Deck Guide

Spy Combo Deck Guide

A combo deck built around Balustrade Spy, Dread Return, and Lotleth Giant, backed by a midrange plan that can win with mana dorks alone when the combo is not available.

1. Introduction

Spy Combo is a combo deck that builds its win condition around the interaction between Balustrade SpyBalustrade Spy , our own deck, and Dread ReturnDread Return , with the end goal of reanimating Lotleth GiantLotleth Giant and closing out the game directly through its ability.

At first glance the plan looks extremely simple: find the handful of lands in the deck, play Spy, mill yourself completely, and use the graveyard to assemble the combo.

The problem is that, as is often the case with combo decks, being able to execute the combo on paper is one thing. Pulling it off in a real game, against an opponent who can interact with you, is a completely different story.

The format is full of hate and graveyard answers. The combo is very strong and, above all, very fast, a trait that lets it steal games that would otherwise probably be lost. At the same time, though, it is extremely easy to disrupt.

For this reason, Spy can't be considered purely a combo deck. A large part of its strength actually comes from the ability to play a genuine midrange game, taking advantage of the enormous amount of mana our creatures can produce.

2. How Spy Combo Works

2.1 The Win Condition

The deck normally runs four or five lands, and in the early turns our main goal is to tutor those lands out of the library as quickly as possible.

Once every land has been removed from the deck, we can play Balustrade SpyBalustrade Spy .

Balustrade Spy
Balustrade Spy
Creature — Vampire Rogue
Flying
When this creature enters, target player reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
2/3

Remember: this is an ETB trigger, not a choice made at cast time.

At that point the target is ourselves.

Since we no longer have any lands left in the deck, Spy lets us mill through essentially the entire library and send every card we need to complete the combo straight to the graveyard.

2.2 The Combo: Balustrade Spy, Dread Return, and Lotleth Giant

Once the deck has landed in the graveyard, we naturally find Dread ReturnDread Return there.

Dread Return lets us reanimate a creature from our graveyard, and it also has flashback.

Dread Return
Dread Return
Sorcery
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

The ideal target is obviously Lotleth GiantLotleth Giant , a Zombie Giant creature with Undergrowth.

Lotleth Giant
Lotleth Giant
Creature — Zombie Giant
Undergrowth — When this creature enters, it deals 1 damage to target opponent for each creature card in your graveyard.
6/5

Considering that our graveyard contains essentially the entire deck, the damage the Giant deals is normally enough to end the game on the spot.

At that point, the job is done:

Balustrade SpyBalustrade Spy → mill the deck → Dread ReturnDread ReturnLotleth GiantLotleth Giant → lethal damage.

Simple.

At least on paper.

3. The Deck's Game Plan

3.1 Early-Turn Strategy

Spy's opening plan is fairly unusual compared to most combo decks.

We don't necessarily need to try to close out the game as fast as possible.

In the early turns, our main job is to develop our mana.

The deck leans on a number of mana-producing defenders, such as Saruli CaretakerSaruli Caretaker , Overgrown BattlementOvergrown Battlement , and Wall of RootsWall of Roots , plus creatures that help us find lands like Generous EntGenerous Ent , Sagu WildlingSagu Wildling // Roost Seek , Troll of Khazad-dûmTroll of Khazad-dûm , and Gatecreeper VineGatecreeper Vine .

This means we can quickly develop far more mana than is normally available during the early turns of a game.

3.2 The Midrange Plan

And this is where one of my favorite things about Spy comes in.

If the combo isn't immediately available, we can simply play the game.

Our defenders let us produce a huge amount of mana, and over the medium-to-long term, we can turn that mana into very large creatures.

Among our main threats are:

  • Generous EntGenerous Ent
  • Troll of Khazad-dûmTroll of Khazad-dûm
  • Avenging HunterAvenging Hunter
  • Nyxborn HydraNyxborn Hydra

This plan matters a lot, because the opponent often has to decide how to handle two completely different threats.

On one hand, they have to worry about the combo.

On the other, they have to keep our massive mana advantage from turning into creatures too big to handle.

It's exactly this ability to switch from combo to midrange that makes Spy a particularly interesting deck to play.

3.3 Why Play Spy Combo?

In my opinion, Spy is a very fun deck.

Sometimes it's nice to just go off and hope everything lines up. (I know, you're not "supposed" to play that way. But I promise you that in some games it really is the only solution.)

Another thing I like about it is how adaptable it is to the pilot's play style.

Spy doesn't really have a true "stock" list.

There are several possible configurations, and a lot of the choices can change depending on the meta, how you want to play the deck, and, above all, how much you want to lean on the speed of the combo versus the stability of the midrange plan.

4. The Manabase

One of the first decisions to make when building Spy is how many lands to run.

There are mainly lists that run four lands plus zero, one, or two copies of Lotus PetalLotus Petal , or five lands, while a few brave souls even try six.

4.1 The Five-Land Version

The five-land version is slightly slower to go off.

Not by much, but once you try it you notice there are situations where you end up cursing that fifth land.

One example is Mono Red Madness, where every single turn can make a difference.

