General Card Theft

Stealing cards from your opponents can be fun. You can see this in the fact that Gonti, Lord of Luxury is one of the most-Cubed black creature across the history of Magic according to CubeCobra (#14 out of 2,825 as of writing!). The pushed Dauthi Voidwalker is not far behind. While your opponent's game plan is not generally the same as yours, there's something satisfying about beating your opponent with their own weapons, and depriving them of key cards can be strategically advantageous as well. Cards are cards, and if a card is in Cube at all, it usually has some value, regardless of the deck it's slotted into.

And yet! I have a rule for my Cubes that I don't run cards that steal cards from opponents. The biggest reason is that cards are likely to get mixed up between decks in a situation where everyone has the same sleeves. We've had to regularly unwind games when someone realizes a key card is missing from their deck because it was stuck underneath an Oblivion Ring effect from the last game, and I try to minimize this. I've observed this as an issue all the time in EDH games and even at limited RCQs where people will accidentally keep their opponents cards between games even when the sleeves are starkly different!

That said, I am not dogmatic about any "rules" for Cube, self-imposed or otherwise. For example, I'm a big believer in singleton, but I break it with a few functional reprints (a la Llanowar Elves and Elvish Mystic), and I also have two of the Monty Python and the Holy Grail copies of Birds of Paradise because I'm 12 and I think breaking singleton exclusively for the African Swallow/European Swallow joke is kind of funny. So yes, I break my own rule for Gix, Yawgmoth Praetor because its theft ability has never been used (and because I like running Gix in Cube) and for Etali, Primal Conqueror, because it's the kind of red top end that's impossible to find otherwise and usually is cast near the end of the game. This was a challenge when I previously ran Ragavan, Nimble Pilferer, as the cards exiled from him would get confused between players easily, especially basic lands. There would often be a side pile of exiled cards that would look like a sideboard pile to a reasonable person.

Theft cards that immediately cast spells back into your opponent's graveyards or their own exile like Blue Mage's Cane, Wildfire Devils, or Mysterious Stranger are generally fine because they don't cause any zone confusion

If I didn't mind stealing cards, I would be running many of these compelling and exciting cards:



So my question for all of you is: how do you handle this? Is theft cool in your Cubes? What practical advice do you have to avoid these kinds of scenarios where cards get mismatched between games?
 
Haven't really run into any problems with theft cards in the past, it mostly comes down to how vigilant your playgroup is when it comes to gathering up all their stuff once a match is over. The actual gameplay element of theft is easy enough to manage with players who are familiar with that kind of mechanic and good about maintaining a clean boardstate and the zones that cards exist within. It's similar to remembering to give back a card that has been tucked away under an Oblivion Ring or Leyline Binding.

I've taken to providing my players with half an 80 Card Boulder deck box to use as a deck caddy in between rounds which also helps to clear up any excess clutter. It's definitely going to be a YMMV thing with your playgroup and their experience, but unless they're completely new to Magic it should be wholly manageable.
 
I try to avoid these cards in my cube too, which is a bummer since they make up like half the enablers for the whole Grixis 'play from exile' strategy.

Card theft is obviously frustrating, but from a synergy perspective, I don't see why I would want a card from my opponent's deck to begin with compared to one from my own. I think it's a good litmus test of how 'good-stuff' your environment has gotten if your opponent's cards work with your strategy as well as your own.

Hence in your average power maxed vintage slop pile, there's actually a case for running more of these type of effects. Since getting the Mox / Forth / M&B etc. P1P1 was just dumb luck to begin with, they feel more virtuous to steal, and will perform just as well for you. Your opponent is also more likely to remember you took their mox and get it back after the game is done!

Still, most groups are typically only playing 3 rounds a night, leading to you not even getting to see your whole deck most of the time. Having your bomb get stolen be the only time that card came up all night is no fun, especially if your opponent accidentally takes it with them to the next round.

I do give a slight pass to cards that hit both sides (Nashi, Moon Sage's Scion), cards that pull from a graveyard (Ink-Eyes, Servant of Oni), or cards that steal from the battlefield (Assimilation Aegis) since there's more strategy involved in all of those.

Lastly on this topic, I do have to call out gravehate like Keen-Eyed Curator, Cemetery Prowler, Unlicensed Hearse etc. being notorious card thieves, since you're incentivized to keep the exiled cards under them for tracking purposes. These cards still have a place in cube, but if your group is prone to accidental theft I'd be especially careful with them!
 
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