Sneak Attack

Sneak Attack


: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Sneak Attack Discussion

enpc on 9/13 Commander Banning/Unbanning

5 days ago

TypicalTimmy: Neither of those options to cheat Progenitus into play work the way you want them to. You can Sneak Attack it into play, but you can't use single target flicker effects since Progenitus has protection from everything. That means it can't be targeted. Full stop.

Additionally, Progenitus never hits the graveyard. It's not a triggered ability like the Eldrazi titans, it's a replacement ability. So you can't reanimate it either.

Just as a side note - I understand that this is in relation to a deck that you have/had which was commanded by Golos, however please be careful not to derail the thread about the most recent banning/unbanning with a full blown discussion about re-tooling your deck. If you would like to talk about it, I would recommend creating a dedicated thread for it so it doesn't bog this one down.

TypicalTimmy on 9/13 Commander Banning/Unbanning

5 days ago

Sneak Attack now loses sight of Progenitus and thus you don't sac him at the end of turn. Easy peasy lemon squeezy. With the amount of tutors you have in WUBRG, you can land this practically every single game. There's more efficient ways, also. Goryo's Vengeance would be ideal. Get Pro into your hand and discard him. Then flicker at end of turn.

Green has plenty of ways to tutor out non-basic lands, too, ensuring you always find Beacon. For example, Crop Rotation, Scapeshift, Hour of Promise and Expedition Map. Not to mention you can always just tutor a land via .

Pro gets removed somehow? Not a problem. You can always play Command Beacon from your graveyard using something such as Restore, Wrenn and Six and Crucible of Worlds, as some examples.

Then, it's as simple as dumping Gods into play. Because Gods count their own pips with regards to devotion, you only ever need +1 or +2 more.

A mono-colored God such as Heliod, God of the Sun, for example, needs 5 and counts his own. So with Pro in play, you need more. Comparatively, Pharika, God of Affliction needs 7x total in any combination of and . She already contains , so she needs a total of 5 more. Pro contains , bumping her devotion count up to +6. She literally needs +1 more pip to be online.

So yes, in my opinion Progenitus is the "Best" God Tribal Commander.

But, for me, Golos is more fun.

  • Pro triggers in the graveyard to be put into-

Goryo in response. ;)

jakeyuki12 on Hardcore Rasta

2 weeks ago


The very large issue I see is that your deck is slow and will run out of gas veeeery fast.

1) Let's talk about speed first. The YouTube channel known as the command zone ran a study on hundreds of commander games to find some stats. One of the stats they found if the average length of a game: around 10 turns, with a 3 turn standard deviation. So around turn 7 for quick games and turn 13 for long games. Another stat they found is that most players only play on average 1-2 7+ mana value cards in a game, no time for any more. Thus, we start to see the issue of speed in your deck. Your deck is glacially slow with sooooo many cards at 5, 6, or 7 mana. This could be circumvented if you had more ways to cheat mana cost, but you don't.

2) The other big issue I see is that your deck will run out of resources fast. Because EDH is a multiplayer game, every deck needs to have ways to generate more resources than your one land drop per turn and your one card drawn for turn, otherwise you won't be able to keep up with 3 opponents. Thus, it's pretty standard to play around 10-12 ways to ramp (have more mana available than just 1 land drop per turn, think Sol Ring) and around 10 ways to generate card advantage (have access to more cards than just your one draw per turn, think Divination).

It's totally reasonable to want to run a deck with really big creatures, you just have to build the deck a certain way so that it doesn't lose to itself. You'll want to run even more ramp than the standard 10-12 if you want to play more big things. Alternatively, you could find a way to cheat the big things into play. Stuff like reanimation effects (Late to Dinner, Emeria Shepherd), effects like Sneak Attack, effects like Transmogrify, etc.

Quickspell on ATLA OMELETTE

1 month ago

What's the point of Congregation at Dawn?

Also, do you draw enough cards? You could consider Faithless Looting, Cathartic Reunion, and Thrill of Possibility to get rid of your creatures that shuffle back into the library. Valakut Awakening  Flip is also good and versatile. Hunter's Insight, Return of the Wildspeaker and Soul's Majesty let you draw tons of cards once your biggies are out. Idol of Oblivion let's you draw a card each turn you've created an egg. Kazuul's Fury  Flip can be great when you have to sacrifice the creature due to Sneak Attack anyway.

MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 month ago

irongills Never thought about that card. Looking at it first mode is kinda irrelevant but isn't terrible. Second mode only reduces half of the creatures in the deck and some of those aren't even the full Gruul reduction. And then late game, you usually aren't able to triple spell to be able to make use of both the cards. While it is card advantage, it's pretty expensive for not the full payoff.

Jator Sneak could come back in the deck at some point by the next set, depending on how these new changes go. I do think with the way this deck has taken a turn into becoming it could be more potent. One thing I may try to work on is adding more reanimation to have more opportunities for plays like that. Cave is just a worse Plains on the front side. I could understand having a Dragon creature on a land being useful but I've never thought in the years of the deck of wanting something like that so I'd rather not clog up the manabase with it. Klauth's Will is definitely interesting to where I'd to think about it more. The non flying wipe is nice and the destroy artifacts/enchantments gets good if you dump mana into. I guess the question I'd have to ask is where does this make room for, how often is it going to kill an important ground creature I control and how often am I casting it for both modes.

Wrakar Minion I think is the budget version of Sneak Attack . While there are haste enablers in the deck, I don't think of outside of playing this guy Turn 1, it makes enough impact on the game to include as a card in the deck. Temple I'm not sure I'd want either but is great for budget. I can see it almost all the time entering in untapped and being flexible for choosing any color but with my mana base, it doesn't seem necessary.

Venatorix258 I updated my reasonings on some of the dragons. Green Urborg I could see just replacing the forest in the deck to be more relevant but I think I might try to change some mana around to get one of each basic in the deck. But definitely an upgrade from a Forest with this mana base!

FatBeezy Some of my other updates you could read the reasoning. I don't know if I would make a section for it. But the idea is I'd rather have cards that put lands into play or the best mana rocks possible rather than the creatures. Because the play pattern usually is play those reducers, drop a dragon or two, field wipe, and you've drawn only 1 or two extra lands and you're stuck behind everyone else because all your ramp is on a creature.

Ur-Fan Hey thanks! (Not sure how to remove it). I think I might try to sneak Whip of Erebos back in the deck at some point for some recursion/lifelink. I'm not a huge fan of single creatures gaining the keywords like lifelink and would rather it apply to the whole army of dragons. I can understand the frustration with the indestructible creatures. But you have to approach the game differently. Usually you're not playing control the table and wanting to get rid of these problematic creatures. You're wanting to just kill problematic players. You don't have to worry about the Eldrazi if you just keep swinging over at the player before they have time to setup and kill them. My build is a little lighter on that type of interaction than most normal Commander decks, which I knew going into this, but you could add more interactive cards if needed and get rid of the some of the over the top cards in the deck.

Jator on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 month ago

adhermes yes it does you play Tiamat which lets you tutor then you Sneak Attack what you tutor.

Jator on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 month ago

Honestly after giving Tiamat more thought I think it could have the potential to see Sneak Attack make it's way back into the deck.

FunnyDuck on Never Break the Chain (Chainer, Nightmare Adept)

2 months ago


I like your idea of Hellkite Tyrant so I've made a swap for him, getting rid of Vandalblast while simultaniously moving Ingot Chewer out for Shenanigans . I'll have an opportunity soon enough to test those things out, so I may as well make the change for now. Thanks for that suggestion! :)

I personally am not a fan of the forced discard of your entire hand that Ox of Agonas has. At least, not for just three cards. Wheel of Misfortune is a good enough Wheel of Fortune impersonation that I would still prioritize it over the 'discard hand draw 3 creatures'. Draw 7 is so much more powerful for a deck reliant on burst damage such as this one. And in a roundabout sense, self-milling using Dredge cards is much the same result, so perhaps one of the options between Ox, Ravager, or Reveler is a good subtitiute to replace Stinkweed Imp if you like those effects more.

And as for nuPurphoros, I am not a fan of him here. In a mono-Red deck sure, but there's just too many Black creatures here for him to be consistent with his effect, which is the major thing differentiating him over other Haste enablers. He's very borderline worth the 5 mana as a Haste-granter, and certainly not worth it as an 8 mana Sneak Attack that only works with half your creatures. If you're having trouble with keeping Chainer on board as your primary Haste effect, always keep in mind that you don't have to send him to the Command Zone everytime he's done in. Conserve some of your redundant recursion ( Reanimate , Dread Return ) for him. Or just jam Lightning Greaves and/or Ogre Battledriver somewhere in the deck!

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