On the other hand, having five lands makes the deck much more stable against blue-based strategies.

The extra land makes it easier to reach the mana needed to play a SaguSagu Wildling // Roost Seek , or makes it less awkward to cast a Generous EntGenerous Ent when we're under pressure.

I've tested the five-land version extensively, and it's the one that personally gives me the most confidence.

The problem is that the meta can be too fast.

In some medium-to-long tournaments, being able to steal a game in the very first turns can make an enormous difference.

4.2 The Four-Land Version

Here we need a slightly more delicate discussion.

With four lands the deck is faster, but it also becomes more sensitive to opening hands.

And this is exactly where the question comes in:

Lotus PetalsLotus Petal or no Lotus Petals?

My answer is simple:

I hate Lotus PetalsLotus Petal .

Yes, I said it.

It's true that they sometimes let us avoid a mulligan and make the deck slightly more stable from a probability standpoint.

But there's a problem.

When we find them as a topdeck, or worse, during a Lead the StampedeLead the Stampede or a Winding WayWinding Way , they're cards we absolutely do not want to see.

4.3 Lead the Stampede and Winding Way

This also applies to some of the cards that can end up in our deck.

You have no idea how many times Lead the StampedeLead the Stampede and Winding WayWinding Way can whiff.

The cards we don't want to see are:

  • 2 Dread ReturnDread Return
  • 2 Lotleth GiantLotleth Giant
  • 4/3 Lead the StampedeLead the Stampede
  • 4/3 Winding WayWinding Way
  • 4/3 Land GrantLand Grant
  • the lands

It's true that over the course of a game the effective number of cards we don't want to see goes down.

But I promise you, sooner or later, you'll see them.

For this reason I personally prefer to mulligan rather than add more cards to the deck that risk landing in the graveyard or, worse, sitting dead in hand during a Lead the StampedeLead the Stampede .

5. The Mulligan

Spy is a deck that, ideally, wants to start the game with two lands in hand.

By "two lands" I also mean a land or a Land GrantLand Grant plus a cycler:

  • Generous EntGenerous Ent
  • Sagu WildlingSagu Wildling // Roost Seek
  • Troll of Khazad-dûmTroll of Khazad-dûm
  • Land GrantLand Grant
  • or other lands

In practice, the deck mulligans less than you'd expect.

It's a bit like the bumblebee that, according to the famous saying, shouldn't have the right build to fly but flies anyway because it doesn't know any better.

Spy really doesn't have enough lands to comfortably avoid mulligans.

And yet, in practice, plenty of seven-card hands are absolutely keepable.

Of course, there are also those games where we won't see a single land through four consecutive mulligans and we lose a game essentially for free.

But it's a risk that, in my opinion, is worth taking.

6. My List

Now that we've covered the deck's overall structure, let's get to the list I personally play.

The choice of individual cards isn't random, and some of them deserve a deeper discussion.

The lists below are pulled directly from [PAUPER - FULL FREE GUIDE] Spy Combo - Gambling with a Spy [PRIMER], the deck I track here on MyDeckStats, so they always reflect whatever I currently have registered -not a fixed snapshot.

6.1 Main Deck

60 cards, live from [PAUPER - FULL FREE GUIDE] Spy Combo - Gambling with a Spy [PRIMER].
Creature
42
4x
Balustrade Spy
Balustrade Spy
4x
Saruli Caretaker
Saruli Caretaker
3x
Mesmeric Fiend
Mesmeric Fiend
3x
Gatecreeper Vine
Gatecreeper Vine
4x
Overgrown Battlement
Overgrown Battlement
3x
Quirion Ranger
Quirion Ranger
2x
Lotleth Giant
Lotleth Giant
4x
Generous Ent
Generous Ent
1x
Troll of Khazad-dûm
Troll of Khazad-dûm
4x
Masked Vandal
Masked Vandal
2x
Nyxborn Hydra
Nyxborn Hydra
4x
Sagu Wildling // Roost Seek
Sagu Wildling // Roost Seek
4x
Wall of Roots
Wall of Roots
Sorcery
14
4x
Lead the Stampede
Lead the Stampede
2x
Dread Return
Dread Return
4x
Land Grant
Land Grant
4x
Winding Way
Winding Way
Land
4
3x
Forest
Forest
1x
Swamp
Swamp

6.2 Sideboard Guide

15 cards, live from [PAUPER - FULL FREE GUIDE] Spy Combo - Gambling with a Spy [PRIMER]. See section 8 for how each of these comes in.
Creature
12
3x
Healer of the Glade
Healer of the Glade
3x
Scattershot Archer
Scattershot Archer
1x
Mesmeric Fiend
Mesmeric Fiend
2x
Avenging Hunter
Avenging Hunter
3x
Undergrowth Leopard
Undergrowth Leopard
Artifact
1
1x
Jack-o'-Lantern
Jack-o'-Lantern
Instant
1
1x
Flaring Pain
Flaring Pain
Land
1
1x
Swamp
Swamp

6.3 Cards Considered

Not every card that gets real testing time earns a permanent slot. Here are a few I've spent a lot of games with outside the maindeck and sideboard, and what I learned from them.

