|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|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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Sleight of Hand Discussion
on UR Delver
3 days ago
I love delver so good luck with the list!
4 days ago
So I’ve been trying this deck out a bit and have had a positive record with it. The only changes I’ve made are: go down 2 spreading seas to make room for 2 cryptic. I also took out a repeal for another land, the commands being 4 mana. I’ve also been thinking about trying 1-2 Metallurgic Summons and a Search for Azcanta Flip. The last thing I’ve thought about is Sleight of Hand . Can you give me your opinions on these cards?
1 week ago
This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!
2 weeks ago
With the Doomsday you have to put in the proper cards because doomsday isn't a card you want to be putting in unless you have the correct supporting cards. things like Night's Whisper or Gitaxian Probe Predict Frantic Search Gush really any draw spell that doesn't cost mana. In addition you need to get Pact of Negation because if you are winning anyways then there is no drawback.
currently your best case scenario for doomsday if you are trying to win with Laboratory Maniac and you have 2 draw spells in hand is:
you have nothing in your deck to draw 2 cards. and this pile means you need to have 17 mana up at the very best circumstances assuming you don't need to cast a counterspell.
like this is never happening and giving your opponents an entire turn to mess with one of the most delicate combos in EDH isn't a good way to win.
4 weeks ago
I'm assuming you're relatively new to the format since most of the cards in your deck are from recent standard sets, so I'll stick to more basic ideas of modern deck building. First of all, here are some cards that are an absolute must if you're playing U/R in modern:
Overall, you need more spells and less creatures. I suggest you drop Hypersonic Dragon, Melek, Ral, Caller of Storms, and the Niv-Mizzets (unless you're fully bent on playing dragons or something). All of these cards are too slow mana-cost-wise to be playable outside of a dedicated control deck in modern. They may have nice text, but most of the time you're not going to get to 6 mana before either winning or losing the game. The excess amount of creatures also cuts into the consistency of the Enigma Drake/Crackling Drake/Electromancer/Guttersnipe plan, as they all work much better when most of the cards in the deck are spells (and are better cards all-around in comparison to the other cards listed above). I could go into more detail on the specifics of building a tempo-aggro Izzet deck such as this one, but I'm not sure if you want that or not. For now just trim some creatures and fit in more spells (especially the ones listed above). You can drop 1 or 2 lands if you lower the average cmc enough too.
1 month ago
1 month ago
Don't like Jaya's Immolating Inferno in a deck with only 2 enablers.
Don't like Risk Factor in a non-burn deck.
All in all, cool deck
1 month ago
I mean, most top level builds use Thought Scour, but I guess both Sleight of Hand and Opt are okay. It's not a huge difference. Also, in the manabase you could replace the painlands with Scalding Tarn for slightly less pain (If you ca afford it).