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Legendary Creature — Human Rogue Villain
Reach Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn.
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“Steal opponents' artifacts & enchantments every combat with your Villain army.”
Stilt-Man is a theft-focused commander that turns your Villains into a control engine. Every time your Villains connect in combat, you temporarily steal your opponents' noncreature permanents—artifacts, enchantments, planeswalkers—locking them down until end of your next turn while preventing sacrifice shenanigans. This fits perfectly in a Villain-heavy red deck that aims to pressure opponents while dismantling their resources one combat phase at a time.
Your gameplan revolves around assembling a small army of efficient Villains (many new to the MSH set) and attacking to trigger Stilt-Man's theft ability repeatedly. You'll steal mana rocks, utility artifacts, and key enchantments, temporarily neutering your opponents' game plans. The deck doesn't need to kill with combat damage alone; controlling their best permanents creates a soft lock that eventually tips the board in your favor. Think of it as a red control deck wearing a Villain suit.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey rocks like Mox Diamond; use Villainous Hideout, Training Compound, and Arc Reactor instead. Swap premium Villain lords for budget red creatures with haste and evasion like Goblin Dark-Dwellers or Zurgo Bellstriker.
Inclusion = % of Stilt-Man, Towering Terror decks running this card. +lift = percentage-point boost over the format average.
No public decks for Stilt-Man, Towering Terror yet.
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