Haunting Misery

Haunting Misery
Haunting Misery
Sorcery
As an additional cost to cast this spell, exile X creature cards from your graveyard.
Haunting Misery deals X damage to target player or planeswalker.

I tested Haunting MiseryHaunting Misery a lot. I liked it too.

I'd bring it in for matchups where it was hard to have answers for Faerie MacabreFaerie Macabre , Krark-Clan ShamanKrark-Clan Shaman , Nihil SpellbombNihil Spellbomb , and Thraben CharmThraben Charm all at the same time, in a single card. Since removing the creature is an additional cost on top of casting it, the opponent can really only answer it with a counterspell.

I ran it in a five-land shell plus one copy in the sideboard (a second Swamp), so I could choose between going up to six lands or staying at five lands with two Swamps.

Over time, though, I realized it was awkward to have it in your opening hand and build the whole plan around it. It's a very, very strong answer to their game plan, but I've since preferred to cut lands and commit directly to the midrange plan instead.

Cast Down, Caustic Exhale

Cast Down
Cast Down
Instant
Destroy target nonlegendary creature.
Caustic Exhale
Caustic Exhale
Instant
As an additional cost to cast this spell, behold a Dragon or pay . (To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand.)
Target creature gets -3/-3 until end of turn.

Excellent cards that do interesting work in specific games. I used them against Mono Red Madness to kill GuttersnipeGuttersnipe , maybe against Jund to take out Writhing ChrysalisWrithing Chrysalis or Gixian InfiltratorGixian Infiltrator , and in a few other spots (even against ArchaeomancerArchaeomancer ).

But we're back to the same problem: you never want to draw them off Winding WayWinding Way or Lead the Stampede.Lead the Stampede So they just didn't synergize well with the deck.

Acorn Harvest

Acorn Harvest
Acorn Harvest
Sorcery
Create two 1/1 green Squirrel creature tokens.
Flashback—, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Acorn HarvestAcorn Harvest is a card that always leaves me confused. When I'm not running it, I miss it. When I try it, after a while, I end up hating it and cutting it.

I'll leave this one to your own judgment, because I honestly haven't found a definitive answer myself yet.

7. Core Card Analysis

7.1 Quirion Ranger

Quirion Ranger
Quirion Ranger
Creature — Elf Ranger
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
1/1

I love Quirion RangerQuirion Ranger .

It's an extremely strong card and, in my opinion, one of the best in the deck.

There's no opening I like more than:

Turn one: land → Saruli CaretakerSaruli Caretaker .

Turn two: Quirion Ranger.

At that point we still have an unbelievable amount of mana for turn two.

Let's see why.

Turn one we play the land and cast Saruli Caretaker.

Turn two we play Quirion Ranger.

Saruli produces a mana by tapping Quirion Ranger.

Then we activate Quirion's ability, bounce the land back to hand, and untap Saruli.

We replay the land, tap it, and we're sitting on two mana in our pool.

At that point we can play Gatecreeper VineGatecreeper Vine , grab another land off its ability, and use Saruli together with Gatecreeper again.

The result is that we still have mana left over to play a SaguSagu Wildling // Roost Seek or cycle something.

And that's only turn two.

In the mid game, Quirion Ranger gets even more absurd.

Imagine we have a couple of walls and an Overgrown BattlementOvergrown Battlement .

We tap the Battlement and produce four mana.

Then we use Quirion Ranger to untap it, and we can produce four more mana.

At that point we can comfortably cast a Hydra or an Ent.

And it doesn't stop there.

Quirion also lets us attack with a creature and then untap it after the opponent has declared blockers.

It also has a nice interaction against Sleep of the DeadSleep of the Dead .

Let's just say that, if I could, I'd want Quirion Ranger as my mental coach for how it manages to bail out games that seemed completely lost.

7.2 Nyxborn Hydra

Nyxborn Hydra
Nyxborn Hydra
Enchantment Creature — Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
0/1

Nyxborn HydraNyxborn Hydra is the card that can let us close out a game in a single turn.

More than once I've cast it for X=14 or X=15, put it on a creature, closed my eyes, attacked, and left it to the opponent to do the math for lethal.

"I rest my case, your honor."

Jokes aside, one of our worst enemies is Thraben CharmThraben Charm .

For this reason, sticking a Hydra and still having four mana open to play Spy puts the opponent in a pretty uncomfortable spot: do they remove the Hydra, or do they hold their answer for the combo?

It's also very strong against Rally. At three mana we can create a blocker big enough to handle most of its creatures.

The reach keyword also matters a lot. It blocks Delver of SecretsDelver of Secrets // Insectile Aberration in the early turns, one of the most dangerous threats against us, but also the Faeries and the flying creatures out of Affinity.

7.3 Avenging Hunter

Avenging Hunter
Avenging Hunter
Creature — Dragon Ranger
Trample
When this creature enters, you take the initiative.
5/4

Why do I play Avenging HunterAvenging Hunter in the sideboard and not the maindeck?

