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Rules guide · Creature

Opposition AgentHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Commander Legends· November 20, 2020
Carte Magic Opposition Agent

Opposition Agent 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

Flash You control your opponents while they're searching their libraries. While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.

How it works : Opposition Agent

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You must follow the normal timing permissions and restrictions for each exiled card. If one is a land, you can't play it unless you have land plays available.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    While controlling an opponent, you make all choices and decisions for that player. However, because the control effect is limited to while they're searching their libraries, it's unlikely the player will be allowed to make any decisions other than what to find with the search.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    You can't have the player find cards in their library that aren't asked for by the search instruction. For example, if the opponent is searching their library for a basic land card, you can't have them find a different card, such as a creature card.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the search instruction states a quality of the card to find, such as a color or card type, you may have the opponent not find any cards. If the search is simply for a number of cards without stating a quality, you must have them find that many cards (or as many as possible, if their library doesn't contain that many cards).

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    While controlling an opponent, you can't make any choices or decisions for that player related to tournament rules. You can't make them concede or have them agree to an intentional draw.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The cards found in the search will be exiled rather than be put wherever the spell or ability tells the opponent to put them after finding them. Any other effects the spell or ability has will still apply. If such an effect refers to the found cards, it can't see them in exile.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If a spell or ability instructs an opponent you control to search multiple zones including the library, you decide what cards they find in all zones. They'll exile all cards they find in any of the zones.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If more than one player controls an Opposition Agent, and another player searches their library, the controller of the Opposition Agent that most recently entered the battlefield controls that player during the search. Because the last ability of each Opposition Agent is trying to exile the card and give permission to play it, the owner of the exiled card chooses which effect wins. However, that owner will be under another player's control, so that player controlling that owner actually makes the decision. In other words, the player who controls the Opposition Agent whose effect applies (and thus controls the opponent) can choose to give themselves all the play permissions unless they're feeling very generous.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    In a multiplayer game, if a player leaves the game, all cards that player owns leave as well.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Maralen of the Mornsong
+Opposition Agent
#1

Maralen of the Mornsong + Opposition Agent

LockPlayers can't draw cardsExile a card of your choice from an opponent's library on each opponent's turn and you may cast that card
  1. 1At the beginning of your draw step, Maralen triggers, causing you to lose three life, then search your library for a card and put it into your hand.
  2. 2During each opponent's draw step, Maralen triggers, causing them to lose three life, then causing you to search their library for a card and exile it.
  3. 3You may play cards exiled this way due to Opposition Agent.
Mornsong Aria
+Opposition Agent
#2

Mornsong Aria + Opposition Agent

Exile a card of your choice from an opponent's library on each opponent's turn and you may cast that cardLockPlayers can't draw cardsPlayers can't gain life
  1. 1At the beginning of your draw step, Maralen triggers, causing you to lose three life, then search your library for a card and put it into your hand.
  2. 2During each opponent's draw step, Maralen triggers, causing them to lose three life, then causing you to search their library for a card and exile it.
  3. 3You may play cards exiled this way due to Opposition Agent.
Opposition Agent
+Hive Mind
+Doomsday
#3

Opposition Agent + Hive Mind + Doomsday

Exile each opponent's libraryNear-infinite lifeloss
  1. 1Cast Doomsday by paying {B}{B}{B}.
  2. 2Hive Mind triggers, causing each opponent to copy Doomsday.
  3. 3Resolve the first opponent's Doomsday, searching their library and/or graveyard for any five cards, exiling them due to Opposition Agent, exiling the rest of their library and graveyard, and causing them to lose half their life, rounded up.
  4. 4Repeat step 3 for each other opponent.
Opposition Agent
+Hive Mind
+Selective Memory
#4

Opposition Agent + Hive Mind + Selective Memory

Cast any number of spells from opponents' librariesExile all nonland cards from opponents' librariesLock
  1. 1Cast Selective Memory by paying {3}{U}.
  2. 2Hive Mind triggers, causing each opponent to copy Selective Memory.
  3. 3Resolve an opponent's Selective Memory, causing you to search their library for all nonland cards and exile them due to Opposition Agent, with the ability to play them from exile.
  4. 4Repeat step 3 for each remaining opponent.
  5. 5Resolve your Selective Memory, exiling nothing from your library.
Opposition Agent
+Hive Mind
+Mana Severance
+Selective Memory
#5

Opposition Agent + Hive Mind + Mana Severance + Selective Memory

Cast any number of spells from opponents' librariesExile all nonland cards from opponents' librariesExile each opponent's libraryLock
  1. 1Cast Mana Severance by paying {1}{U}.
  2. 2Hive Mind triggers, causing each opponent to create a copy of Mana Severance.
  3. 3Resolve each opponent's Mana Severance, searching their libraries for all land cards, exiling them and shuffling their library.
  4. 4Resolve your Mana Severance, exiling no lands cards from your library and shuffling your library.
  5. 5Cast Selective Memory by paying {3}{U}.
  6. 6Hive Mind triggers, causing each opponent to create a copy of Selective Memory.
  7. 7Resolve each opponent's Selective Memory, exiling the rest of each opponent's library.
  8. 8Resolve your Selective Memory, exiling no nonland cards from your library and shuffling your library.
Opposition Agent
+Hive Mind
+Mana Severance
+Mind Grind
#6

Opposition Agent + Hive Mind + Mana Severance + Mind Grind

Infinite mill for target opponent
  1. 1Cast Mana Severance by paying {1}{U}.
  2. 2Hive Mind triggers, causing each opponent to create a copy of Mana Severance.
  3. 3Resolve each opponent's Mana Severance, searching their libraries for all land cards, exiling them and shuffling their library.
  4. 4Resolve your Mana Severance, exiling no lands cards from your library and shuffling your library.
  5. 5Cast Mind Grind by paying {1}{U}{B}.
  6. 6Hive Mind triggers, causing each opponent to create a copy of Mind Grind.
  7. 7Resolve each opponent's Mind Grind, revealing the rest of each opponent's library then put those cards into their graveyard.
  8. 8Resolve your Mind Grind, revealing your cards until you reveal one land card from your library then puts all revealed cards to your graveyard.
Opposition Agent
+Sudden Substitution
+Selective Memory
#7

Opposition Agent + Sudden Substitution + Selective Memory

Exile all nonland cards from target opponent's library, with the ability for you to play them from exile
  1. 1Cast Selective Memory by paying {3}{U}.
  2. 2Holding priority, cast Sudden Substitution by paying {2}{U}{U}, exchanging control of Selective Memory and target creature an opponent controls.
  3. 3Resolve Selective Memory, choosing to have the opponent exile all nonland cards in their library due to Opposition Agent.
Umbris, Fear Manifest
+Opposition Agent
+Hive Mind
+Mana Severance
#8

Umbris, Fear Manifest + Opposition Agent + Hive Mind + Mana Severance

Exile each opponent's libraryNear-infinitely large creature
  1. 1Cast Mana Severance by paying {1}{U}.
  2. 2Hive Mind triggers, causing each opponent to copy Mana Severance.
  3. 3Resolve each opponent's Mana Severance, searching for and exiling all land cards from their libraries.
  4. 4Resolve your Mana Severance, choosing not to exile any land cards from your library.
  5. 5Move to your combat step.
  6. 6Attack with Umbris.
  7. 7Umbris triggers, creating a token copy of Umbris for each opponent you have, with each token tapped and attacking a different opponent.
  8. 8Put all but one Umbris into your graveyard due to the legend rule.
03

Legal formats

historictimelessgladiatorlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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