks themselves, and I would split it up into archetypes (I might still do this), so 'How to play Aggro', 'How to play Control', etc. but I feel like with different playgroups and house rules, that it could vary greatly. If I write in the 'How to play Control', "In the late game, you should hold up a land you don't need to play as though it was a real counterspell or removal card. Bluffing as though a card that is useful is more important than a random land in many cases." this might work in my meta, but I don't know enough about other metas to accurately say that.

The point is, I'd like other great helpers advice, if you don't have any, just ignore me, I apologize if I should ask others to help me out!

ToolmasterOfBrainerd on why is Chasm skulker not ...

1 month ago

It's not played because it's really slow and also removal spells. 3 mana to play a 1/1 isn't great. If you wait until you can play and hold instant-speed cantrips to grow it, then you need to be at turn 5 or 6, and at that point it's still maybe a 3/3 or 4/4. That costs 3 mana and additional investment.

Okay, maybe you play it turn 4 holding an Opt. Then you can have it trade with their Goblin Guide and I guess make a 1/1 to block their Monastery Swiftspear the next turn? Doesn't seem efficient when you could flash in a Snapcaster Mage and have it flashback a Vapor Snag or another cantrip and get basically the same result, but on a more flexible card and at instant speed.

When the 'slow' deck, Tron, is playing Wurmcoil Engine or Karn Liberated on turn 4, Chasm Skulker pales in comparison.

The games where it actually has enough time to grow bigger than a 5/5 are when your opponent has Path to Exile and Supreme Verdict to deal with it.

What 16 cantrips are you playing? Serum Visions, Opt, Sleight of Hand, Thought Scour? Maybe Peek? Or are you counting something like Cryptic Command as cantripping (which I think is a valid thing to do)? I find it hard to stomach running more than 10 in modern (not counting cryptic command). I've toyed with 12 before but found it durdled too much. I'm imagining a hand of cantrips vs burn and it's not a happy thought.

Also Chasm Skulker lines up very poorly against Reflector Mage from Humans.

Basically, modern is a fast, brutal, unhappy place right now. It needs something powerful like Stoneforge Mystic or Splinter Twin to slow decks down and force more disruption and interaction.

Oloro_Magic on Procellam Legit [[Ad Nauseam]]

1 month ago


Firstly, thank you for the comment!!!!! It's much appreciated. As to your point while Spire of Industry has it's upsides, in a deck like Ad Nauseam City of Brass is the better option, the reason for this is simply because the deck doesn't play enough artifacts to make spire operate to it's full potential, if we actually break it down on turn one we can't play any artifact to turn on spire; Lotus Bloom which in itself only accounts for 4 slots in the deck is the closest thing and even then it's status as a 4 of means it is a roughly 39% chance we have an opening seven with it in hand, and this doesn't even consider the chances of having both a Lotus Bloom and Spire of Industry in hand. The decks that use spire to the fullest, lantern, affinity, and KCI, are almost entirely composed of artifacts making them ideal for the artifact check on spire. Here though often times spire will only ever tap for colorless which is not what we want and it even messes up our timing here, with it if it's played turn one unlike City of Brass we can not immediately use it to Sleight of Hand (preferably) or Serum Visions and start digging immediately, it also messes up our Pentad Prism math as if it's played without an artifact if we go to play prism on turn two the check wont be satisfied and the prism can only have one counter at best, far from ideal whereas city ensures this play can always be made. This deck really needs the coloured Mana and spire just narrows that too much so while spire in an artifact based deck is strictly better as you say, ad Nauseam is no such thing and therefore City of Brass must be seen as strictly better in this instance.

Additionally as an aside point when siding with this deck the first card usually on the chopping block is Pentad Prism so if that's the case, let's say we cut all 4 then there is only a 39% chance we have an artifact for spire and even then the earliest that artifact comes down is turn 4.

Thank you again for the comment!

Oloro_Magic on Procellam Legit [[Ad Nauseam]]

1 month ago


The correct name is generally Ad Nauseam naming a win-con opens up the lab man kill (though by cutting off lightning storm often we will be stalled a couple turns) or if you have the information naming grace or unlife. Of course naming something such as Sleight of Hand can often be crippling yet people don't seem to realize this. Naming ad Nauseam often just stalls us to the point where we can't win but still some attention should be payed to the lab man plus spoils kill.

I've seen those Conflagrate lists, I understand their thinking but I would rather prepare to play around the effects than side in another type of win-con that is also easily hated out. Thanks again for the upvote.

ToolmasterOfBrainerd on jeskai wizard burn

2 months ago

You forgot your cantrips to trigger prowess! Serum Visions, Opt, Sleight of Hand. Also it's worth considering 2-3 Spell Pierce to disrupt people playing Anger of the Gods, planeswalkers, Maelstrom Pulse, snapcaster mage into removal spell, etc.

Grim Lavamancer is also amazing.

hungry000 on Izzit Delver

2 months ago

Is your deck budget? If it is, that would explain the mana base. You should add hubs so people know what you're deck is trying to do, otherwise it's hard to give suggestions. Some general ones I can give you are that you should have more 1 mana cantrips (10 or more in total) like Opt and Sleight of Hand. They give the deck consistency and make Kiln Fiend and Thing in the Ice  Flip a lot more powerful. Another thing is that Thing in the Ice  Flip and Kiln Fiend are much better than the Cyclops; 12 is generally the limit for creatures in a Delver deck, so I'd cut Cyclops and play all 4 Kiln Fiend and Thing.

Another thing you could do is cut Cyclops and Thing, fill out the playset of Kiln Fiend, and add a playset of Young Pyromancer. It's a really good card in Delver decks, especially with more cantrips. It's also cheaper than Thing in the Ice, if budget is a concern. Most of the reason I suggest this is because Thing in the Ice  Flip bounces both Delver of Secrets and Kiln Fiend, which is a pretty annoying anti-synergy.

Boza on Sigma’s Great Storm

2 months ago

I do not think there is any merit to maindecking Mana Leak or much less 4 (same for Noxious). Same goes for Grapeshot. With humans as a top deck with 4 Meddling Mages, diversifying your wincons is vital.

-3 grapeshot, -2 noxious, -4 mana leak + 1 Empty the Warrens, + 4 Sleight of Hand + 2 Goblin Electromancer + 2 Gifts Ungiven.

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