A lot of players try it directly in the maindeck, and it's undoubtedly a strong card.

I, however, get anxious about having to manage the emblem against certain decks.

For this reason I prefer to bring it in only for the matchups where I think it's genuinely necessary. Among these are, for example:

  • Jund Wildfire
  • Jeskai Ephemerate
  • Naya
  • Spy (the mirror)
  • other matchups where the midrange plan becomes particularly important

7.4 Scattershot Archer

Scattershot Archer
Scattershot Archer
Creature — Elf Archer
: This creature deals 1 damage to each creature with flying.
1/2

I hate Faeries.

I hate Battle ScreechBattle Screech .

And I hate Sneaky SnackerSneaky Snacker .

Scattershot ArcherScattershot Archer exists pretty much specifically for these problems.

Against Faeries, if the opponent has enough Faeries to take advantage of Spellstutter SpriteSpellstutter Sprite , we risk not being able to play at all anymore. So we need a way to control their board.

Against White Weenie, on the other hand, one of the cards that really puts us in trouble is Battle Screech. Scattershot Archer lets us reset the situation.

Sneaky SnackerSneaky Snacker is annoying in several decks, especially Gates, so being able to handle it here too is extremely important.

There isn't much else to say about the Archer, other than that it can also be useful against flying creatures with toughness two, because it has a great interaction with Quirion Ranger (yes, that card again).

7.5 Jack-o'-Lantern and Flaring Pain

Jack-o'-Lantern
Jack-o'-Lantern
Artifact
, , Sacrifice this artifact: Exile up to one target card from a graveyard. Draw a card.
, Exile this card from your graveyard: Add one mana of any color.
Flaring Pain
Flaring Pain
Instant
Damage can't be prevented this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

These two cards exist mainly to deal with Prismatic StrandsPrismatic Strands and, more broadly, with every card that prevents damage.

The interaction is fairly simple. We send everything to the graveyard with Spy, get a mana of any color, and use Jack-o'-LanternJack-o'-Lantern 's ability from the graveyard to filter it into red. At that point we can cast Flaring PainFlaring Pain .

You don't necessarily need to play it in response to a Strands. The ruling lets us make the damage unpreventable, so any prevention effects played after it resolves won't do anything either.

8. Matchup Analysis

A note on the numbers below: match and game win rates are live. They update automatically as new results come in, so they will keep shifting over time, and a small sample size can swing them a lot in either direction. The favorable / even / unfavorable labels for each matchup are my own read, based on experience and how much effort the matchup takes to play well, not a mechanical readout of the win rate. If a percentage seems to tell a completely different story than the label, it's usually just variance: good or bad luck, or the specific opponents (and how many of them) I happened to run into.
I split matchups into favorable, even, and unfavorable based on my own playstyle and how I sideboard. Since this format has no stock maindeck and no stock sideboard, that read can vary a lot from deck to deck: someone building the same archetype differently, or facing a differently-built opponent, may reasonably see a matchup very differently than I do.

8.1 Favorable Matchups

Mono Red Rally 86.7% Match WR · 73% Game WR

We like this matchup.

Every creature we put on the battlefield stops the opponent from dealing damage.

To remove our pieces they need to use a Lightning BoltLightning Bolt or a Galvanic BlastGalvanic Blast , and that buys us time.

Masked VandalMasked Vandal is particularly strong because it can exile Clockwork PercussionistClockwork Percussionist , stopping it from generating further advantage. Alternatively, we can exile Experimental SynthesizerExperimental Synthesizer when the opponent is tapped out, forcing them to lose a card.

In Game 1 they have essentially no interaction with our combo, unless they can remove our third creature with a burn spell or a Fireblast.

If we play carefully, there isn't much they can do.

In Game 2 we bring in more artifact hate to deal with their Relic of the Progenitus or some of their creatures, plus a bit of lifegain to buy the time we need.

Saved sideboard plan vs. Mono Red Rally
In
3x Healer of the GladeHealer of the Glade
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
3x Saruli CaretakerSaruli Caretaker

Mono Blue Terror 66.7% Match WR · 64.3% Game WR

In general, it can't keep up with our plan.

If it can't apply immediate pressure with Delver of SecretsDelver of Secrets // Insectile Aberration , we have time to go wide with our creatures. A Generous EntGenerous Ent is also an excellent wall against their Serpents.

The main problem is CounterspellCounterspell . But here too we have an interesting interaction: if we have six creatures and the opponent only has two mana open, they can choose to counter Spy (the best line), otherwise we can cast two Dread Returns and still win. The first would get countered, but the second would resolve.

If we need to go off early and the opponent has one mana open, we also need to remember to hold two extra mana to play around Spell PierceSpell Pierce .

The hardest part of the matchup is the start: if we go first, no problem. If they go first, we need to consider the possibility that they have Spell PierceSpell Pierce or Force SpikeForce Spike for a Land Grant or another important spell. Once we're past that first hurdle, the game tends to get a lot easier.

