31 views19 days ago
Size: 20Est cost: $15.14
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bohne

31 views19 days ago
Size: 20Est cost: $15.14

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{"ops":[{"insert":"Highlights"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Get caught blue handed.\n"},{"insert":{"card-link":"Guild Thief"}},{"insert":" —Aside from the actual stealing, this pack has a “thievery” mechanical subtheme: sneaking creatures through defenses for bonus perks. Guild Thief is in it for the power-ups."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Prosperous Thief"}},{"insert":" —Prosperous Thief is in it for the treasure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Thieving Otter"}},{"insert":" —And this absolute cutie is in it for the shiny cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Master Thief"}},{"insert":" —Gaining control of your opponents’ stuff can be a brutal imbalance of power, so I’m happy cards like this one exist—big flavor and powered right for the format. Don’t forget you can steal artifact creatures too!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fumble"}},{"insert":" —Bouncing a creature is always going to be useful, but the chance of lifting their attachments really makes this spell work."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lay Claim"}},{"insert":" —Of course, this pack needs a no-catch “gimme that” style card. At seven mana, it’s reasonable in the Jumpstart world, and you can always cycle it if your early game is looking grim."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" —There are a few ways to make your thieves tough to block in this pack, but this one is my favorite."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sea Gate"}},{"insert":" —You can sub in Thriving Isle instead, but Sea Gate has more appropriate flavor text, and a history of serving delinquency."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe Rare"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Stolen Goods"}},{"insert":" —The ideal thief card for the Jumpstart format—perfect flavor balanced with a bit of randomness, but having no real downside. Maybe you’ll hit a monstrous creature, maybe a cute trinket; either way, you’re getting something that isn’t yours."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPlay Notes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You won’t find any strong-arm heavies to finish your games in here—a thief must move nimbly, so most of your attacks will be small and sneaky. You will need to smartly utilize evasion (“can’t be blocked” abilities, flying, Infiltration Lens) to complete the heist. Don’t underestimate the abilities attached to these thieves—each one can go a long way toward knocking your opponent off balance or giving you the resources you need to pull ahead. Be careful with your timing and make sure you’re picking the most advantageous targets. Your best bet for big late-game damage is to simply take someone else’s threat using Lay Claim.\nThief! loves to team up with packs that can bring down defenses. Try Monoblack ’97 or Fiery to orchestrate the perfect caper. Or, combine with a huge-creature pack such as Gigantic and make your evasion effects really devastating.\nAlthough no single card on its own merit is terribly difficult to grasp, I marked this pack as intermediate difficulty because the trickiness adds up… between the ninjutsu and connive abilities, the necessity to play into card interactions, and overall “blueness” of the pack, I think it could be a challenge for some beginners.\n\nSource: "},{"attributes":{"link":"https://mtgjumpstarter.wordpress.com/portfolio/jumpstart-thief/"},"insert":"https://mtgjumpstarter.wordpress.com/portfolio/jumpstart-thief/"},{"insert":"\n"}]}

Draw

Qty: 3 Price: $3.49
Dragonborn Looter
,
: Draw a card, then discard a card.
Creature - Dragon Rogue
Dragonborn Looter (clb) 65
Infiltration Lens
Whenever equipped creature becomes blocked by a creature, you may draw two cards.
Equip
Artifact - Equipment
Infiltration Lens (som) 167
Thieving Otter
Whenever this creature deals damage to an opponent, draw a card.
Creature - Otter
Thieving Otter (iko) 69

Draw

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Evasion

Qty: 2 Price: $0.70
Guild Thief
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Cunning Action —
: This creature can't be blocked this turn.
Creature - Rogue Orc
Guild Thief (afr) 61
Stealth Mission
Put two +1/+1 counters on target creature you control. That creature can't be blocked this turn.
Sorcery
Stealth Mission (war) 70

Evasion

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Land

Qty: 8 Price: $7.28
Island
(
: Add
.)
Basic Land - Island
Island (eoe) 269
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (cn2) 220
Sea Gate
This land enters tapped.
As this land enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land - Gate
Sea Gate (clb) 359
Soaring Seacliff
This land enters tapped.
When this land enters, target creature gains flying until end of turn.
: Add
.
Land
Soaring Seacliff (zen) 225

Land

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Mill

Qty: 1 Price: $0.35
Merfolk Windrobber
Flying
Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.)
Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.
Creature - Merfolk Rogue
Merfolk Windrobber (znr) 70

Mill

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Ramp

Qty: 1 Price: $0.99
Prosperous Thief
Ninjutsu
(
, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Human Ninja
Prosperous Thief (neo) 336

