Arcane Foundry › Commanders › Xantcha, Sleeper Agent
Xantcha, Sleeper Agent
Legendary Creature — Phyrexian Minion · {1}{B}{R} · Black/Red commander
Xantcha enters under the control of an opponent of your choice.
Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls.
{3}: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
Build a Xantcha, Sleeper Agent deck →
What Xantcha, Sleeper Agent actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{3}: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
What a Xantcha, Sleeper Agent deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 22× Life loss that is not combat damage — each opponent loses life, repeatably
- 19× Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Xantcha, Sleeper Agent
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Life loss that is not combat damage — each opponent loses life, repeatably
- Zulaport Cutthroat2 mana
- Leechridden Swamp0 mana
- Marionette Apprentice2 mana
- The Meathook Massacre2 mana
- Mirkwood Bats4 mana
- Ayara, First of Locthwain3 mana
- Bastion of Remembrance3 mana
- Bontu's Monument3 mana
Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- Everflowing Chalice0 mana
- Dark Ritual1 mana
- Mana Vault1 mana
- Sol Ring1 mana
- Sol Talisman0 mana
- Culling the Weak1 mana
- Rite of Flame1 mana
- Mind Stone2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Terminate2 mana
- Fatal Push1 mana
- Bitter Triumph2 mana
- Black Sun's Twilight1 mana
Answer a whole board at once
- Do or Die2 mana
- Force of Despair3 mana
- Blasphemous Act9 mana
- Accursed Marauder2 mana
- Bontu's Last Reckoning3 mana
- Innocent Blood1 mana
- Breaking Point3 mana
- Coils of the Medusa2 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Insatiable Avarice1 mana
- Diabolic Intent2 mana
- Grim Tutor3 mana
- Liliana Vess // Liliana Vess0 mana
Refill your hand
- Skullclamp1 mana
- Orcish Bowmasters2 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- The One Ring4 mana
- Kederekt Parasite1 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Cryptothrall4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Get ahead on mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Mox Opal0 mana
- Mana Vault1 mana
- Sol Ring1 mana
- Wayfarer's Bauble1 mana