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Tinybones, Trinket Thief

Tinybones, Trinket Thief

Legendary Creature — Skeleton Rogue

Tinybones, Trinket Thief wants a deck that throws away its own cards on purpose for a reward. It also works in a deck built around Rogues or Skeletons.

  • Mana cost1 genericblack
  • Black ()
  • Power / toughness1 / 2
  • RarityMythic

At the beginning of each end step, if an opponent discarded a card this turn, you draw a card and you lose 1 life.

4 genericblackblack: Each opponent with no cards in hand loses 10 life.

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Archetypes

Cards That Fit Tinybones, Trinket Thief

Picked for what they do in Tinybones's deck. When two cards do the same job, the one with the lower comes first. All of them fit Tinybones's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Tinybones, Trinket Thief does6

The 6 Cards

Rulings for Tinybones, Trinket Thief

explain how Tinybones works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 23 Jun 2020

Tinybones checks which opponents have no cards in hand only as its last ability resolves.

Wizards of the Coast 23 Jun 2020

Tinybones’s first ability has you draw just one card and lose just 1 life, no matter how many opponents discarded cards and no matter how many cards were discarded beyond the first.

Wizards of the Coast 23 Jun 2020

Tinybones’s first ability triggers only if an opponent has discarded a card before the end step begins. If an opponent has more cards in hand than their maximum hand size, they’ll discard during their cleanup step, which is after the end step.

3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Tinybones, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBPlayers write colors as letters: B for black.Madness/DiscardDiscard decks throw away their own cards on purpose and play cards that reward each discard. Cards with madness can even be cast for a different, usually cheaper, cost at the moment you discard them.Open the Madness/Discard pageDiscard PayoffRewards you for discarding instead of treating it as a loss. Discarding means putting a card from your hand into your graveyard; usually that is a cost you pay, and these cards make it the point of the deck. Anje Falkenrath, Waste Not, NecrogoyfOpen the Discard Payoff pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page