Ramp

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Removal

Qty: 3 Price: $1.49
Fumble
Return target creature to its owner's hand. Gain control of all Auras and Equipment that were attached to it, then attach them to another creature.
Instant
Fumble (plst) BBD-34
Lay Claim
Enchant permanent
You control enchanted permanent.
Cycling
(
, Discard this card: Draw a card.)
Enchantment - Aura
Lay Claim (j22) 312
Psychic Pickpocket
When this creature enters, it connives. When it connives this way, return up to one target nonland permanent to its owner's hand. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Creature - Rogue Octopus
Psychic Pickpocket (snc) 54

Removal

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Theft

Qty: 2 Price: $0.84
Master Thief
When this creature enters, gain control of target artifact for as long as you control this creature.
Creature - Human Rogue
Master Thief (m12) 64
Stolen Goods
Target opponent exiles cards from the top of their library until they exile a nonland card. Until end of turn, you may cast that card without paying its mana cost.
Sorcery
Stolen Goods (avr) 78

Theft

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Maybeboard

Qty: 5 Price: $5.27
Control Magic
Enchant creature
You control enchanted creature.
Enchantment - Aura
Control Magic (ddm) 30
Gateway Sneak
Whenever a Gate you control enters, this creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
Creature - Rogue Vedalken
Gateway Sneak (rna) 40
Keiga, the Tide Star
Flying
When Keiga dies, gain control of target creature.
Legendary Creature - Dragon Spirit
Keiga, the Tide Star (tdc) 156
Sower of Temptation
Flying
When this creature enters, gain control of target creature for as long as this creature remains on the battlefield.
Creature - Wizard Faerie
Sower of Temptation (bbd) 131
Way of the Thief
Enchant creature
Enchanted creature gets +2/+2.
Enchanted creature can't be blocked as long as you control a Gate.
Enchantment - Aura
Way of the Thief (gtc) 56

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
1 mana - 1 card
13 pips - 11 cards
8 mana - 8 cards
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
0 pips - 0 cards
1 mana - 1 card
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Highlights"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Get caught blue handed.\n"},{"insert":{"card-link":"Guild Thief"}},{"insert":" —Aside from the actual stealing, this pack has a “thievery” mechanical subtheme: sneaking creatures through defenses for bonus perks. Guild Thief is in it for the power-ups."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Prosperous Thief"}},{"insert":" —Prosperous Thief is in it for the treasure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Thieving Otter"}},{"insert":" —And this absolute cutie is in it for the shiny cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Master Thief"}},{"insert":" —Gaining control of your opponents’ stuff can be a brutal imbalance of power, so I’m happy cards like this one exist—big flavor and powered right for the format. Don’t forget you can steal artifact creatures too!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fumble"}},{"insert":" —Bouncing a creature is always going to be useful, but the chance of lifting their attachments really makes this spell work."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lay Claim"}},{"insert":" —Of course, this pack needs a no-catch “gimme that” style card. At seven mana, it’s reasonable in the Jumpstart world, and you can always cycle it if your early game is looking grim."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" —There are a few ways to make your thieves tough to block in this pack, but this one is my favorite."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sea Gate"}},{"insert":" —You can sub in Thriving Isle instead, but Sea Gate has more appropriate flavor text, and a history of serving delinquency."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe Rare"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Stolen Goods"}},{"insert":" —The ideal thief card for the Jumpstart format—perfect flavor balanced with a bit of randomness, but having no real downside. Maybe you’ll hit a monstrous creature, maybe a cute trinket; either way, you’re getting something that isn’t yours."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPlay Notes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You won’t find any strong-arm heavies to finish your games in here—a thief must move nimbly, so most of your attacks will be small and sneaky. You will need to smartly utilize evasion (“can’t be blocked” abilities, flying, Infiltration Lens) to complete the heist. Don’t underestimate the abilities attached to these thieves—each one can go a long way toward knocking your opponent off balance or giving you the resources you need to pull ahead. Be careful with your timing and make sure you’re picking the most advantageous targets. Your best bet for big late-game damage is to simply take someone else’s threat using Lay Claim.\nThief! loves to team up with packs that can bring down defenses. Try Monoblack ’97 or Fiery to orchestrate the perfect caper. Or, combine with a huge-creature pack such as Gigantic and make your evasion effects really devastating.\nAlthough no single card on its own merit is terribly difficult to grasp, I marked this pack as intermediate difficulty because the trickiness adds up… between the ninjutsu and connive abilities, the necessity to play into card interactions, and overall “blueness” of the pack, I think it could be a challenge for some beginners.\n\nSource: "},{"attributes":{"link":"https://mtgjumpstarter.wordpress.com/portfolio/jumpstart-thief/"},"insert":"https://mtgjumpstarter.wordpress.com/portfolio/jumpstart-thief/"},{"insert":"\n"}]}
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