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Rules guide · Enchantment

Fight RiggingHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Streets of New Capenna· April 29, 2022
Carte Magic Fight Rigging

Fight Rigging 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.

01

Official card text

Hideaway 5 (When this enchantment 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.) At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.

Complete guide

Fight Rigging is a powerful enchantment that rewards you for developing a massive board presence. By utilizing the Hideaway mechanic, it sets up a powerful secret play that triggers the moment your creatures reach a certain strength. This card is a staple for decks looking to cheat out high-cost spells while simultaneously buffing their army.

Stashing Your Secret Weapon

When Fight Rigging enters the battlefield, its Hideaway 5 ability triggers. You look at the top five cards of your library, choose one to exile face down, and put the others on the bottom in a random order. You can look at this hidden card at any time while it remains in exile. Unlike older versions of this keyword, Fight Rigging does not enter the battlefield tapped, allowing you to use it immediately if you have already reached your combat phase.

Step-by-Step Resolution

The primary ability triggers at the beginning of combat on your turn. First, you must choose a target creature you control to receive a +1/+1 counter. After the counter is placed, the game checks if you control a creature with power 7 or greater. If you do, the condition is met and you may play the exiled card immediately without paying its mana cost. If the spell you cast is a creature or enchantment, it enters the battlefield as the ability finishes resolving.

Important Timing and Restrictions

A common mistake is forgetting that the 'power 7 or greater' check happens after the +1/+1 counter is placed. This means a creature with 6 power can trigger the free spell by becoming a 7/7. Also, remember that 'playing' a card includes casting spells or playing a land. If you cast a spell this way, you must still follow all other timing restrictions based on the card type unless the effect specifically says otherwise, but since this happens during the resolution of a triggered ability, you can cast sorceries or creatures during this window.

When to Rig the Fight

This card excels in midrange decks where you are likely to have a creature with 4 or 5 power early on. Since the trigger happens every turn, it provides consistent value even if you can't cast the hidden card immediately. It is best used to cheat out high-mana finishers that would otherwise take many turns to cast normally.

Interaction examples

Setting Up the Draw

During your turn, you use Sylvan Library to draw two extra cards. If you see a high-cost card you want to hide, you can use the Library's ability to put that card back on top of your library. Then, when you cast Fight Rigging, that specific card will be among the top five cards, allowing you to reliably exile it for the Hideaway effect.

The Power Threshold

If you control Garruk's Uprising and a creature with 6 power, entering your combat phase triggers Fight Rigging. You put a +1/+1 counter on your 6-power creature, making it a 7/7. Because it is now 7 power, you cast the hidden card for free. If that hidden card is another creature with power 4 or greater, Garruk's Uprising will trigger again when that creature enters, allowing you to draw a card.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Fight Rigging

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"

    No other card is named in this ruling.

  2. #2· 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.

  3. #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. #4· 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.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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