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Fugitive CodebreakerHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Murders at Karlov Manor· February 9, 2024
Carte Magic Fugitive Codebreaker

Fugitive Codebreaker 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

Prowess, haste Disguise {5}{R}. This cost is reduced by {1} for each instant and sorcery card in your graveyard. (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, discard your hand, then draw three cards.

How it works : Fugitive Codebreaker

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If you have no cards in hand when Fugitive Codebreaker's last ability resolves, you won't discard any cards, but you'll still draw three cards.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.

    No other card is named in this ruling.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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Official source