Saved sideboard plan vs. Mono Blue Terror
In
1x Mesmeric FiendMesmeric Fiend
1x SwampSwamp
2x Avenging HunterAvenging Hunter
Out
4x Masked VandalMasked Vandal

Monster Tron 69.2% Match WR · 63.6% Game WR

Tron can potentially start as early as turn three.

We, in the ideal scenario, can close out the game as early as the following turn.

So they need an open green mana for Crop Rotation, or they need to already have the Relics in their opening hand.

Either way, we have a lot of interaction against their artifacts.

Mesmeric FiendMesmeric Fiend is also particularly annoying because it forces the opponent to use a removal spell on it instead of on an Ent or a Hydra.

In general we start ahead because we can attack them on multiple fronts at once.

Saved sideboard plan vs. Monster Tron
In
3x Undergrowth LeopardUndergrowth Leopard
Out
1x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
1x Nyxborn HydraNyxborn Hydra

Other Tron Decks

The other Tron decks are also generally slower than us.

We mainly need to watch out for:

  • Flicker effects (Ghostly FlickerGhostly Flicker )
  • Bojuka BogBojuka Bog
  • Crop RotationCrop Rotation
  • any instant-speed answers

Post-side, their most common answers to our graveyard tend to be artifacts, like Nihil SpellbombNihil Spellbomb or Relic of ProgenitusRelic of Progenitus . And, paradoxically, that doesn't worry us much, because we have a lot of artifact hate.

White Weenie 66.7% Match WR · 61.5% Game WR

I'll go out on a limb and put White Weenie in the favorable matchups too.

It's true that in Game 1 we can't just go off without thinking, because they might have Prismatic StrandsPrismatic Strands in the graveyard or Thraben CharmThraben Charm in hand.

But we're able to put a huge number of creatures on the battlefield. The Ents and the Sagus make excellent walls, and if needed we can close the game with a Hydra.

Post-side the situation gets a lot better. Prismatic Strands becomes useless, and Scattershot Archer lets us handle their creature-based plan.

Saved sideboard plan vs. White Weenie
In
3x Scattershot ArcherScattershot Archer
1x Jack-o'-LanternJack-o'-Lantern
1x Flaring PainFlaring Pain
Out
4x Masked VandalMasked Vandal
1x Quirion RangerQuirion Ranger

Faeries 100% Match WR · 76.9% Game WR

Here too, Game 1 doesn't look particularly pretty.

But in Game 2 we add the Archers and the game changes completely.

We can also use Masked VandalMasked Vandal to remove any enchantments that lock down our creatures, or we can exile a Moon-Circuit HackerMoon-Circuit Hacker .

Our creatures are also big enough that they don't die easily to their Ninjas, and we can block them for a long time.

Saved sideboard plan vs. Mono Blue Faeries
In
1x Mesmeric FiendMesmeric Fiend
3x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal

Gruul Ramp (Beasts) / Ponza 85.7% Match WR · 74.3% Game WR

Ponza doesn't scare us much either, mostly thanks to Quirion RangerQuirion Ranger .

It doesn't have many efficient removal spells for our creatures, and, above all, in Game 1 it has no real answers to the combo. So we can play with relative peace of mind.

Masked VandalMasked Vandal also lets us remove any enchantments on lands and further slow down their plan.

Post-side we bring in more hate against artifacts and enchantments.

The only real problem is when they manage to land an early threat that forces us to play under pressure - usually Boarding PartyBoarding Party turning on the Initiative, backed up by Avenging HunterAvenging Hunter .

Saved sideboard plan vs. Gruul Ramp
On the Play
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
On the Play
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend

8.2 Even Matchups

Elves 62.5% Match WR · 59.1% Game WR

Game 1, Elves has no interaction with us.

Game 2, they can have two or three copies of Faerie MacabreFaerie Macabre , so the statistics swing back in our favor.

The problem is speed. If we don't find Spy fast enough, it only takes them about five turns to put us out of the game.

As a result, it's a race to see who can produce mana faster.

Mesmeric FiendMesmeric Fiend is essential, because we need to try to take away Titania or Timberwatch ElfTimberwatch Elf and buy as much time as possible.

Saved sideboard plan vs. Elves
In
1x Mesmeric FiendMesmeric Fiend
3x Undergrowth LeopardUndergrowth Leopard
2x Avenging HunterAvenging Hunter
Out
4x Masked VandalMasked Vandal
2x Nyxborn HydraNyxborn Hydra

UB Terror 83.3% Match WR · 62.5% Game WR

Unlike its mono-blue sibling, UB Terror plays removal. And if they see it early, it can be a massive problem.

If they manage to remove our Overgrown BattlementOvergrown Battlement , we become much slower and give them the time they need to find their Tolarian TerrorTolarian Terror or Gurmag AnglerGurmag Angler . At that point the game can go very badly.

So we need to play carefully and try not to expose ourselves to multiple answers at once unnecessarily.

