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Rules guide · Kindred Instant

Thieves' FortuneHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Morningtide· February 1, 2008
Carte Magic Thieves' Fortune

Thieves' Fortune 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.

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Official card text

Prowl {U} (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.) Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

Complete guide

Thieves' Fortune is a clever piece of card selection that rewards aggressive Rogue strategies with a significant mana discount. By leveraging the Prowl mechanic, you can dig deep into your library for the perfect answer while keeping your mana open for other plays. Its Kindred status also provides unique synergies with effects that care about Rogue cards or card types.

What It Does

Thieves' Fortune allows you to look at the top four cards of your library, keep one, and put the rest on the bottom. While its standard cost is three mana, the Prowl ability allows you to cast it for a single blue mana if you have dealt combat damage to a player with a Rogue creature earlier in the turn. Because it is a Kindred Instant with the Rogue subtype, it interacts with any effects that look for Rogue cards in your hand, graveyard, or on the stack.

How It Resolves Step by Step

First, the game checks if you have dealt combat damage to a player with a Rogue this turn; if so, you may pay the Prowl cost of {U} instead of {2}{U}. Once the spell is on the stack and resolves, you look at the top four cards of your library. You choose one card to put into your hand, then place the remaining three cards on the bottom of your library in any order you choose. The cards put on the bottom are not revealed to your opponent.

Common Mistakes

A frequent error is assuming Prowl requires the Rogue creature to still be on the battlefield; it only requires that combat damage was dealt by a Rogue at some point earlier in the turn. Additionally, remember that Prowl is an alternative cost, not a reduction. You still follow all timing rules for Instants, and the card's mana value (CMC) remains 3 regardless of which cost you paid to cast it.

When to Play It

The best time to cast Thieves' Fortune is during your post-combat main phase after a successful attack to take advantage of the Prowl discount. However, as an Instant, you can cast it during your opponent's turn for its full cost if you urgently need to find a reactive spell like a counter or a removal piece. It is an excellent tool for finding specific silver bullets in your deck.

Interaction examples

Finding Protection

After dealing combat damage with a Rogue, you cast Thieves' Fortune for its {U} Prowl cost. In your top four cards, you find Counterspell. You take it into your hand, ensuring you have the mana and the resources to protect your board during your opponent's next turn.

Digging Through Resistance

If your opponent attempts to remove your Rogue creature, you can cast Thieves' Fortune in response to look for an answer. If you find Arcane Denial, you can put it into your hand. While you won't get the Prowl discount unless you already dealt damage earlier that turn, the deep dig helps you find the specific interaction needed to keep your tempo.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Thieves' Fortune

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    This cards was originally printed with the "tribal" card type. That card type has been replaced with "kindred". This change does not affect the gameplay function of this card.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Kindred is a card type that allows noncreature cards to have creature types. For example, Echoes of Eternity is an Eldrazi (although not a creature) while on the battlefield and an Eldrazi card (although not a creature card) in zones other than the battlefield.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    While it appears only on cards that already have other card types, kindred is a card type and will be counted by effects that refer to the number of card types among cards in a zone.

    No other card is named in this ruling.

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Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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