Clive's Hideaway is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.): Add
.
,
: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Complete guide
Clive's Hideaway is a strategic utility land that allows you to stash a powerful spell for later use. By utilizing the Hideaway mechanic and your legendary allies, you can cast high-impact cards for a fraction of their cost. This Town land provides both mana stability and a potential game-ending play hidden beneath its surface.
Stashing the Prize
When Clive's Hideaway enters the battlefield, its Hideaway 4 ability triggers. You look at the top four cards of your library, choose one to exile face down, and put the others on the bottom in a random order. Note that this land enters the battlefield tapped, as per the standard rules for the Hideaway keyword, meaning you cannot use it for mana or its ability immediately.
Unlocking the Vault
To play the exiled card, you must satisfy the requirement of controlling four or more legendary creatures. If you meet this condition, you can pay two generic mana and tap the land to cast the card without paying its mana cost. You still follow all timing restrictions for the card type unless the card is a land, which you can play during your main phase if you have an available land play.
Town Subtype and Colorless Mana
Clive's Hideaway carries the 'Town' subtype. While this subtype currently has no intrinsic rules, other cards may specifically reference it. For mana production, the land taps to add one colorless mana ({C}). It does not produce colored mana on its own, so it functions as a utility piece rather than a primary mana fixer.
Common Mistakes
A frequent error is forgetting that the exiled card is played, not put onto the battlefield. This means you must still pay additional costs (like Kicker) if you want them, and the spell can be countered. Additionally, you cannot play the card if Clive's Hideaway leaves the battlefield, as the new object won't be associated with the exiled card.
Interaction examples
On turn one, you play Clive's Hideaway. It enters the battlefield tapped and you exile a card. On turn two, you play Command Tower. You can now tap Command Tower for mana, and once Clive's Hideaway untaps on turn three, you can tap it to add {C} to help cast your legendary creatures.
If you have Clive's Hideaway and Exotic Orchard on the field, you have two sources of mana. If your opponent controls a Forest, Exotic Orchard can produce Green mana to help you cast legendary creatures. Once you have four legendary creatures, you can use the {2} mana provided by Exotic Orchard and another source, then tap Clive's Hideaway to cast your exiled card for free.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Clive's Hideaway
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Town is a land type with no special meaning. It doesn't grant the land any intrinsic abilities. Other cards may care about which lands are Towns.
No other card is named in this ruling.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Clive's Hideaway
No archived Top 8 deck with this card yet.



Command Tower
Exotic Orchard