The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
By itself, this deck is not very rich in additional mana sources. It does contain some mana-rocks (six cards) and a few cards that cheapen spell-casting (three options). It also contains a card specialized at temporarily stealing mana rocks.
Ramp: 1
One of the strangest ramping options ever has been included in this library; ramping by stealing opposing lands (from exile). Very on-theme for this deck and though if it’s not exactly mainstream, it’s still ramping.
Card Advantage: 5
Theft brings with it the fortunate circumstance that we are taking from others, thus making them weaker and ourselves stronger. Considering the deck’s theme and its commander, theft is by far the most common variant of creating CA for itself. No fewer than thirty such options lurk within its depths. Then there’s some more regular means to obtain CA, including direct draw (five options), filtering (one option) and tutoring (two options).
Overall speed: 3
Though the average CMC of this deck’s card is excellent (3.2), with forty cards at CMC3 or lower, this deck’s speed depends at least in part on what opponents summon (that this deck can capture). If nothing useful can be captured, this deck’s speed is average. Whereas if lots of useful stuff can be captured, this deck’s speed can be very high (the current score assumes the worst case).
Combo: 1
Nothing much of that nature going on in this deck. There’s definitely some synergy between theft cards and cards that can ensure stuff that’s stolen remains under the deck’s control, but that’s about it.
Army: 3
The deck’s creatures have all been added for utility purposes, whether it be theft or ensuring that what’s been stolen remains on our side. In terms of battlecruisers, this deck doesn’t really have any. For that it relies on, … let’s call it: outside ‘help’.
Commander: 5
Though Zara is absolutely awesome and is sure to provide the deck’s wielder with a plethora of useful boons, she is not indispensable in any sense of the word. Plenty of other theft cards in here that can pick up where she left off.
Interaction: 5
If the interaction-components of magic decks are meant to mess with other board-states in such a way that it leaves the opponents weaker or the wielder of said interaction stronger, then theft can be considered the ultimate interaction in that it does both simultaneously! Like mentioned in the CA-section, there’s a lot of theft-opportunities in this deck, and aside from that it’s also capable at bouncing/countering stuff (six cards) and dealing a little non-combat damage/destruction (two cards).
Resilience: 3
Careful application of a little countering can keep this deck’s wielder from harm. For the vast majority though, the deck’s staying power is determined by the permanents it manages to steal as well as what its controller chooses to steal. This can be things that grant life, provide protection from spells or abilities; whatever is available (which should be a lot, considering you can pick from the arsenals of multiple decks, while your opponents can usually just choose from one).
Spellpower: 5
Ow baby, this deck has some firecrackers when it comes to nasty spell-casting. No fewer than six spells that can mass-steal, which grants a huge advantage immediately. Some mass destruction, taxation and hand-reveal trickery complete the deck’s arsenal.
Total power score: 34
Well above average, in terms of power-score. It’s comprised of whatever that it faces, which is what makes it truly scary to face (albeit slightly predictable). During play it’s well balanced, can get off the ground in a hurry and can deal with almost anything that gets thrown at it; especially in multi-player scenarios. Most importantly though, it’s incredibly fun to play as games will never be quite the same because of what is stolen. The deck is also a great political tool because it can mess opposing board-states up so much.