Collector's Cage 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 5 (When this artifact enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.),
: Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
How it works : Collector's Cage
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
No other card is named in this ruling.
- #2· Wizards of the Coast
Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
No other card is named in this ruling.
- #3· Wizards of the Coast
Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
No other card is named in this ruling.
- #4· Wizards of the Coast
Collector's Cage's last ability looks at the creatures you control as it resolves to determine if you can play the exiled card. For example, if you control a 4/5 creature, a 1/1 creature, and a 2/1 creature, there are three different powers among creatures you control.
No other card is named in this ruling.
- #5· Wizards of the Coast
You choose whether to play the exiled card as Collector's Cage's last ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to play it later in the turn. Timing restrictions based on the card's types are ignored. However, you can never play lands on other players' turns.
No other card is named in this ruling.
- #6· Wizards of the Coast
If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
No other card is named in this ruling.
- #7· Wizards of the Coast
If the spell you cast has
in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
No other card is named in this ruling.
Legal formats
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