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Moxonomy

Sleight of Hand

SorceryBlue mana

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.

Sleight of Hand (7ed)
7ED · #98★common
Pricing
Normal: $0.46
Foil: $250.00
Oracle Text

Rules text

Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

13 sets
Show all 13 other printings
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