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  1. Commander Nexus
  2. Archetypes
  3. Theft
Theft artwork

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.

Find these cards in the app Commanders with this archetype

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

TheftTheft decks take control of opponents' creatures and other cards, or cast spells from their decks, and use them against them. Some steals last one turn so you can attack with the borrowed creature; others are permanent.Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossaryPermanentAny card that stays on the battlefield once it resolves: creatures, artifacts, enchantments, lands, planeswalkers and battles. Instants and sorceries are not permanents; they resolve and go to the graveyard.Open the full glossarySacrificeTo put one of your own permanents into your graveyard because a card tells you to or lets you. You can only sacrifice things you control, and it does not count as destroying them, so effects that stop a card from being destroyed do not stop it.Viscera SeerOpen 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