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Rules guide · Conspiracy

Immediate ActionHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Conspiracy· June 6, 2014
Carte Magic Immediate Action

Immediate Action 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

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

How it works : Immediate Action

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Conspiracies are colorless, have no mana cost, and can't be cast as spells.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    You must name a Magic card. Notably, you can't name a token.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If you play multiple games after the draft, you can name a different card in each new game.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    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 named card is revealed and the conspiracy's abilities will affect the game.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.

    No other card is named in this ruling.

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