Soaring Thought-Thief

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Soaring Thought-Thief

Creature — Human Rogue

Flash

Flying

As long as an opponent has eight or more cards in their graveyard, Rogues you control get +1/+0.

Whenever one or more Rogues you control attack, each opponent mills two cards.

wallisface on Blue/black mill

1 year ago

Some thoughts:

  • It looks like you're currently trying to do 3 different things here: mill your opponent out, combo-off, and deal them 20 damage. This is just going to weaken your overall gameplan because whichever way to try to win, only half of the cards you draw are going to help with that. I would suggest you reorganize the deck to be entirely-focused on the mill plan, entirely focused on the Duskmantle Guildmage combo, or entirely focused on the beatdown plan.

If you're wanting to build a Mill Deck:

  • There are no creatures at all worth running except for Hedron Crab and Ruin Crab. Nothing else is even remotely worth the effort of running, because nothing else really helps with the goal of milling your opponent.

  • Also something to be aware of, is that you need any card that is milling to get at least 8 cards from your opponents deck (try to compare mill spells as burn spell, except you need to do 53 damage instead of 20 - so the same way that burn can never justify running Shock, mill can never justify running Tome Scour). Any less than this, and you just end up empty-handed with your opponent still alive. So I would suggest ditching Mind Grind, Tome Scour, Traumatize, both the planeswalkers, and your artifacts. I would also say to get rid of Fraying Sanity because that card is just bad. Instead look to add things like Fractured Sanity, Maddening Cacophony and Archive Trap.

  • You'll want a decent amount of interaction in the form of Surgical Extraction and Fatal Push, as well as Drown in the Loch. Crypt Incursion is also great to keep yourself alive longer

  • An example deck of how this looks here


If you're wanting to build a Combo Deck:

  • you'll want to up your copies of Mindcrank to a full playset. You also want ways to fetch both your combo pieces in the way of cards like Dimir Infiltrator and Muddle the Mixture, as well as draw spells like Consider or Serum Visions.

  • Duskmantle Guildmage is the only real creature you need to run, though its worth also considering Spellskite as a way to protect your combo pieces, and Vendilion Clique as either a way to fix your own hand, or mess with your opponents.

  • Your other cards should mainly be focused on ensuring your opponent can't disrupt what you're doing. Spell Pierce and Counterspell will be great here, as well as proactive cards like Inquisition of Kozilek. Because you only really want to slow your opponent down, stuff like Vapor Snag can be decent too (note this card can also start the combo triggering once you have the pieces in play).

  • A budget dechtech example with description, list & video this deck here


If you're wanting to build a Creature-beatdown Deck:

  • You probably don't want to be doing much milling at all, or at least you don't want to be running any cards that only mill. The most practical route to go down is probably using Rogues, with cards like Thieves' Guild Enforcer and Soaring Thought-Thief.

  • A budget dechtech example with description, list & video this deck here

legendofa on

1 year ago

Without any other infect or proliferate effects, Blighted Agent needs to be actively attacking for several turns, depending on how many pump effects you have out. By itself, it needs to stay active for ten turns, which is an eternity at even semi-competitive tables. It just doesn't have the support to be viable here, and being used as removal bait means that virtually any other creature could take its spot. This also leaves out mass removal, fog effects, attack taxes like Ghostly Prison, and anything else that would prevent it from doing its job.

I think the mill subtheme can be cut. Soaring Thought-Thief is fine, but Bruvac the Grandiloquent and Tasha's Hideous Laughter don't help that much. Also, mill is especially difficult against three other decks, and there's a reasonable chance one of them will be a graveyard deck that welcomes the help.

Elves in general have more support as a tribe, but I wouldn't suggest switching unless you genuinely think you would enjoy Elves more. If you do, I suggest Golgari.

raphael75 on soaring thought-thief multiple triggers

2 years ago

Question about Soaring Thought-Thief's last ability. If I control 2 or more Soaring Thought-Thiefs, does the last ability trigger once for each one?

Say I have 7 Rogues and of them, 2 are Soaring Thought-Thief. If I attack with all 7, would my opponent mill 4 cards?

Say I have 7 Rogues and of them, 3 are Soaring Thought-Thief. If I attack with all 7, would my opponent mill 6 cards?

