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Rule with an Even Hand
Conspiracy
rare
(Start the game with this conspiracy face up in the command zone.) You can't attack with an odd number of creatures. Whenever you attack, double target creature's power until end of turn.
Semantic Tags
Benefits from attacking — attack triggers, combat damage triggers, exalted.
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
Slows opponents down by taxing actions or restricting what they can do.
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Mystery Booster 2#505 | rare | · | · | · |
Related Concepts
Related Rules
Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.
An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.
A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.
If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.
The mana value of an object with no mana cost is 0, unless that object is the back face of a nonmodal double-faced permanent or spell, or it is a melded permanent.
The mana value of the back face of a nonmodal double-faced permanent or spell’s back face is calculated as though it had the mana cost of its front face. If a permanent or spell is a copy of the back face of a nonmodal double-faced object (even if the card representing that copy is itself a double-faced card), the mana value of the copy is 0.
The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.8). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).
If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
Rulings
Yes, we know, you can’t odd. Wait, that’s not the saying.
A conspiracy doesn’t count as a card in your deck for purposes of meeting minimum deck size requirements. (In most Limited formats, the minimum deck size is 40 cards.)
Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
Zero is even, so you can attack with zero creatures. One, however, is odd.
A conspiracy’s static and triggered abilities function as long as that conspiracy is face up in the command zone.
To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as Rule with an Even Hand’s last ability resolves.
You don’t have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can’t put conspiracies into the command zone after this point.
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Conspiracies are colorless, have no mana cost, and can’t be cast as spells.
Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.
You can look at any player’s face-up conspiracies at any time. You’ll also know how many face-down conspiracies a player has in the command zone, although you won’t know what they are.