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Rules guide · Enchantment

Stay Hidden, Stay SilentHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Duskmourn: House of Horror· September 27, 2024
Carte Magic Stay Hidden, Stay Silent

Stay Hidden, Stay Silent 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

Enchant creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. {4}{U}{U}: Shuffle enchanted creature into its owner's library, then manifest dread. Activate only as a sorcery.

Complete guide

Stay Hidden, Stay Silent is a powerful Blue Aura that serves as both long-term crowd control and a late-game creature generator. It effectively locks down a threat before eventually replacing it with a hidden menace from your own library.

Lockdown and Removal

When Stay Hidden, Stay Silent enters the battlefield, it immediately taps the enchanted creature. As long as the Aura remains attached, that creature is prevented from untapping during its controller's untap step. This creates a permanent 'freeze' effect. However, the card's utility doesn't end there; for six mana, you can remove the creature permanently by shuffling it back into its owner's library, which also triggers a 'manifest dread' for you.

Resolving the Manifest Dread

The activated ability must be played as a sorcery. When it resolves, you first shuffle the enchanted creature into its owner's library. Then, you look at the top two cards of your library: put one onto the battlefield face down as a 2/2 colorless creature and the other into your graveyard. If you only have one card in your library, you manifest that card and do not put anything into the graveyard. If your library is empty, you simply shuffle the creature away and do not create a new creature.

Common Mistakes

Only the controller of Stay Hidden, Stay Silent can activate the shuffle ability, not the controller of the enchanted creature. Additionally, if the creature leaves the battlefield in response to the ability being activated, the ability will fizzle, and you will not get to manifest dread. Remember that face-down creatures have no name or mana cost, but you can turn them face up at any time by paying the card's mana cost if it is a creature card.

Strategic Timing

Use this card early to neutralize a high-power attacker. Because the shuffle ability is a sorcery, you cannot use it to respond to an opponent's spell or during combat. Save the activated ability for when you have excess mana or when the opponent might have a way to destroy your Aura and 'unlock' their creature.

Interaction examples

Basic Neutralization

You cast Stay Hidden, Stay Silent targeting an opponent's untapped creature. Upon resolution, the Aura enters the battlefield, its trigger goes on the stack, and the creature is tapped. The creature will now remain tapped indefinitely during the opponent's untap steps.

The Late Game Transition

During your main phase, you pay {4}{U}{U} to activate the final ability. The enchanted creature is shuffled into its owner's library. You then look at the top two cards of your library, choosing one to be a face-down 2/2 creature. This effectively trades their best threat for a new body on your side of the field.

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

How it works : Stay Hidden, Stay Silent

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Only the controller of Stay Hidden, Stay Silent may activate its last ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    To manifest dread, look at the top two cards of your library. Manifest one (by putting it onto the battlefield face down) and put the other into your graveyard. The card you put onto the battlefield becomes a 2/2 face-down creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the permanent can still grant it any characteristics it doesn't have or change the characteristics it does have.

    Card named in this ruling

  3. #3· Wizards of the Coast

    Any time you have priority, you can turn a manifested permanent you control face up by revealing that it's a creature card (ignoring any copy effects or type-changing effects that might be applying to it) and paying its mana cost. This is a special action. It doesn't use the stack and can't be responded to.

    Card named in this ruling

  4. #4· Wizards of the Coast

    If a manifested creature would have disguise or morph if it were face up, you may also turn it face up by paying its disguise or morph cost, as appropriate.

    Card named in this ruling

  5. #5· Wizards of the Coast

    Unlike a face-down creature that was cast using a disguise or morph ability, a manifested creature may still be turned face up after it loses its abilities if it's a creature card.

    Card named in this ruling

  6. #6· Wizards of the Coast

    If a double-faced card is manifested, it will be put onto the battlefield face down. While face down, it can't transform. If the front face of the card is a creature card, you can turn it face up by paying its mana cost. If you do, its front face will be up.

    Card named in this ruling

  7. #7· Wizards of the Coast

    If your library contains only one card when you manifest dread, you'll look at that card and put it onto the battlefield face down. You won't have the option to put it into your graveyard instead. If your library contains no cards when you manifest dread, you won't do anything.

    Card named in this ruling

  8. #8· Wizards of the Coast

    Some cards in the Duskmourn release have abilities that trigger "whenever you manifest dread." In circumstances where you are instructed to manifest dread but can't perform some or all of the steps of manifesting dread (probably because your library has one or fewer cards in it), these abilities will still trigger.

    Card named in this ruling

  9. #9· 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.

  10. #10· Wizards of the Coast

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

    No other card is named in this ruling.

  11. #11· 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.

  12. #12· 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.

  13. #13· 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.

  14. #14· 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.

  15. #15· 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.

  16. #16· 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 should remain clear, as well as what ability caused them to be face down. (This includes manifest, disguise, cloak, morph, and a few older 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.

    Card named in this ruling

  17. #17· Wizards of the Coast

    If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it's an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won't trigger, because even though you revealed the card, it never turned face up.

    No other card is named in this ruling.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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