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Top 7 Heist Cards in Magic: The Gathering Arena

This isn't actually the heist mechanic, but it's pretty close

This isn't actually the heist mechanic, but it's pretty close

How Does Heist Work in Arena?

Heisting is a rare yet competitive mechanic that reveals three random non-land cards from an opponent's deck. You pick one to keep in exile facedown, and you can cast that card using mana of any type, turning your opponent's own spells against them.

While it's an online-only mechanic since it needs the computer to randomize the options, heisting is surprisingly powerful, as you can pick the card best-suited to your current needs and mana flow, and your opponent won't know what you chose until you play it. Some effects also reward your pillaging—these are the seven best (and currently only) heist cards in Magic: The Gathering Arena!

Polterheist

Polterheist

7. Polterheist

It's telling that the lowest-ranked card is still honestly decent. While 3/1 stats are disappointing, Polterheist's ward effect makes opponents lose two life if they target it, and it heists just by attacking, meaning you get the effect even if Polter doesn't survive the combat.

Thieving Aven

Thieving Aven

6. Thieving Aven

Aven's another three-cost card that heists by dealing combat damage to an opponent. This means you do actually need the damage to go through, but that's helped by better 1/4 stats plus flying, especially since Aven also gets a +1/+1 counter when you a spell you don't own (meaning, heisted cards).

Weave the Nightmare

Weave the Nightmare

5. Weave the Nightmare

This instant goes from solid to great if you control a card you don't own when you cast it, as doing so lets you pick two instead of just one of its three options. You either counter a non-creature spell, heist your opponent's deck, or give a creature -5/-5 for the turn.

Triumphant Getaway

Triumphant Getaway

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4. Triumphant Getaway

True, Getaway needs three colors and four mana, but flash lets you cast it at instant speed, and it's a fire-and-forget since its main effects trigger on entry, heisting your opponent's deck twice! From there, Getaway drains two life from opponents and gives it to you when you cast unowned cards, but that's just gravy on top of the immediate heisting.

Impetuous Lootmonger

Impetuous Lootmonger

3. Impetuous Lootmonger

2/2 with first strike is great early aggro for just two mana, and while Lootmonger does discard on entry, he also heists, hopefully trading an unneeded card for a better one. Plus, if your hand is empty, you still heist but don't discard, and he rewards you for casting stolen spells by creating a treasure token (sac it for one mana) whenever you use one.

Grave Expectations

Grave Expectations

2. Grave Expectations

Simple and cheap but potent, for just one black mana, this instant either heists your opponent's library, or exiles up to three cards from a graveyard while giving you three life. Both useful effects that make this a staple of any black deck.

Grenzo, Crooked Jailer

Grenzo, Crooked Jailer

1. Grenzo, Crooked Jailer

Grenzo's fantastic because he offers both immediate and ongoing reward. His 6/4 stats and goblin synergy make him no slouch in battle, and he heists both on entry and at your upkeep! Plus, he makes your first spell cast from exile cost zero mana each turn, letting you play the heisted cards for free!

This often means if he successfully enters, you've won, as you can immediately steal and cast game-ending spells like Time Warp, Emergent Ultimatum, and more.

Other Online-Only Mechanics

Heisting might be my favorite digital-exclusive mechanic yet, random enough to stay interesting yet versatile enough to provide what you need. While it sadly can't really exist in paper play, I'm happy with the online results (especially compared to some other online attempts, like the confusing mess that was "specialize" cards), but for now, share your thoughts on the Alchemy format-exclusive mechanics and I'll see you at our next MTG countdown!

© 2024 Jeremy Gill

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