Saved sideboard plan vs. Dimir Terror
In
1x Mesmeric FiendMesmeric Fiend
2x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger

Grixis Affinity 54.5% Match WR · 54.8% Game WR

Here we need to prepare for Toxin AnalysisToxin Analysis plus Krark-Clan ShamanKrark-Clan Shaman . That's the interaction that actually beats us. It's not Nihil SpellbombNihil Spellbomb . It's not their artifacts. It's that damned interaction.

Their creatures, on the other hand, don't scare us much. Refurbished FamiliarRefurbished Familiar makes us discard dead cards and runs straight into our Spy. Utrom MonitorUtrom Monitor dies to Sagu or Ent. Wall of RootsWall of Roots can block Myr EnforcerMyr Enforcer pretty much forever.

The problem is their Krark-Clan ShamanKrark-Clan Shaman , which can frequently reset our board. We need to be patient and know when to rebuild.

Post-side we have a lot of artifact hate and the matchup gets more favorable. I often prefer to go first and deny them lands, because, unlike Wildfire, Grixis has a much harder time managing its mana. If we can strip their red whenever possible, we can shut them down completely.

Saved sideboard plan vs. Grixis Affinity
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend

RG Storm 50% Match WR · 40% Game WR

Here neither side really interacts: not us with them, nor them with us. It's a game of solitaire. The matchup comes down to a race for who goes off first.

The problem is that they also go off fairly quickly. Whoever wins the die roll starts at roughly 60/40.

Saved sideboard plan vs. RG Storm
In
1x Mesmeric FiendMesmeric Fiend
Out
1x Masked VandalMasked Vandal

Gates Decks

We can handle them. Mesmeric FiendMesmeric Fiend is essential.

They're afraid of our giant beaters. We, on the other hand, are terrified of the lifegain from Basilisk GateBasilisk Gate .

The point is that we force them to play slower than they'd like to. They always have to keep mana open to answer our threats, and that gives us time to decide which plan to run.

UWx Familiar 100% Match WR · 100% Game WR

Playing against UWx Familiar is never fun. Our winning weapon, though, is Nyxborn HydraNyxborn Hydra .

They're constantly focused on trying to stop us from going off, and that slows down their own plan. We, on the other hand, can focus on landing a gigantic Hydra and try to go over the top of their creatures.

Saved sideboard plan vs. UWx Familiar
In
1x Mesmeric FiendMesmeric Fiend
2x Avenging HunterAvenging Hunter
1x Scattershot ArcherScattershot Archer
Out
4x Masked VandalMasked Vandal

Jeskai Ephemerate 33.3% Match WR · 41.7% Game WR

A very close, hard-fought game. It's a genuine race against the clock.

We need to land enough big creatures that they can't keep up with our board using Skred and their other removal.

Alternatively, we need to go off before they can set up their EphemerateEphemerate plus ArchaeomancerArchaeomancer engine.

Avenging HunterAvenging Hunter gives them a lot of trouble and is one of the main reasons I like having it post-side.

Saved sideboard plan vs. Jeskai Ephemerate
In
2x Avenging HunterAvenging Hunter
1x Mesmeric FiendMesmeric Fiend
1x Flaring PainFlaring Pain
1x Jack-o'-LanternJack-o'-Lantern
1x SwampSwamp
Out
4x Masked VandalMasked Vandal
1x ForestForest
1x Quirion RangerQuirion Ranger

8.3 Unfavorable Matchups

UB Faeries 33.3% Match WR · 46.7% Game WR

Eh... They have it all. Removal. Counters. Card advantage from the monarch. Deathtouch. And, above all, the time they need to deal with whatever we're doing.

Against this deck the solution is often simple: close your eyes and go off. Hope their Augur of BolasAugur of Bolas whiffs. Hope they don't find four of their twelve Snuff OutSnuff Out .

There isn't much more to say. The monarch is a huge problem. Deathtouch means we can't simply use our most valuable defenders as blockers.

Often the game reaches a point where they're in complete control of the situation.

Mesmeric FiendMesmeric Fiend becomes essential here. It doesn't die to Snuff Out and can hold particularly important cards hostage.

Saved sideboard plan vs. UB Faeries
In
1x Mesmeric FiendMesmeric Fiend
1x SwampSwamp
3x Scattershot ArcherScattershot Archer
Out
1x Saruli CaretakerSaruli Caretaker
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal

Caw-Gates 33.3% Match WR · 42.9% Game WR

This is the Gates-based deck that gives us the most trouble. The reason is simple: it has no problem buying time. In fact, buying time is its whole plan.

Here we need to arm ourselves with patience and try to play every card as well as possible. We can't just force the combo. We have to wait for the right moment.

Saved sideboard plan vs. Caw Gates
In
1x Mesmeric FiendMesmeric Fiend
3x Scattershot ArcherScattershot Archer
Out
4x Masked VandalMasked Vandal

8.4 "Annoying" Matchups

These are the matchups we can win, but that make us sigh when we see them across the table.

Mono Red Madness 60% Match WR · 60.4% Game WR

The keyword is speed. We can't afford to remove their GuttersnipeGuttersnipe , and every spell they manage to cast can deal anywhere from two to six damage. FireblastFireblast is also a very strong weapon in the early turns because it can interrupt the combo by killing our third creature after we've already chosen Spy's target.

