Stolen Strategy

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Rare

Combos Browse all

Stolen Strategy

Enchantment

At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast nonland cards from among those exiled cards, and you my spend mana as though it were mana of any colour to cat those spells.

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Stolen Strategy Discussion

ThoAlmighty on I Move to Postcombat...

2 weeks ago

Not sure what your budget is, but Koth of the Hammer and Chandra, Torch of Defiance are both strong mono-red support cards. Outpost Siege and Stolen Strategy are nice engines and mana sinks as well.

eliakimras on Vial Smasher & Kraum EDH

3 weeks ago

May I suggest Shadowblood Ridge instead of Temple of the False God. This filter land may help you pay for a turn 2-3 Vial Smasher the Fierce. Also Exotic Orchard and Shivan Reef are not expensive. You might want Ancient Excavation, Steam Augury, Fact or Fiction instead of Frenzied Fugue, Thought Scour and Extract from Darkness for fuel for Delve. Mind's Dilation, Sunbird's Invocation, Stolen Strategy, Fury Storm and Fevered Visions can often win the game by themselves. You might want some counterspells which can also be card advantage: Izzet Charm and Arcane Denial. Disdainful Stroke and Swan Song stop almost everything for cheap. Have you tried Phthisis? Bojuka Bog and Rakdos Charm are good against graveyard decks (which is a popular theme). You may also consider Brainstorm for better control of your draws.

Lord_Grimm on Black/Red Group Slug

4 weeks ago

Creatures: Rakdos, Lord of Riots makes you jump through hoops to cast, then only really benefits creatures which you are light on. Although I love the flavor, it may be an upgrade target. Something like Vial Smasher the Fierce or Sire Of Insanity could keep the flavor but give better long term results.

Wall of Shadows The flavor is once again strong with this pick. However, it is the black Fog Bank. If creatures are a premium for you, it may be a slot. I don't have upgrades, just an observation.

Speaking of your creatures, over 90% cost 4+. You will need defense if unable to stay below suspicion. Which brings me to removal... Most of it is targeted or sorcery. In the colors where you will make each opponent angry, you NEED the flexibility to remove when needed. Or the very least, remove everything (board wipe) to buy time, ie: Damnation, Blasphemous Act... cards like that will keep the board clear till you can play the big X spells FTW. Midnight Recovery only targets your grave, which will most likely not have a target. Possibly Animate Dead or Beacon of Unrest would be a better fit. Sadistic Sacrament will, at best, anger 1 opponent. Most likely the 1 who is the most ahead. Why turn that chair? Secondly, Stitch Together also only works for your grave, which will most likely be creature light given ~17% of your build are creatures in the grave. Cut or Killing Wave may be options? Artifacts are heavily reliant on a creature. There are several card slots that could be utilized to better punish opponents here. Enchantments: Wound Reflection and Stolen Strategy are amazing! The other 2 feel narrow only because they rely on you having creatures. A single board wipe, removal spell, etc will render these cards worthless. Lastly, lands... this is a controversial topic I typically do not comment on via TO. I'll remain brief, but currently with a avg CMC of 3.63 and most of your spells costing 4+ or are X spells 37 lands feels low. 39 may be better. Although fetches don't add to much in EDH, they do offer choice and remove dead land draws later. More dual options could be helpful too. Lastly Urborg, Tomb of Yawgmoth, Cabal Coffers, Command Tower, Tainted Peak & Badlands are just to name a few. In closing, I love what this build is trying to do. Playing the player is very next level, even though it creates fast enemies. Preparing for the backlash that comes with being 'that player' will increase both win and fun. Believe me. You may not win every game, but you'll have a great time seeing everyone squirm. Keep up the dirty work. There is always the most filthy of them all... Suicide Rakdos. :)

ShaharRyu on Etali's Tickle Torture!

1 month ago

Don't worry about the time. Stolen Strategy sounds neat tbh. Cheering Fanatic was one and the other one was Treasure Nabber. I am giving a try to Reverberate in my Lyzolda deck to copy ramp early on or my X spells later on.

Wouldn't you be interested in adding Valakut, the Molten Pinnacle or Hall of the Bandit Lord? Maybe even Hanweir Battlements

greyninja on Etali's Tickle Torture!

1 month ago

ShaharRyu, thank you for the comment! Sorry it took me a minute to answer

Outpost Siege is almost a red staple; so yea I should look through my bulk rares because I think I have one. Vance's Blasting Cannons  Flip similar but different, good call. A friend also gave me a Stolen Strategy to include too lmao all the topdeck triggers!

I put a foil Neheb, the Eternal in my wife's aurelia deck and it's awesome. Are you thinking Cheering Fanatic? And Grenzo, Havoc Raiser looks pretty wild! Not sure why I've never ran him in anything before

Thanks again! I upvoted some decks for you!

SynergyBuild on BMH: The Inverted Brainchild (Melek Superstorm)

1 month ago

Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.

Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.

Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.

Dreamweav3r on Kalemne is Best Girl [EDH Primer] v1.6

1 month ago

Ocelot44 thanks a ton for the suggestions!

I really should be running a way to deal with an opponents' lands. However needing to blow up my own land to do so seems really painful. So I need to find a different solution.

Nahiri, the Harbinger, Wear / Tear, Legion's Initiative and Ingot Chewer have all been in the deck at one point or another. The two former I could see returning at any point but personally I never had great luck with Legion's Initiative. I found that leaving 2 mana open each turn hurt, and if your opponents are smart it's not too hard to play around, plus, in a game where everyone is wiping the board 5-6 times a game, it really just is like trying to fix a dam with bubblegum and tape. Boros Charm makes the cut because its tricky, tutorable, and can be recurred with Mistveil Plains. And I find Ingot Chewer is too cute even for Kelemne. (lol)

An overarching instinct I had making this deck is I really cant afford narrow 1:1 answers for things unless the literally win me the game Comeuppance, Wild Ricochet, or are extremely efficient and/or can be tutored off Sunforger like Return to Dust.

I see the cards you've suggested, and they're good, but some of them I can't see running, and it makes me wonder what I'm thinking is best for the deck and why. Perhaps I value Sunforger too much, but I do like any answer cards to be instants under 4cmc for that reason, in the same why I'd rather run Aura of Silence in a deck with Enchantment synergies.

I don't really see the deck as one that can actively prevent opponents from achieving their gameplan, but finding ways to work around them. Because, for example, while Aura of Silence is a great card, ultimately it doesn't further my plan and I'd really rather just play a mana rock. And yeah Return to Dust doesn't either, but it atleast has synergy with Sunforger and doesn't cost me a card in the end.

I really just try to get the most out of the cards I play, and I see them in 2 ways:

Cards that are great to play the turn after Kalemne: Neheb, the Eternal, Balefire Liege allowing you to hopefully snowball and kill an opponent quickly.

And Cards that provide extremely high value over time: The Immortal Sun, Sunbird's Invocation, Stolen Strategy making up for lack of card draw with sheer card advantage.

Anything that doesn't fall in those categories is either Lands, Ramp, or Sunforger Package.

I can see adding Reforge the Soul immediately to the deck so thanks for that one ;)

At the end of the day it is just different ways of valuing cards and deck building, no one is right or wrong. I'm also just happy to see someone else who enjoys building her too.

:P

carpecanum on Burn

1 month ago

Subterranean Tremors (maybe instead of Jokulhaups)

Stolen Strategy counts as card draw, otherwise red usually gives cards to everybody or makes you discard. There are some card draw artifacts you could use (tons actually, i'd search "draw a card" / artifact on this site and the gatherer).

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