Stealer of Secrets


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

Printings View all

Set Rarity
Welcome Deck 2017 Common
Duel Decks: Jace vs Vraska Common
Return to Ravnica Common

Combos Browse all

Stealer of Secrets

Creature — Human Rogue

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

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Cardhoarder (MTGO)

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Stealer of Secrets Discussion

elshora on Does Open into Wonder and ...

1 month ago

If you cast Open Into Wonder targeting your Stealer of Secrets and proceed to attack with it will you draw 2 cards assuming combat damage is dealt? Or does this fall into redundancy even though the wording of the 2 drawing abilities stacked on Stealer are worded differently?

TheTindell179 on Mistmeadow Pauper EDH

5 months ago

Alrighty, this may just be personal bias talking, but I like to think that looters such as Stealer of Secrets, Scroll Thief, and Looter il-Kor are tremendously useful assets. They may not have abusable enter the battlefield triggers, but they do an excellent job of keeping your hand stocked and filtering out the useless crap. If we're talking about guys with useful ETB's, some of my personal favorites are Deputy of Acquittals and Whitemane Lion because of the built in flash, also the latter of the two can help you reuse a guy, so win-win. Here is a link to the Star City Games PDH vs episode. I think Justin Parnell's deck can give you a few more options to consider. Overall, I really like the deck and I'm curious as to how you will continue to upgrade the deck. Definite +1 from me.

ondrejdvorak on The Justice System

1 year ago

Some suggestions what could fit in here. Stealer of Secrets, Dramatic Rescue, Lyev Skyknight and Azorius Justiciar

Tetravirulence on Vela's Unblockable Ninjas

1 year ago

You have a lot of weenies. This works well with unblockable but you may want to consider wipes and cards like Night of Souls' Betrayal or Elesh Norn being played early via some graveyard manipulation.

Also consider that they have blockers for your blockable creatures and removal for your unblockable ones. What is your gameplan then? If your blockable creatures aren't threatening to your opponent's creatures as well as the opponent, you may get stalled.

Consider some stronger creature options. Your low CMC is good for a faster clock, but can hinder you when the faster clock results in a slower gameplan.


You are running 10 mana rocks which is quite a bit actually. I'd suggest cutting some, or swapping them. Try Worn Powerstone or Mind Stone for the Keyrune. Maybe work in an equipment subtheme?

Debate keeping wrexial.



Ninjas sometimes have a subtheme of equipment. Just figured I'd recommend a few if you go this route.

You'll want to avoid wipes since you rely on creatures a lot yourself, beyond things like Cyclonic Rift. If you find wipes to be troublesome, try something like Living Death or a mass return-to-hand-from-grave spell.

A draw package is optional. Ponder Preordain Brainstorm are the big three everyone loves to run. I don't know if they really fit this list though.

Lands to consider:

Here is an odd idea which might be appealing. Steal their creatures, attack, and ninjutsu your own in, bouncing their creature and putting yours into play.

If you want to go this way, I can suggest some big ones:

ibstudent2200 on Turbo Frog

1 year ago

You're playing Cancel over Counterspell, and Clash of Wills over Condescend.

You listed the deck as Commander rather than Duel Commander, so you should be playing Sol Ring.

Stealer of Secrets is not a good card in this format. It's not even a mediocre card for the format. It's just plain bad.

Your ramp is not nearly good enough to consistently hit the top end of your curve consistently. You've got 4 cards that cost 10+ mana, and 5 mana rocks (including Phyrexian Metamorph to copy someone else's mana rock). Furthermore, three of your mana rocks provide only one mana, and Sphere of the Suns only produces that mana 3 times before it's useless. Thran Dynamo, Worn Powerstone, Sky Diamond, Mind Stone, and Everflowing Chalice are all better than Sphere by a significant margin.

Your deck doesn't do a whole lot to affect the board. Your clone effects can help a lot in this area, but you only have 4 ways to get rid of creatures once they're on the battlefield. Of those, 2 of them only stop attacking creatures, one is a sorcery that is incredibly risky due to the prevalence of strong ETB effects in the format, and the last one is extremely slow, taking 3 turns and 18 mana just to get rid of a 5/5. Your only defense against enchantments and artifacts is counterspells, and since you don't exile anything, graveyard recursion is still an option. Your lack of spot removal is strange, since blue is the third best color in the format for efficient creature removal (Rapid Hybridization, Pongify, Reality Shift, Curse of the Swine, Cyclonic Rift, Capsize, Mystic Confluence, and Cryptic Command are all solid, though some of them are better used in modes other than getting rid of a single creature).

Tumble Magnet is not very good. I'd recommend playing Icy Manipulator instead, since it doesn't run out of gas. Staff of Domination is another option, if you think you have the mana to spare.

Your proliferate subtheme seems a bit odd. You have 5 cards that proliferate, but only 5 cards that use counters (including Tumble Magnet, Sphere of the Suns, and Blightsteel Colossus, which I would normally ignore because they're either on the cutting block or don't need proliferation to work). Yes, you can manipulate counters on other players' permanents, but most counters are beneficial, so that application doesn't help you in most situations (and therefore shouldn't be a consideration during deck construction). 5 instances of an effect in a 100-card deck is not enough to see at least one card with that effect each game in most decks (though having access to blue card draw gives you some leeway). I normally use 10 instances as the lowest number for which you can expect to consistently see at least one card with that effect per game (mathematically, the number is closer to 12, but that's before card draw and card filtering effects are taken into account). I'd recommend either cutting the proliferate cards, or increasing the number of cards that use counters. If you want to add more proliferation, Fuel for the Cause is fine.

Your deck description doesn't match the deck itself. You have 2 cards that force other players to draw cards (ignoring Jace's ultimate, which doesn't count because anyone who ignores you for long enough to let you use a planeswalker's limit break deserves to be punished for their idiocy). If milling your opponents out by forcing them to draw cards isn't your gameplan, then don't play Howling Mine effects. They don't generate card advantage since your opponent(s) will draw just as many cards as you, and they didn't spend a card to do so. If you want to mill your opponent out, then play way more Howling Mine effects instead (and consider playing Nekusar, the Mindrazer as your commander instead, to increase your consistency). If, when you described your deck as "turbo-draw", you meant, "this deck draws tons of cards", then you just described 90% of mono-blue decks in the format (and about 80% of blue decks in the format). People should be able to figure out that you plan to draw tons of cards just from looking at your color identity.

EpicNinjaKing21 on

1 year ago

Stealer of Secrets or Scroll Thief would go nicely in here.

GrenadeKitten on Mono Blue Gimp Pimp

1 year ago

Perhaps Lonely Sandbar instead of Remote Isle because you're mono blue, Scroll Thief or Stealer of Secrets for card draw, and counterspells like Counterspell or Mana Leak could be good.

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