Thieves' Auction 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
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
Complete guide
Thieves' Auction is one of the most chaotic and game-altering sorceries in Magic: The Gathering. By forcing every player to redistribute all nontoken permanents on the board, it resets the political landscape and changes who controls the most powerful tools. This red spell turns the game into a strategic draft where the order of selection is just as important as the cards themselves.
What It Does
When Thieves' Auction resolves, every nontoken permanent currently on the battlefield is exiled. This includes lands, creatures, enchantments, and artifacts. Then, starting with the player who cast the spell, players take turns selecting one card from the exiled pile and putting it onto the battlefield tapped under their control. This process continues until every card that can be legally returned has been picked.
How It Resolves Step by Step
First, identify all nontoken permanents and move them to the exile zone. The player whose turn it is (usually the caster) picks one card and places it on the battlefield tapped. The next player in turn order then picks one, and so on. If a player picks an Aura, they must attach it to a legal permanent already on the battlefield. Because this happens during resolution, the Aura does not target the permanent. If there are no legal permanents to enchant, that Aura remains in exile and can be picked again later if a valid target appears. Any 'enters the battlefield' or 'leaves the battlefield' triggers are put onto the stack only after the entire auction process is complete.
Common Mistakes
A frequent error is trying to pick tokens; Thieves' Auction specifically ignores tokens, so they remain exactly where they were. Another mistake involves Auras: you cannot pick an Aura if there is nothing for it to enchant. If only Auras remain and no legal targets exist, those Auras stay in exile forever. Finally, remember that all permanents enter the battlefield tapped, regardless of their previous state or their usual entry requirements.
When to Play It
Thieves' Auction is best used when your opponents have built a superior board state and you need to steal their key pieces to survive. Since the caster picks first, you are guaranteed to get the best permanent on the table. It is also a powerful tool in decks that thrive on chaos or have few permanents of their own, as you essentially trade your lack of a board for a share of everyone else's resources.
Interaction examples
If you cast Thieves' Auction while you only have five lands and your opponent has a massive army of creatures, all those creatures and lands are exiled. Since you pick first, you can take your opponent's strongest creature. Even though it enters tapped, you have successfully removed their advantage and taken their best threat for yourself.
If All Is Dust is cast earlier in the round, many colored permanents might already be in the graveyard. When Thieves' Auction is later cast, it will only exile what remains on the battlefield. This illustrates that Thieves' Auction only interacts with the current battlefield state; it cannot 'auction' cards that are already in graveyards or other zones.
If you cast Full Throttle to gain extra combat phases and then cast Thieves' Auction in your first main phase, all creatures you draft from the auction will enter the battlefield tapped. Even though Full Throttle untaps creatures that attacked, the creatures entered the battlefield after the combat started or are new permanents, meaning they won't typically be able to use those extra combat phases effectively unless they gain haste and a way to untap.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Thieves' Auction
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If you choose an Aura, you can put it on any permanent it can legally enchant. If there is nothing it can legally enchant, it remains exiled, and it can still be chosen by you or another player later in the auction. If there comes a point where only Auras and no legal permanents left, they stay exiled permanently.
No other card is named in this ruling.
- #2· Wizards of the Coast
In multi-player games, it affects all players and players make choices in turn order.
No other card is named in this ruling.
- #3· Wizards of the Coast
An Aura put onto the battlefield this way does not target the permanent it is placed upon.
No other card is named in this ruling.
- #4· Wizards of the Coast
Triggers from the permanents leaving the battlefield and then being put back onto the battlefield are not put on the stack until the entire effect is done.
No other card is named in this ruling.
- #5· Wizards of the Coast
You can’t pick a card that can’t legally be returned to the battlefield. If there are no cards that can be legally returned, then you can’t pick one.
No other card is named in this ruling.
Legal formats
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Meta decks with Thieves' Auction
No archived Top 8 deck with this card yet.



All Is Dust
Full Throttle