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Rules guide · Conspiracy

Rule with an Even HandHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Rule with an Even Hand

Rule with an Even Hand 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

(Start the game with this conspiracy face up in the command zone.) You can't attack with an odd number of creatures. Whenever you attack, double target creature's power until end of turn.

How it works : Rule with an Even Hand

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Yes, we know, you can’t odd. Wait, that’s not the saying.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Zero is even, so you can attack with zero creatures. One, however, is odd.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as Rule with an Even Hand’s last ability resolves.

    No other card is named in this ruling.

  4. #4· 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.

  5. #5· 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 Limited formats, the minimum deck size is 40 cards.)

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· Wizards of the Coast

    Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.

    No other card is named in this ruling.

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