Sleight of Hand

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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
Seventh Edition (7ED) Common
Starter 1999 (S99) Common
Portal Second Age (P02) Common

Combos Browse all

Sleight of Hand

Sorcery

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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Sleight of Hand Discussion

sylvannos on Delver and Enigma Drake Help

2 days ago

I don't think you want Enigma Drake at all. The mana cost is really high when you could lower your land count and play more instants/sorceries. The other thing is that you're not playing Stormchaser Mage, Monastery Swiftspear, or Young Pyromancer. Each of those should take priority over Enigma Drake.

I'd lower the land count and up the cantrips. Disperse and Lightning Strike are also just kinda terrible in Modern. Cutting those would free up some more room. 4 Serum Visions, 4 Opt and ideally some Sleight of Hands.

Lastly, you probably want a Dispel in the mainboard, along with Spell Snare. They're huge swings in tempo if you can hit 2+ CMC spells with Dispel or counter a huge threat (like Tarmogoyf) with Spell Snare.

Grimmjob88 on In exile

1 week ago

I dunno about Sleight of Hand, I mean it's a good card and I like that it's a one drop but I feel like I have enough draw power already between Lost Legacy, Foresight, and Manipulate Fate.

E_Slumb on In exile

1 week ago

i'm no expert in Competitive environment but this is my initial thoughts.

The deck naturally tries to win by attrition. So obviously it's slow.

Need more control stuff and possibly a better form of "Sleight of Hand".

Try it in Modern instead of Legacy.

Have fun.

Xica on U/W AS FORETOLD (opinions please)

1 week ago

ToolmasterOfBrainerd
According to your logic the Serum Visions, Sleight of Hand, Opt ...etc. are all terrible, unplayable cards.
Since all of them can be described with "does nothing when you play it and takes turns to actually do anything meaningful".

If you think about it control (i mean true, draw go control) as an archetype is complete shit, if we follow this logic.


And before the "it doesn't have meta share thus its unplayable" comes up!
Such decks put up results, however they are not as played due to difficulty piloting them - if they were bad they couldn't put up any results, which should be even more so since very few people playing the archetype means that its even more hard to earn position due the opponent drawing bad.



Sigiled Starfish is worse for the following reasons:
1# (Nearly) every deck in the format has removal for it, and any player worth his salt will blow this up in a control mathcup, before the opponent could run away with card quality.
2# It puts the cards (that you don't want to draw) on the bottom of your library.
Lets make up a theoretical scenario, lets suppose that you need the 3rd/4th land for Cryptic Command mana, and you have a Snapcaster Mage in hand, Path to Exile on top.
For me the enchantment clearly seems better, since you don't have to choose between drawing path, or drawing the necessary lands.
Discarding instant's and sorceries is like drawing half a card (since you can only cast them half as many times, as you could were you drawing them).
Beside that this card fuels delve costs.
Its pretty important considering that Logic Knot is the only true counterspell in modern (2 mana unconditional counter, that works in all stages of the game)

Most of the successful decks in modern utilize the graveyard to some degree be it Tarmogoyf or Snapcaster Mage - but don't rely on it completely, thus the opportunity cost of using grave hate is greater than the benefit that is gained from denying the use of graveyard.
Such strategies tend to be more reliable than all in graveyard decks. Simply due to resilience to graveyard hate.



P.s.: You could be right if tempo and midrange would be the only ways to play magic - they are not. (and neither are they the only viable ways)

ToolmasterOfBrainerd on How much card drawing is ...

1 week ago

Ancestral Vision is a card to be careful with. Suppose you cast it on turn 1. Then you'll probably be doing very well starting turn 4, but until then you're playing with 1 less card than your opponent and 1 less mana. This meta feels like it's slowing down a bit (lots of control decks), but playing behind on turns 1-3 is always risky. Ancestral Vision is very good, but playing it comes at the cost that the rest of your deck must be low to the ground and accessible in the first few turns. I wouldn't play 4.

