Spell Swindle


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Spell Swindle


Counter target spell. Create X colorless Treasure artifact tokens, where X is that spell's converted mana cost. They have symbol:Tap, Sacrifice this artifact: Add one mana of any color to your mana pool.

Browse Alters

Price & Acquistion Set Price Alerts



Recent Decks

Load more

Spell Swindle Discussion

TaegukTheWise on Roon Blink Shenanigans

4 days ago

Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.

My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.

Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.

Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.

Wendigo4481 on Master of Puppets

2 weeks ago

Metallic Rebuke is a single blue counter with your artifacts the improvise just taps your treasure tokens and protects your Panharmonicon cast without having to crack treasures to create mana. improvise is such as strong keyword in this deck Inspiring Statuary may also help you cast Spell Swindle without having to ramp to hard or make your supreme will cost a single blue with two artifacts out.

w33m4n on Treasure Production Control

1 month ago

sg_86 Mechanized used to be in here and was replaced with Panharmonicon as he is more useful in the treasure production department. Mechanized Production is just too easy to get rid of and otherwise moves too slow in producing treasures. and Baral, Chief of Compliance very much serves his purpose of making my spells cheaper earlier while causing filter. He was chosen over primal amulet being he can come out much sooner allowing me to keep the field relatively clear while playing what I need to in order to get treasures made. As far as Spell Swindle that card will never be removed from this deck. You are right its a five drop which is just fine because when it counters something its usually game ending or otherwise is getting me at bare minimum 3 treasures is the smallest cost item I use on it. It also usually proves fatal when someone turn 5 on curve plays a 5 drop and then all of a sudden I have treasures which is what I need to win the next turn with Marionette Master on turn 6 which so far out of my 14 wins 4 have happened because of just that turn 5 counter for treasures turn 6 marionette for win. As the deck sits nothing is going to change in it really. I have been testing everything people recommended and this is where I have ended up. primal amulet comes out way too late to even matter and the deck on its own wins on average turn 8. If anything speeds it up that number only goes lower cause the deck is quite capable on winning on turn 6. And having 5 wincons has worked out just fine as I can always throw in Herald of Anguish and The Scarab God If I need some extra beat down to happen.

sg_86 on Treasure Production Control

1 month ago

Having only 5 wincons s not great. I now see that Marionette Master is much better than Revel in Riches. I think possibly some more of them and possibly some Mechanized Productions would be great. As you are playing Torment of Hailfire, possibly some Primal Amulets would help maximise a huge amount of damage. I have seen versions of this deck using playsets of Revel in Riches, Mechanized Production, and Marionette Master. Perhaps if you were to include playsets of Marionette Master and possibly 3 or 2 Torment of Hailfire and Mechanized Production. With a larger possibility of drawing one of the wincons, I think there will be an improvement.

As for what you should take out, some of the counter spells possibly? I think Spell Swindle is quite hefty at 5 CMC. Baral, Chief of Compliance is not great in this deck as the aim should be to load a Marionette Master or Torment of Hailfire not to counter a bunch of stuff.

x12721 on UB God's Master

1 month ago

The only way to beat mono-red is to either run a faster mono-red deck or play a hard control deck. Spell Swindle will never be fast enough against red. Instead, look at Essence Scatter. I know your deck isn't very control-oriented right now, but that would be my suggestion. Also, I would run Search for Azcanta  Flip instead of Strategic Planning. Watch out for Abrade, you'll lose your wincons that way.

multimedia on Tezzeret's time to shine!

1 month ago

Hey, I think you still want the 4x Kingpin and 4x Map because you want to play either turn two. I'm a big fan of Kingpin I think he's one of the main reasons to play Tezz because he's pretty good at protecting him while also giving you value.

These are the kind of cards that are much better in a game if played turn two then later on because both can then start setting up the rest of the game for you. Getting Kingpin out on turn two then makes all your artifact plays better as well as Tezz, any time he makes a cell. With Map the faster you can start scrying the better it is because it takes up to three turns to flip. Also if you flip Map with a Kingpin in your control you get to scry three times one scry per treasure created.

It's true, if you draw more Kingpin or Maps later on in the game depending on the matchup this can be bad, but these negatives in my opinion don't outweigh the positives of playing either turn two. If the first Kingpin gets killed then having a back-up is also pretty nice.

Another very good interaction with Kingpin is with Spell Swindle. Swindle makes treasures like Map does and depending on the casting cost of the card you countered with Swindle you can scry that many times, one scry per treasure created. You can theoretically cast Swindle counter something lets say Scarab God scry five times to find Master. If your opponent is tapped out from casting the God you just countered or you feel it's safe then play Master choose fabricate 3 for counters and sac treasures or cells and win the game.

If you're looking for cards to cut back on consider Pacification Array. It's good that it's a one drop artifact, but in my opinion it's not as crucial to your game plan like both Kingpin and Map are.

Hobbez9186 on Whirligiggles

1 month ago

Finally made the necessary upgrades for Ixalan.

I'd been considering Mirage Mirror for a while and finally am putting one in. Not sure if I want to replace both Mechanized Productions, but one and one I'm ok with. I like how the Mirror can double up anything, even Gremlins or Fireweavers. This way if I don't have a Panharmonicon I can still double the ETB triggers with another body. I like MP for the alternate win condition, but it may turn out more reliable and flexible to just have two Mirrors.

Unsummon is the "new" Essence Flux. It has the obvious downside of not putting the creature back right away for the ETB triggers, but against a board wipe it would actually save the creature this time. You can also use it against your opponent's creatures to slow them down so those two things together aren't awful. I'm torn between this and Ruse.

Siren's Ruse is the real "Flux" but for one more mana. It's too bad you won't get the extra card off of it, but the instant ETB trigger is what you are after and two mana is still fine. I will likely get rid of the Unsummon in favor of more Ruse and Stratagem.

Illusionist's Stratagem is the new Displace. Again costs more mana but at least this time you do get to draw a card. Double flicker is super powerful with all of these ETB triggers so it's totally worth the extra mana.

This is replacing 8 flicker effects with 7, I thought a solid mid game surprise would be Spell Swindle to counter a big thing and create a bunch of treasures for a bunch of ETB triggers. This could be enough to kill your opponent on their turn which would be hilarious. It also gives you back a bunch of mana that you can then use to play a bunch of things on the next turn to finish off your opponent. It seemed like a solid addition worth a slot. I added one into the sideboard as well.

Cicjose on You Are a Pirate

1 month ago

i thought that to be too slow what should go in its place... Spell Swindle is better and its not as good as Ixalan's Binding

Load more