Sleight of Hand is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card 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.
Complete guide
Sleight of Hand is a classic blue sorcery that offers precise card selection for a minimal mana investment. It allows players to dig two cards deep to find exactly what they need while tucking away unwanted resources. As a staple of efficient deck-thinning, understanding its nuances is key to mastering early-game setups.
What it Does
Sleight of Hand allows you to look at the top two cards of your library. From those two cards, you choose one to add to your hand and the remaining card is placed on the bottom of your library. Unlike drawing a card, this effect gives you a choice between two specific options, helping you filter your draws without increasing the number of cards in your hand more than a standard draw would.
How it Resolves Step by Step
When you cast Sleight of Hand, it goes onto the stack. Once it resolves, you perform the following steps: First, look at the top two cards of your library. Second, identify which card you want to keep. Third, put that chosen card into your hand. Finally, place the other card on the bottom of your library. If your library contains only one card, you simply put that card into your hand.
Common Mistakes
A common mistake is treating Sleight of Hand like a 'Draw' effect. Because the card goes directly into your hand without using the word 'draw,' it does not trigger abilities that care about drawing cards. Additionally, keep in mind that the card you do not choose goes to the bottom of the library, not the graveyard, so it cannot be easily recurred later in the game.
When to Play It
Since Sleight of Hand is a sorcery, you must play it during your main phase when the stack is empty. It is best used in the early turns to find land drops or specific combo pieces. In the late game, it helps filter out unnecessary lands to find high-impact spells that can close out the match.
Interaction examples
If you have both cards in hand, you might cast Sleight of Hand first to find a specific land. Unlike Preordain, which lets you scry and then draw the unknown third card, Sleight of Hand gives you immediate access to one of the two top cards you see right now.
When resolving Sleight of Hand, you see two cards. If you cast Ponder instead, you could see three and potentially shuffle. However, Sleight of Hand ensures the card you don't pick is moved to the bottom, clearing the top of your deck for your next natural draw.
If your library only has one card left, you cast Sleight of Hand and look at that single card. Per the official rulings, you simply put that one card into your hand. You do not lose the game for being unable to look at a second card.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sleight of Hand
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If there is only one card in your library, you put it into your hand.
No other card is named in this ruling.
Interactions with other cards
These cards' text mentions Sleight of Hand.
Legal formats
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Meta decks with Sleight of Hand







Preordain
Ponder