Tinybones, Bauble Burglar

Tinybones, Bauble Burglar

{1}{B}

Tinybones, Bauble Burglar turns repeatable discard into stolen cards, grinding opponents low on resources while you play their best spells out of exile.

Public decks: 2Bracket: 3
Tinybones, Bauble Burglar

Overview

  • Deploy Tinybones early and start triggering discard to build a stash of exiled cards you can cast on your turn.
  • Lean on repeatable, table-wide discard (including Tinybones’s own {3}{B}, {T} sorcery-speed activation) to keep hands small and choices limited.
  • Convert disruption into momentum by spending mana as though it were any color to cast stashed spells, letting opponents’ decks supply your threats and answers.
  • Typically plays a resource-denial, grindy game that stabilizes the board and then snowballs once you’re casting multiple opponents’ cards per turn.
  • Often closes by locking the table into topdeck mode, then using stolen haymakers and/or a compact finisher to end the game.

Common lines

  • Turn 2 Tinybones, then follow with early discard to start stashing cards and shaping what opponents can keep.
  • Use single-target discard to strip key interaction, then switch to repeatable mass discard to keep everyone low.
  • After a few discard triggers, spend a midgame turn casting one or two stashed spells while holding up removal to protect your tempo.
  • When mana is available, activate Tinybones to refuel the stash and push the table toward topdecking.
  • If your list supports it, pivot from disruption into a big swing turn using a mana engine or a powerful top-end spell (for example, cards like Cabal Ritual, Crypt Ghast, or Bolas's Citadel).

Strengths

  • High disruption density: discard naturally pressures combo assembly and protects your own setup.
  • Card access from opponents: stashed spells can function like a flexible toolbox, especially in diverse pods.
  • Mono-black consistency: efficient removal and sweepers (for example, Deadly Rollick, Damnation, Blasphemous Edict) help you reset when behind.
  • Scales well into longer games: the more turns you take, the more chances you have to convert discard into real cards.
  • Incidental graveyard pressure: exiling discarded cards reduces opponents’ ability to recur what they pitch.

Weaknesses

  • Table perception: repeated discard can make you the archenemy quickly, even if you’re not ahead on board.
  • Reliant on discard connecting: opponents who empty their hand quickly or play from the top can blunt your engine.
  • Timing restriction: you can only cast stashed cards during your turn, which can limit reactive play patterns.
  • Commander dependence: losing Tinybones repeatedly can slow the deck down unless the 99 is built to function without it.
  • Some pods will naturally give you fewer castable hits (low curves, lots of lands, or narrow synergy pieces).

Rule zero notes

  • This commander centers on frequent discard; confirm the table is okay with heavy hand disruption.
  • Some builds can create soft locks by keeping hands empty and limiting combat (for example, Bottomless Pit and Ensnaring Bridge are possible inclusions); disclose if you run effects like this.
  • Exiling discarded cards can be a meaningful hate piece versus graveyard decks; mention that your discard also denies recursion.
  • If you run fast mana or explosive mana bursts to power early mass-discard chains (for example, Dark Ritual), clarify the deck’s intended pace.
  • If you include prison-style draw disruption (for example, Chains of Mephistopheles), call it out before the game.

Matchups

Best into

  • Spell-heavy combo and control decks that need specific cards in hand to function
  • Midrange pods that plan to accumulate resources over time
  • Graveyard-recursion strategies that dislike having discarded cards exiled

Struggles against

  • Low-to-the-ground aggro that empties its hand quickly and pressures your life total
  • Topdeck-focused engines and permanent-based value decks that don’t care as much about hand size
  • Pods with lots of instant-speed interaction aimed at removing your commander on sight

Recent public decks

FAQ

Do I need lots of dedicated discard cards, or is Tinybones’s activation enough?
Tinybones’s activation is a solid baseline, but the deck generally wants additional ways to trigger discard early so you start building a stash before the midgame.
What am I supposed to do when opponents are in topdeck mode and I’m not hitting discard triggers?
At that point you usually pivot to using the stash you already built, pressuring life totals, and trading removal for any permanent that would let opponents rebuild.
Can I play lands exiled with stash counters?
Yes—Tinybones lets you play cards with stash counters during your turn, and lands are cards, so you can typically play a stashed land as your land drop.
Do I need to produce off-color mana to cast stolen spells?
No—Tinybones lets you spend mana as though it were any type to cast stashed spells, so your mono-black mana can cover whatever colors you exile.
How does this deck usually win?
It commonly wins by keeping opponents low on options while you turn their discarded cards into real threats and value, eventually chaining enough stashed spells to bury the table.

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