Sleight of Hand
Cantrip selection at its most honest. Where Brainstorm and Ponder reorder and stack, this one card commits: it shows you two, lets you keep the one you need, and buries the other where it will not bother you. That bottoming step is what defines it. It is not card advantage (you trade the sorcery for a fresh card, breaking even), but it is consistency, and the cost of that consistency is total: the rejected card is gone for the game in any realistic span. That makes Sleight of Hand the cleaner sibling of the blue selection family, the one that smooths a combo deck's draws without the shuffle-dependence or the give-back-to-the-top fragility that the alternatives carry. Spell-count decks have leaned on it for exactly this reason since well before "spells matter" was a stated theme: it counts toward a storm or prowess trigger while replacing itself and steering you toward the next piece. The sorcery-speed restriction is what holds it in check; limiting it to your own main phase denies it the role it would otherwise demand, which is the inevitable filter every blue tempo and combo shell wants in the maindeck. A small spell that does one thing and does it without compromise.

Rules text
Format Status
More formatsFewer formats
Other printings
- Secret Lair Promo#25
- Love Your LGS 2024#2J
- Wilds of Eldraine#376
- Wilds of Eldraine#67
- Ultimate Masters#70
- Masters Edition IV#62
- Ninth Edition#99★
- Ninth Edition#99