TheoryCrafter on Annowanna make you mill

2 years ago

I really like how you have your deck synergize well with your graveyard. Normally I would cringe seeing Mesmeric Orb in a deck, but you made it work to your advantage.

I don't think you need to replace spells with lands as much as find spells with a lower mana cost. For example, Visara is a good card, but in my opinion the cost is too high to justify for a non-Rogue creature. Have you considered replacing her with either Nighthowler (you can attach it to Consuming Aberration and give it some protection from players exiling their own graveyards), a tutor card (such as Demonic Tutor or Mastermind's Acquisition) or even a counter spell (such as Didn't Say Please, Psychic Strike or Thought Collapse). Another example is Mirko Vosk. It goes well with your overall strategy, but for the same amount of mana Mind Grind can get around opponents with Hexproof despite milling one less land and you can cast sooner if necessary.

Speaking of Hexproof, Maddening Cacophony and Soaring Thought-Thief also get around it.

As for lands, unless you intend on adding Amulet of Vigor and Ghirapur Orrery at a later date, Having Coral Atoll and Everglades could do your strategy more harm than good since you have to remove other lands from the battlefield only for them to be tapped upon entering. If you choose to add Amulet of Vigor and Ghirapur Orrery, may I also suggest adding Dimir Aqueduct? If you choose to replace Coral Atoll and Everglade, May I suggest lands that allow you to search for lands including, but not limited to, Esper Panorama and Terramorphic Expanse?

Thank you for reading me out. I hope this helps. Happy Hunting!

amicdeep on Naughty Rogue Party

2 years ago

I think rogues have had alot of support lately and it's a shame to not include them

Dauthi Voidwalker is pricy but also now a big big auto include

Drown in the Loch is another very solid option in modern as your 2 CMC interaction

Rankle, Master of Pranks is another pricyer inclusion but again a very very good addion (solid 2 of curve toper)

Soaring Thought-Thief is a solid lord and nice evasive body. it, Thieves' Guild Enforcer and down in the loch make a solid sub theme. Which also works well with void walker. Merfolk Windrobber also exists in this vain and again is a solid card (probably one of the Better one drop options)

Another option if you switch slither blade for changing outcast and invisible stalker to pretty much any other option. Bad Moon become viable. And its a very solid lord effect.

twechsler on Nose to the Grindstone, Boi! Budget Mill EDH

2 years ago

This is great! I didn't even see the combo between Duskmantle Guildmage + Mindcrank but I love it! Definitely agree with the tutors for that. Im a little unsure about Soaring Thought-Thief because I don't really have many rogues but I could be wrong. I was originally thinking the same thing about Undead Alchemist but it would combo so well with the mill. Very cool adding in a few cards with intimidate to make the deck more aggressive. I also already have Jace's Mindseeker and a Increasing Confusion so I could swap those two in for something. This is great though I really like the build. The only one I'm confused about why it was cut is Nemesis of Reason because its only 5 mana and every time it attacks its 10 cards. I think of the maybeboard cards I would shell out for, Traumatize and Sphinx's Tutelage would probably be at the top of my list. But if I was gonna get 4-5 of the maybe board cards, what would you say is the best? I love this deck already and can't wait to put it together!

aszubat on Modifying a Rogue Mill Deck …

2 years ago

Mtg_Mega_Nerds your idea helps me create a rogue deck. But it doesn't really solve my problem. The deck I found is a blue and black deck. Because of that I don't have the red mana to play Tibalt, Cosmic Impostor . I'm searching for a way to eddit the deck I found (because I would like to keep the mill properties) that allows me to play Tibalt, Cosmic Impostor and deffend him so that he's acutally useful. I don't want to simply add red mana, because I think that could destroy some of the synergie with other cards (after all cards like Soaring Thought-Thief and Thieves' Guild Enforcer can do nothing with red mana). That's why I asked if Replicating Ring could do the trick or if there are better options to solve my problem.

Mtg_Mega_Nerds on 243 cards in a deck

2 years ago

Rogues can win with damage as well as mill. Soaring Thought-Thief and Thieves' Guild Enforcer can become bigger and make other rogues bigger, so try to win on the board.

Load more
Have (2) FyreByrns , reikitavi
Want (2) brow1ng , beesaurs