Stealer of Secrets

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Stealer of Secrets

Creature — Human Rogue

Whenever Stealer of Secrets deals combat damage to a player, draw a card.

TriusMalarky on Thoughts on Mutate?

3 years ago

As a Pioneer Player,

Mutate makes me sad.

There's a couple specific cards that might be playable in very specific builds, but...

Sea-Dasher Octopus is just Curious Obsession that might also be a flash Stealer of Secrets. I don't know if that's very good. Bonecrusher Giant is okay because it goes well with every red strategy... but this goes in Devotion. Or tempo, which is just devo without Master of Waves.

Gemrazer might be a nicer Reclamation Sage for things like Zoo, or other green aggro decks. I mean, Reach and Trample aren't useless abilities and it'd often be 1-2 points of extra power. So doing slightly more than Rec Sage, at least in aggressive decks, is solid. Also good in any deck that uses +1/+1 counters. It also stacks, so if you draw a second you can mutate the first and get two Naturalizes. Or 3 Naturalize effects for... and two cards, which I think is okay.

Both Gemrazer and Octo could work in an Evolve deck, especially because it uses +1/+1 counters extremely heavily.

Ravenrose on 'A Man has no Name. But Many Faces'

5 years ago

I am a little concerned about your card draw abilities. I think you should invest in Divination and maybe Spy Network. Notion Rain and Stealer of Secrets may also prove useful.

I hope these suggestions have helped and as always, you have made one heck of an evil deck.

Raven Rose

ROUROU on Wait, you can actually win an FNM with a 5$ deck?

6 years ago

First match, was a red-green dinosaur home-brew deck. It was very easy. He is a friend of mine and I had told him to make it an enrage deck. He didn't listen to me. He has all the good creatures in(Carnage Tyrant Regisaur Alpha etc.), Yet the synergies are non existent.

Second match, was an Approach of the Second Sun deck. First game , I won him with my flyers. I went 2-1 first game was easy for him. I lost the tempo plays and a land drop. As soon as I hit the board with a Sphinx of Magosi , he had already cast one approach and had another one in . He had many removals too. The three mana removals were just perfect for him. (Skywhaler's Shot Farm / Market) . Second game , turn three I already had three creatures on the field and he missed a land drop. He scooped. Last game, it was close. I was attacking with my creatures , trying to make him concede.he then casts an approach. He gains seven life, getting back to 10. Game over I thought. He then conceded, cause she hadn't had any removals in hand AND not another approach. It was weird, buuut I wouldn't care less. I was just happy I beat a 700$ deck with a welcome deck.(he is a dick, that pimps out every deck of his. If it isn't foil, it won't fit in his decks. imagine when a welcome deck 2017 kicks your ass :p )

Third match, was a pain in the ass ramunap red. I knew I would face a deck like this, that's why I have many small creatures. First game , I was blocking with everything I had (if I could) . I mean, those Earthshaker Khenras are nut busting. He dropped two and by turn 4, I was at 10ish. That's when I hit him hard . Turn 4 I hit the field with an Arborback Stomper . I gain 5 life, I pass. Fifth round, he attacks with everything. I block a ragavan token, I kill a khenra with a 3/2 Merfolk Branchwalker and he passes... Turn five, I draw a Nature's Way . Sixth Sense on a flying Stealer of Secrets, swing in for 8, draw two cards. One is a Rabid Bite . I cast it .he now has 1 creature left, while I have 3 on board. He conceded. Second game, she goes 0-60 in no time. I lost and didn't even realise how she got me so fast. Game three, was a fun one. I Mulligan to six. I keep all the possible removal and two small creatures. She gets me to fourteen life, when I start to hit her field. It was over pretty soon.

Last game, I play with a Baral control. I couldn't do shit. Search for Azcanta  Flip, in combination with Torrential Gearhulks and River's Rebuke kicked my arse. I would care less though. :) Next time, I will raise the stakes with my sideboard games :D

TheSnackThatSmilesBack on Grixis Control (Help)

6 years ago

Shivan Dragon, Sphinx of Magosi and Stealer of Secrets aren't standard legal. Otherwise you've got most of the Grixis good-stuff that's in standard. Some of the one of's don't seem very useful unless you wanna build around them like Mirage Mirror and Riddleform. I have a build of it if you'd like to gather an idea from that. But most all of these cards are in there. Glad you're playing Magic again.

ClearPearl on The Hidden Ocean-Forest City

6 years ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

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