Notion Thief

Notion Thief

Creature — Human Rogue

Flash

If an opponent would draw a card except the first one he or she draws in each of his or her draw steps, instead that player skips that draw and you draw a card.

Latest Decks as Commander

Notion Thief Discussion

Sozumaki on Anowon, the Ruin Thief - Tempo

3 days ago

Hey there!

Been working on Anowon tempo myself, while tempo is a difficult strategy to pull off in EDH (especially multiplayer), Anowon has the potential to pull it off!

I’ve been considering on creatures for the deck and your deck has given me a good insight, 3 mana creatures is clearly the way to go. The only recommendation I got is Notion Thief which can really make a difference on games. What do you think? :D

lagotripha on Flashy sparkly dumpster fire

1 week ago

Hi, I love making budget brews for FNM magic. Several pieces of advice -

Playing almost monocolour works wonders - Reliability wins matches, a lot of expensive cards are expensive because they let you have that reliability while doing more explosive stuff. Small things like Mystic Snake being easier to cast than frilled adds up. Here, I'd look at playing almost entirely blue cards for the first 3 turns and reserving double green costs for cards you don't mind delaying a 3-4 turns, and adjusting mana accordingly.

Second, old spells are powerful, new creatures are powerful. If you find two that work well together, you usually have something good enough to win FNM. Cunning Nightbonder or Coralhelm Chronicler didn't make a splash in standard, but you find a strong synergy in older cards and you are off to the races. Flickering your mystic snake is cool - and new interactions appear with every card printed.

For 'draw go' I'd look at what cards from tournament decks that rotated are cheap and match that style and browse.

Dumb cheese like midnight clock/Ominous seas looks a lot less dumb once you include old cards - proliferate effects, better counterspells, more 'discard and draw a new hand' effects, more 'when you draw' effects. I'd probably dig into black and run a bunch of duress effects alongside Dark Deal to make it work, but thats personal preference. Throne of Geth could work too, as you already have an artifact in clock. If you want a green/blue shell that it couls slot right into, look at turbofog (which should have a good matchups rn).

Finally Sideboard aggressively and include slots in the mainboard for sideboard cards. Make a list of the kind of decks that are popular, and put answers mainboard, then more answers sideboard. If you don't expect to see a matchup, dont't bother including cards to win it. Mainboarding Reality Shift is a great choice in a meta running lumimancer. Just look at what is cheap in sideboards for tournament decks if you are stuck for ideas - even in other formats. Tormod's Crypt sill still work if you don't have relic.

Finally, and most importantly, fun. Look at the parts of magic you enjoy the most. For a draw-go style, its all about interacting with your opponent - seeing if you can stick a Mizzium Meddler or Notion Thief . Look for cards that do that and set you up to do that, and go have fun. Don't be scared to put them in as a 1-of if they only sort of work. You can iron out kinks in testing, but if the heart of the deck isn't fun for you, it'll be far more tricky to add that back in.

Mafuhsa on Faerie Tricks *tribal

2 weeks ago

I just happened across your deck. I know it's been a while since you uploaded, but here are my suggestions:

I play an oona deck as well. I think playing card draw that doesn't require you to commit to board will help. I play Sire of Stagnation and Consecrated Sphinx .

Notion Thief works well too. I just find I get targeted when I play it, so I took mine out of the deck.

As for removal protection, cheaper counterspells help. Familiar's Ruse is cute and flavorful, but Swan Song is cheaper, and doesn't require you to have a creature to bounce. Insidious Will is flexible with modes, but I've found Narset's Reversal works better almost every time, while being 2 mana cheaper.

Catonis on TnT, Scepter Squirrels

1 month ago

Nerdytimesorwhatever first, thanks for taking the time to comment! So for your first question I'm running Veil of Summer and Heroic Intervention I didn't think Autumn's Veil was necessary.

As for Blasting Station I know I could do the combo without it, and for the longest time I did, the only problem is I then have to wait a whole turn cycle with the combo on the field which opens me up to blow outs and has lost me games, being able to win the second it hits the field seems to work a lot better. I can also use infinite mana from scepter combo to play my commanders an infinite number of times and feed them into the station.

As for Eldritch Evolution I had never thought of using that card as a way to easily get Muse but that is a good idea and something to consider, I personally prefer rocks to dorks they seem to last longer in my meta and I hardly ever get attacks in so I don't often lean on Tymna for draw.

Honestly not really, I could add them and I have considered it but as you can see I don't have wheels or Notion Thief I would have to change the deck around quite a bit to make it worthwhile. As for the agent it is something to think about.

Don't worry about stepping on my toes any advice is appreciated, thats why I'm out here seeking it. Thank you for the kind words though

rasdial on NEKUSAR COMPETITIVE

1 month ago

How does the Notion Thief + Hullbreacher interaction work?

rasdial on NEKUSAR COMPETITIVE copy

1 month ago

How does the Hullbreacher + Notion Thief interaction work?

iplayBANJO on Prototype Control

1 month ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

TheVectornaut on my attemp at a deck..

1 month ago

Straight up, I don't think I've ever seen a non-proxy Damnation cast in real life. Anyway, if you're struggling against some sort of elf combo, maybe add hand disruption to slow down or stop them. Thoughtseize and Inquisition of Kozilek are the classic picks, but I also like Collective Brutality and Harsh Scrutiny for more narrow applications. Or, if you're looking to punish the draw, Underworld Dreams or a splashed Notion Thief could be pretty funny, albeit less effective. A final suggestion might be type-hate cards. Plague Engineer naming elf and Crippling Fear naming vampire might get the job done but would probably require removing Ayara.

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