Search for Azcanta and Sleight of Hand are not good for Sultai. Sleight of hand is good in combo decks, but not midrange. If your deck plays at instant speed with counterspells then Opt is very good but if you're mostly just jamming Tarmogoyf and Tasigur, then Thought Scour is a much better choice.

Coiling Oracle is bad. 2 mana draw a card and chump block isn't what you want to be doing in modern.

Limiting mana to BBUG pushes you towards midrange rather than control. What style of deck do you intend on building?

JamesR404v2 on How much card drawing is ...

2 weeks ago

Hey, wow, thanks everyone for all the feedback!

I hear card drawing is really preferred above top-deck manipulation, unless one can abuse the top deck manipulation. One says max 10 cards that draw cards, the other says max 10-12.

I think I'll have to stick with ten card drawing cards. ...

Also higher casting cost card drawers are frowned upon. I was thinking of Sultai Ascendancy, but also of Bounty of the Luxa. Everyone seems to think it's shit, so now I will probably play none of those. :D

Coiling Oracle, duh, I knew I forgot some critter. That is definitely a nice cantrip.

Okay, so I'll play ten card drawing cards, in Sultai I think the best choices for card drawing are then like;

4x Serum Visions
4x Ancestral Vision
1x Sleight of Hand ?
1x Opt ?

To have a reliable mana base, I'm limiting to cards that I can cast with BBUG. (So I can include Damnation, but I can't play Cryptic Command nor Eternal Witness). If that's wise, I duno, but it's a starting point. I hate getting mana screwed or mana flooded, so I am willing to play less stronger cards to avoid that. With 3 colours I think there are plenty of good cards to play, even if I limit myself in mana cost like this.

So, having those drawing spells, I'll probably still add some more creatures that help to create options, 2x? Snapcaster Mage, 4x? Grim Flayer and 3x? Coiling Oracle.

I'll see :) One of these days I'll "finalise" the decklist and buy it all, I can share my play experiences here - on the topic of "how much card drawing" is the right amount :)

Tonril on UR a snapcaster mage, Harry

2 weeks ago

I would recommend a few cards: Monastery Swiftspear can be very powerful here. For other cantrips check out Thought Scour and Sleight of Hand. Cryptic Serpent can also be surprisingly powerful, and even something like Stormchaser Mage can surprise you. It can be quite good, especially when coupled with one or two copies of twisted image, which can then act as a pump spell for your Swiftspears and Stormchasers, seeing as their toughness is greater than their power, and that will also trigger prowess. You might even look at a card like Manamorphose which will trigger prowess while simultaneously replacing itself. The last card I could see you playing a few of is Lava Spike, which could also be pretty good here, because it can often act as that last bit of damage, and when combined with a couple prowess creatures, that one red mana could translate into 5, sometimes even 6 damage, rather than the 3 on the card. Oh, and also take a look at Izzet Charm. Never a bad card to draw, because it will always have a use. I hope some of this is helpful! This was basically my first modern deck, so it holds a special place in my heart.

Midwest on Thrasios and Tymna: Podcast

2 weeks ago

Copy Artifact and Winds of Rebuke offer a win condition alongside an Isochron Scepter with Dramatic Reversal. I get that will generally already be making infinite mana which gets you where you need to be, but the additions seem pretty free to me. Winds of Rebuke gives you interaction (albeit mediocre interaction) while Copy Artifact can copy one of your mana rocks if you don't have Scepter. Merchant Scroll tutors up either Winds of Rebuke or Dramatic Reversal to pair with your Scepter or even Pact of Negation as a free protection spell on your combo turn. Dark Petition is another great tutor that could see play here. You're playing enough spells that turning on Spell Mastery should be inconsequential.

You're playing the 4 expected cantrips, but I would consider adding a couple more personally. Impulse for sure and then either Opt, Serum Visions, or Sleight of Hand based on your preferences.

I haven't played your deck, obviously, but does Paradox Engine feel clunky to you? The CMC seems rather high for what you're trying to achieve.

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