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Rules guide · Scheme

Surrender Your ThoughtsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Archenemy Schemes· June 18, 2010
Carte Magic Surrender Your Thoughts

Surrender Your Thoughts 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

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player discards four cards. If the player chooses others, each of your other opponents discards two cards.

Complete guide

In the world of Archenemy, Surrender Your Thoughts is a scheme that forces your foes into a psychological trap. You present an opponent with a difficult choice: sacrifice their own resources or force their allies to pay the price. It is a powerful tool for dismantling the collective hand size of the heroes standing against you.

Making the Choice

When this scheme is set in motion, you choose a single target opponent. That player must then choose between two options: 'self' or 'others.' This decision is final and determines the impact of the scheme on the game state. Crucially, the player can choose an option even if the resulting action cannot be fully performed, such as choosing 'self' while having no cards in hand.

Resolving the Discard

If the targeted opponent chooses 'self', they immediately discard four cards from their hand. If they choose 'others', every other opponent you have must discard two cards. In a standard Archenemy game where you face three heroes, choosing 'others' results in four total cards discarded across the rest of the team. In a Supervillain Rumble, this choice affects every player who is not you and not the targeted player.

Strategic Timing

Because this occurs during your beginning of combat step when the scheme is set in motion, it often catches players before they have a chance to play lands or spells for the turn. It is most effective when your opponents have limited cards remaining, as forcing a discard of four can completely empty a hero's hand, leaving them unable to respond to your upcoming attacks.

Interaction examples

Empty Hand Trap

If you set Surrender Your Thoughts in motion and target an opponent who only has a Command Tower in hand, they can choose 'self' to protect their teammates. They will simply discard the one card they have, and the scheme finishes resolving without affecting the other players.

Protecting the Lead

Imagine an opponent has a Sol Ring they are saving for a big play. If you target them with this scheme, they face a dilemma. If they choose 'others' to keep their Sol Ring, their teammates will each lose two cards, potentially stripping the team of their collective answers to your board state.

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

How it works : Surrender Your Thoughts

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The targeted player may choose “self” even if they can’t perform the resulting action. For example, a player targeted with Feed the Machine may choose “self” even if they control no creatures.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The targeted player may choose “others” even if there are no others (because all of their teammates have lost the game, for example), or the archenemy’s other opponents can’t perform the resulting action.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    In a Supervillain Rumble game, the targeted player may still choose “others.” Each player who isn’t the active player or the targeted player will thus be affected.

    No other card is named in this ruling.

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