Thieves' Fortune


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

Printings View all

Set Rarity
Morningtide (MOR) Uncommon

Combos Browse all

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.

Thieves' Fortune Discussion

hungry000 on Faerie Rogue Tempo Tribal

1 month 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

9 months 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

11 months 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!

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

1 year ago

You only have a few Rogues, but have you thought about integrating Prowl somehow? Bitterblossom is a great Rogue generator, and Faerie Miscreant's 1 CMC means it can drop out fast.

Notorious Throng is a hilarious card to end the game with, it's most useful if you're able to get 1/3 of your opponent's life in damage through. Once you deal the 1/3 damage, Prowl out Notorious Throng, and then do double that much combat damage on the extra turn for the other 2/3.

Thieves' Fortune also fits the theme of this deck. Fishes for an answer in the top four cards, for one mana if you pull off the Prowl. Good way to find the card you need to end or stall the game.

ZorrosRage on Going Rogue

1 year ago

Deco_yThanks for the suggestions. Vial was not strong enough since most of the creatures are 1-2 cost and doesn't really do too much with combat tricks the 1cost loot with Thieves' Fortune did better than vial at getting what I want.

As for the control I have countersquall, negate, and spell piece on the side. I think I'm mainly trying to rush game 1 and if needed bring a couple in game 2.

The thieves fortune and Morsel Theft going to help with me able to keep dropping creatures.

I am not sold on my sideboard yet though it has a lot of counter magic, but not sure if any other changes are needed.

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