Slip Through Space


Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Common

Combos Browse all

Slip Through Space


Devoid (This card has no colour.)

Target creature can't be blocked this turn.

Draw a card.

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Recent Decks

Slip Through Space Discussion

eyes2sky on Purple People Eaters

3 days ago

This looks fun...keep working on it...Izzet is tricky, must find balance. Bloodmad Vampire and Hekma Sentinels are underwhelming unless you can run some evasion like Slip Through Space or Distortion Strike. I am running a 50% similar's a madness/tempo build using Aquamoeba as a discard outlet: Aqua-Madness. I am considering Cunning Survivor for it (thanks to you!).

enpc on cEDH Yidris Storm

5 days ago

you could consider Chart a Course since you're trying to trigger cascade off of Yidris attacking. I also like Slip Through Space - while you don't get to scry or anything it's still a cantrip that can help Yidris connect if the board state starts getting a bit fuller. And since you're not running Force of Will, the devoid is irrelevant.

AdamChafee on Power Blitz

5 days ago

Thanks for the feedback BlazingAbsol!!

So I decided against that card for two main reasons:

First, it's a two-drop, compared to Assault Strobe which is only a one-drop. This way I can save one mana to use for another instant or sorcery spell to make better use of any of my creatures, which brings me to my second point, cards that can make any of my creatures unlockable, like Slip Through Space and Apostle's Blessing bypass the need for trample altogether. Slip Through Space is especially good because it nets me a card draw. I definitely see the use for Temur Battle Rage, but I think the more spells I can cast on a given turn, together with making them unlockable or using removal on my opponent's creatures, makes this deck a quick threat.

sg_86 on Oh yes it Izz

3 weeks ago

Also, cantrips such as Opt, Preordain and Ponder are very powerful. Renegade Tactics is not great either; Slip Through Space would ensure the damage got through.

taq on This hotdog tastes like victory

1 month ago

I tried a similar deck, but didn't have much success. All too often, I found myself sitting on cards like Temur Battle Rage or Slip Through Space but not having any creatures to cast it on. I used a different set of cards, but similar concept - your experience might be entirely different than mine :)

What I found that turned things around for the deck was to remove the cards that were designed specifically to boost my own creatures, and replaced them with cards that could burn or slow my opponent.

You have Lightning Bolt, I think I would use 4 instead of 3. I also have found Vapor Snag to be extremely useful against creature decks, and it can save one of your own as well. It has really been a matter of finding the right balance between burn and counter. The creatures still trigger their bonus and deal their damage, though not as dramatically. And it forces your opponent to deal with the threat from more than one angle.

Also found Thing in the Ice  Flip to be of some value - though not sure I would use more than 2. If it flips, it can either end a game or at least slow your opponent way down.

My 2 cents.

taq on My Unoriginal Izzet Aggro Deck v2

1 month ago

I'm finding that Slip Through Space and Vapor Snag are excellent changes to the deck. I actually had just recently taken out Slip Through Space in hopes that the flashback from Artful Dodge would be useful, but the deck is typically fast enough not to need it and card draw is better.

Also finding that Dive Down can be a suitable replacement for Apostle's Blessing and even Manamorphose. I don't miss taking out Essence Scatter and Spell Pierce. Keeping Negate in the sideboard, but I never seem to swap it in.

Still undecided on Temur Battle Rage, I have had at least one game where I could have had a potential turn 3 win combo had there been one more mana, but I do find that getting trample is super useful when up against a deck with a lot of small creatures (like goblins).

Also considering whether or not Spellskite could be a worthwhile addition.

Still playing around - any more suggestions are welcome. I don't have a huge budget, so no Jace or anything :)

RightyLefty on My Unoriginal Izzet Aggro Deck v2

1 month ago

If you've based this off similar decks I'm sure none of these will come as a surprise but, Temur Battle Rage over Assault Strobe, the trample it gives is absolutely worth the extra mana. Next worry less about counters in your main and focus on cantrips and cheap/free spells. I would cut the Essence Scatters and Spell Pierces for Manamorphose and Apostle's Blessing also switch the Artful Dodge for Slip Through Space to keep your hand full of spells. Also Mutagenic Growth is always great with Kiln Fiend. Also I would suggest Vapor Snag over Void Snare, it can save your creature from their removal or get rid of a threat about to kill you. Sideboard really depends on the meta at your LGS but Young Pyromancer can help you go wide against control decks and Surgical Extraction is a useful card for getting rid of their best spells and you can cast it for free to pump your Kild Fiend. more.

Illusificate on Now you See Me ...

1 month ago

Neat idea, but I'm not sure you have a good enough certain damage outlet. Since you're running blue, maybe use cards that can give unblockable or bounce creatures off the field, the latter probably being more effective in this deck as you could use them to blink your creatures as well. Vapor Snag and Unsummon can help you get an attack in, or save you on defense and Slip Through Space can draw you a card and guarantee you a hit with your commander. AEtherize is another card I'd reccomend. Judge's Familiar is a nice 1/1 flying blocker and his ability is a nice extra. Also, note that Ephara's ability can only activate once per turn and won't necessarily net you too much card draw, though obviously 2x the cards each turn is really good.

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