Hidden agenda

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Hidden Agenda
(Double Agenda)
Keyword Ability
Type Static
Introduced Conspiracy
Last used Conspiracy: Take the Crown
Reminder Text Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Double agenda (Start the game with this conspiracy face down in the command zone and secretly name two different cards. You may turn this conspiracy face up any time and reveal the chosen names.)
Statistics
14 hidden agenda cards
{C} 100%

1 double agenda card
{C} 100%
Scryfall Search
keyword:"Hidden Agenda"
keyword:"Double Agenda"

Hidden agenda is a keyword found on some Conspiracy cards in the multiplayer Conspiracy sets.

Description

These conspiracies have you secretly name a card before the game begins. Any time you have priority during the game, you can turn the conspiracy face up and reveal the chosen name and what bonus the conspiracy gives cards with that name.[1][2][3]

Rules

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Hidden Agenda
A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.106, “Hidden Agenda.”

From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

  • 702.106. Hidden Agenda
    • 702.106a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.”
    • 702.106b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
    • 702.106c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j.
    • 702.106d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.
    • 702.106e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.
    • 702.106f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.

Double agenda

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Double Agenda
A variant of the hidden agenda ability. See rule 702.106, “Hidden Agenda.”

Conspiracy: Take the Crown expanded hidden agenda to double agenda. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one.[4] This keyword is found on only one Conspiracy card: Summoner's Bond.

Rulings

  • You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
  • There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.
  • You must name a Magic card. Notably, you can't name a token (except in the unusual case that a token's name matches the name of a card, such as Illusion).
  • If you play multiple games after the draft, you can name a different card in each new game.
  • As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the conspiracy's abilities will affect the game.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.

Examples

Example 1

Immediate Action
Conspiracy
Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly name a card. You may turn this conspiracy face up any time and reveal the chosen name.)
Creatures you control with the chosen name have haste.

Example 2

Summoner's Bond
Conspiracy
Double agenda (Start the game with this conspiracy face down in the command zone and secretly name two different cards. You may turn this conspiracy face up any time and reveal the chosen names.)
Whenever you cast a creature spell with one of the chosen names, you may search your library for a creature card with the other chosen name, reveal it, put it into your hand, then shuffle your library.

References

  1. Matt Tabak (May 19, 2014). "Mechanics of Conspiracy". magicthegathering.com. Wizards of the Coast.
  2. Matt Tabak (June 04, 2014). "Conspiracy Release Notes". magicthegathering.com. Wizards of the Coast.
  3. Wizards of the Coast (August 22, 2016). "Conspiracy: Take the Crown Release Notes". magicthegathering.com. Wizards of the Coast.
  4. Matt Tabak (August 15, 2016). "Conspiracy: Take the Crown Mechanics". magicthegathering.com. Wizards of the Coast.