The good news is that, early on, their burn spells are often forced to go at our creatures. That buys us time. And the combo turns out to be more nimble than you'd think.

Post-side we add hate against Sneaky SnackerSneaky Snacker and cards that let us gain just enough life to survive.

Saved sideboard plan vs. Mono Red Madness
In
3x Healer of the GladeHealer of the Glade
3x Undergrowth LeopardUndergrowth Leopard
3x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
2x Nyxborn HydraNyxborn Hydra
3x Mesmeric FiendMesmeric Fiend

Jund Wildfire 55.6% Match WR · 52.2% Game WR

Jund has answers to pretty much everything, just like Grixis. The difference is that its "chrysalises" are quite annoying. It also ramps and can recur its own lands, so land-denying it is much less effective than it is against Grixis.

The good news is that it doesn't always find the answers it needs right away. That lets us go off early.

If the game goes long, especially post-side, Avenging HunterAvenging Hunter becomes very important. Even a Hydra placed on a Sagu or a Spy can become an enormous threat.

My favorite opening against Jund Wildfire is taking out their first bridge and putting a 4/4 Hydra on a Masked VandalMasked Vandal . Let's just say that this line puts them in quite a bit of trouble.

Saved sideboard plan vs. Jund Wildfire
In
2x Avenging HunterAvenging Hunter
1x SwampSwamp
Out
3x Mesmeric FiendMesmeric Fiend

Golgari Gardens 0% Match WR · 33.3% Game WR

Golgari Gardens doesn't do anything. But it doesn't let us do anything either.

It's the kind of game where you can win without even noticing you had an opponent across the table. Or it's the kind of game where the opponent manages to remove pretty much everything useful that hits the battlefield.

It's one of those matchups where, sometimes, closing your eyes and going off really is the best solution.

Saved sideboard plan vs. Golgari Gardens
In
2x Avenging HunterAvenging Hunter
3x Undergrowth LeopardUndergrowth Leopard
Out
2x Quirion RangerQuirion Ranger
3x Mesmeric FiendMesmeric Fiend

9. Final Thoughts

Spy Combo is a strange deck.

It's a combo deck that doesn't play like a normal combo deck.

The combo is extremely fast, explosive, and able to win games that seemed completely lost.

At the same time, though, it's fragile. A single piece removed at the right moment can slow us down enormously, and a graveyard answer can force us to completely change plans.

And that's exactly why I consider the midrange plan essential.

We have access to a huge amount of mana thanks to our defenders, and we can turn that mana into creatures the opponent can't ignore.

The ability to switch from an explosive combo to a plan built around Ent, Sagu, Hydra, and Hunter makes the deck much harder to play against than it might seem just from looking at the combo alone.

On top of that, Spy is probably one of the decks that gives the pilot the most freedom. The choice between four or five lands, whether to run Lotus PetalsLotus Petal , the sideboard composition, and even some of the creatures played can all change depending on the meta and your own play style.

And it's exactly that freedom that, personally, makes me prefer it.

Sometimes I want to play a long game, develop mana, and win with a gigantic creature.

Sometimes I just want to play a land, Saruli, Quirion, and produce an obscene amount of mana.

And other times I just want to:

Play Spy.

Mill everything.

Dread Return.

Lotleth Giant.

And hope it all works out.

