Theft
decks take control of opponents' creatures and other cards, or spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are .
- KindArchetype
- Cards425
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You take opponents' creatures and other , either for one turn to attack with them, or for good. Some cards also let you spells from the top of opponents' decks. Your deck is built so a borrowed creature can be sacrificed or kept.
How it wins
With the best cards of the other three decks. Steal the biggest creature, attack its owner with it, then it before it goes back. Over a game you end up with more than anyone else.
What beats it
Creatures with , which cannot be targeted, and tables that play few creatures. A destroys what you stole along with everything else.
If this is your first deck
A second deck. It teaches you to read every card on the table, because every creature out there is one you might take.
Commanders to Start With
The most played commanders where Theft is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryHexproofA permanent with hexproof cannot be the target of spells or abilities your opponents control. It can still be hit by effects that do not target, such as a board wipe or an edict.Open the full glossaryBoard WipeA spell that destroys or removes most or all creatures at once, resetting the battlefield for everyone. Also called a sweeper or a wrath.Open the full glossary