Thieves' Fortune

Thieves' Fortune

Tribal Instant — Rogue

Prowl (Blue) (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Morningtide (MOR) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Thieves' Fortune Discussion

mortifolkmurphcaster on

2 months ago

Hey xaarvaxus Nice thanks man, I forgot about Supreme Will but that is a great suggestion! I'm definitely not running Thieves' Fortune for the prowl cost haha. It's just another instant speed cantrip that can setup my Tunnel Vision , so getting a mana leak attached to it would definitely be a plus.

The Chainer suggestion is interesting, I have to think about that one. The plan is to win on one trigger of Gray Merchant in combination with my other creatures' triggers. All my other black creatures punish my opponents for having creatures ETB from my Living Death and deal additional damage as a result.

I have Phyrexian Arena and Necropotence so those can definitely be added and No Mercy is great, didn't know about that card and I've been looking for some additional protection/aggro deterrent.

xaarvaxus on

2 months ago

Thieves' Fortune could be upgraded with Supreme Will . Essentially the same cost as the chance of triggering prowl is almost non-existent, has the Impulse effect you are looking for plus you have another potential [weak] counterspell in the decklist.

Chainer, Nightmare Adept could give you another way to recur Gray Merchant of Asphodel .

A couple of non-creature permanents to add to your devotion could be useful here; No Mercy , Phyrexian Arena and/or Necropotence or a mono-black planeswalker like Ob Nixilis Reignited . Sorry these aren't the most budget of suggestions...

Command the Dreadhorde could act as a backup of sorts to Living Death .

hungry000 on Faerie Rogue Tempo Tribal

5 months ago

I think two copies of Bitterblossom is right for this deck. My logic is this: Bitterblossom is the type of card that benefits from long games since it can pile up value, but it's really slow. Your removal package isn't good enough to keep you going into the late game and BB is worse than a card that gives you an immediate body when you get the Stinkdrinker Bandit hands, so you don't want to draw it every game. Plus, you have 4 Thieves' Fortune to Impulse through your deck when you do need it, so going down to 2 will cut down on the clunky hands with minimal downside.

But to be honest, that's just a gut feeling. This is coming from a person who's been playing Faerie Rogue Tribal pretty much since he got into magic though so there's that. Fun deck!

hungry000 on Night Prowlers

1 year ago

You're welcome. I forgot to mention this, but is there a reason you're not playing Oona's Blackguard? It's quite nuts with Notorious Throng and the discard ability on it isn't irrelevant. You'd need more one-drops to make it really good though.

While I'm on the topic of good cards, Pestermite is one of my favorite rogues, and personally I think it's better than Latchkey Faerie. It has one less attack but makes up for it with more flexibility; it can untap a land which lets you play more cards, tap a blocker, tap an opponent's land, etc. Thieves' Fortune and Morsel Theft are enough for card draw, I'd say.

Boza on Naughty Rogue Party

1 year ago

If you are playing blue, 4 stalkers are a must. Most good rouges are black, but blue adds the important pieces of unblockable stuff like Stalker and Thieves' Fortune to bring Impulse into modern.

The six mana prowl spell is a big trap and so is 2/1 unblockable merfolk, there are cheaper unblockable alternatives. This might give you some ideas:

Mono Brogues

Kogarashi on But it's rogues...

1 year ago

You want to use square brackets to link cards, not curly brackets.

Unclaimed Territory, Thieves' Fortune

No, unfortunately. Unclaimed Territory only allows you to use the colored mana it produces for creature spells of the chosen type. While Thieves' Fortune has a creature type, it isn't a creature spell. To be a creature spell, it must have "Creature" on the type line.

However, if something cares about a "Rogue spell," and doesn't specify "Creature," then Thieves' Fortune counts. Frogtosser Banneret discounts Rogue spells, which would include Thieves' Fortune.

Boza on Resto Gonti

1 year ago

Well, gonti is a rogue and rouge is a pretty cool tribe with a great mechanic. So check out this competitive at LGS level Rogue tribal:

Mono Brogues

You can even add some blue for Thieves' Fortune. You can definitely take a more midrange approach to the deck and rely on Oona's Blackguard and Bitterblossom to pick away at opponent.

Earwig Squad works very well to strip an opp's deck of win conditions.

Scytec on Hey! LISTEN!! (Please Help) :p

1 year ago

@KongMing - Unfortunately, while awesome, Notorious Throng is way to mana intensive and slow for this deck. After I get setup I really need to hold up responses so I don't get wiped. Thieves' Fortune on the other hand is very interesting. I no longer run enough Rogues to take advantage of it, but if I ever pick up an additional copy of Bitterblossom and they drop a few more valid Faerie Rogue creatures it's definitely something to keep in mind. Thanks for the suggestions!

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