10. Sideboard Sheet

Every saved sideboard plan for [PAUPER - FULL FREE GUIDE] Spy Combo - Gambling with a Spy [PRIMER], matchups covered above included - search to jump straight to one.
Saved sideboard plan vs. Altar Tron
In
3x Undergrowth LeopardUndergrowth Leopard
1x Mesmeric FiendMesmeric Fiend
Out
2x Nyxborn HydraNyxborn Hydra
2x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Azorius Faeries
In
1x Mesmeric FiendMesmeric Fiend
3x Scattershot ArcherScattershot Archer
Out
4x Masked VandalMasked Vandal
Saved sideboard plan vs. Caw Gates
In
1x Mesmeric FiendMesmeric Fiend
3x Scattershot ArcherScattershot Archer
Out
4x Masked VandalMasked Vandal
Saved sideboard plan vs. Dimir Terror
In
1x Mesmeric FiendMesmeric Fiend
2x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Dredge
In
1x Mesmeric FiendMesmeric Fiend
Out
1x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Elves
In
1x Mesmeric FiendMesmeric Fiend
3x Undergrowth LeopardUndergrowth Leopard
2x Avenging HunterAvenging Hunter
Out
4x Masked VandalMasked Vandal
2x Nyxborn HydraNyxborn Hydra
Saved sideboard plan vs. Flicker Tron
In
1x Mesmeric FiendMesmeric Fiend
3x Undergrowth LeopardUndergrowth Leopard
Out
2x Quirion RangerQuirion Ranger
2x Nyxborn HydraNyxborn Hydra
Saved sideboard plan vs. Golgari Gardens
In
2x Avenging HunterAvenging Hunter
3x Undergrowth LeopardUndergrowth Leopard
Out
2x Quirion RangerQuirion Ranger
3x Mesmeric FiendMesmeric Fiend
Saved sideboard plan vs. Grixis Affinity
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
Saved sideboard plan vs. Gruul Ramp
On the Play
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
On the Play
In
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
Saved sideboard plan vs. Infect
In
1x Mesmeric FiendMesmeric Fiend
Out
1x Masked VandalMasked Vandal
Saved sideboard plan vs. Jeskai Ephemerate
In
2x Avenging HunterAvenging Hunter
1x Mesmeric FiendMesmeric Fiend
1x Flaring PainFlaring Pain
1x Jack-o'-LanternJack-o'-Lantern
1x SwampSwamp
Out
4x Masked VandalMasked Vandal
1x ForestForest
1x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Jund Wildfire
In
2x Avenging HunterAvenging Hunter
1x SwampSwamp
Out
3x Mesmeric FiendMesmeric Fiend
Saved sideboard plan vs. Mono Blue Faeries
In
1x Mesmeric FiendMesmeric Fiend
3x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
Saved sideboard plan vs. Mono Blue Terror
In
1x Mesmeric FiendMesmeric Fiend
1x SwampSwamp
2x Avenging HunterAvenging Hunter
Out
4x Masked VandalMasked Vandal
Saved sideboard plan vs. Mono Red Madness
In
3x Healer of the GladeHealer of the Glade
3x Undergrowth LeopardUndergrowth Leopard
3x Scattershot ArcherScattershot Archer
Out
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
2x Nyxborn HydraNyxborn Hydra
3x Mesmeric FiendMesmeric Fiend
Saved sideboard plan vs. Mono Red Rally
In
3x Healer of the GladeHealer of the Glade
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Mesmeric FiendMesmeric Fiend
3x Saruli CaretakerSaruli Caretaker
Saved sideboard plan vs. Monster Tron
In
3x Undergrowth LeopardUndergrowth Leopard
Out
1x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
1x Nyxborn HydraNyxborn Hydra
Saved sideboard plan vs. Naya Gates
In
1x Flaring PainFlaring Pain
1x Jack-o'-LanternJack-o'-Lantern
2x Scattershot ArcherScattershot Archer
1x Mesmeric FiendMesmeric Fiend
Out
4x Masked VandalMasked Vandal
1x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Orzhov Blade
In
1x Mesmeric FiendMesmeric Fiend
3x Undergrowth LeopardUndergrowth Leopard
Out
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
Saved sideboard plan vs. Poison Storm
In
1x Mesmeric FiendMesmeric Fiend
2x Avenging HunterAvenging Hunter
Out
3x Masked VandalMasked Vandal
Saved sideboard plan vs. RG Storm
In
1x Mesmeric FiendMesmeric Fiend
Out
1x Masked VandalMasked Vandal
Saved sideboard plan vs. Red Storm
In
1x Mesmeric FiendMesmeric Fiend
Out
1x Masked VandalMasked Vandal
Saved sideboard plan vs. Selesnya Gates
In
1x Mesmeric FiendMesmeric Fiend
1x Flaring PainFlaring Pain
1x Jack-o'-LanternJack-o'-Lantern
3x Undergrowth LeopardUndergrowth Leopard
Out
1x Saruli CaretakerSaruli Caretaker
4x Masked VandalMasked Vandal
1x Quirion RangerQuirion Ranger
Saved sideboard plan vs. Spy Combo
In
1x Mesmeric FiendMesmeric Fiend
1x Jack-o'-LanternJack-o'-Lantern
2x Avenging HunterAvenging Hunter
Out
4x Masked VandalMasked Vandal
Saved sideboard plan vs. Tireless Tribe Combo
In
2x Scattershot ArcherScattershot Archer
1x Mesmeric FiendMesmeric Fiend
1x Flaring PainFlaring Pain
1x Jack-o'-LanternJack-o'-Lantern
Out
4x Masked VandalMasked Vandal
1x Nyxborn HydraNyxborn Hydra
Saved sideboard plan vs. Turbo Fog
In
2x Avenging HunterAvenging Hunter
1x Mesmeric FiendMesmeric Fiend
Out
3x Masked VandalMasked Vandal
Saved sideboard plan vs. UB Faeries
In
1x Mesmeric FiendMesmeric Fiend
1x SwampSwamp
3x Scattershot ArcherScattershot Archer
Out
1x Saruli CaretakerSaruli Caretaker
3x Quirion RangerQuirion Ranger
1x Masked VandalMasked Vandal
Saved sideboard plan vs. UWx Familiar
In
1x Mesmeric FiendMesmeric Fiend
2x Avenging HunterAvenging Hunter
1x Scattershot ArcherScattershot Archer
Out
4x Masked VandalMasked Vandal
Saved sideboard plan vs. White Weenie
In
3x Scattershot ArcherScattershot Archer
1x Jack-o'-LanternJack-o'-Lantern
1x Flaring PainFlaring Pain
Out
4x Masked VandalMasked Vandal
1x Quirion RangerQuirion Ranger

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