The Hippodrome 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.
Official card text
All creatures get -5/-0. Whenever chaos ensues, you may destroy target creature if its power is 0 or less.
Complete guide
Welcome to The Hippodrome, a plane on Segovia where even the mightiest warriors find their strength withered. This Plane card fundamentally alters combat by drastically reducing the power of every creature on the battlefield. In the chaos of this arena, weakness becomes a fatal flaw as the planar controller gains the ability to execute the frail.
A World of Diminished Power
The Hippodrome features a static ability that grants all creatures -5/-0. This affects every creature currently on the battlefield, regardless of who controls it. Because Magic allows for negative power, a creature that normally has 2 power will become a -3/4. This is crucial for combat, as any creature with 0 or less power cannot assign combat damage at all, effectively neutralizing most threats.
Navigating the Chaos
When you roll the chaos symbol on the planar die, the second ability triggers. As the planar controller, you may target any creature on the battlefield. It is important to note that the game only checks if the creature's power is 0 or less upon the resolution of the ability. If the creature's power is boosted above 0 in response, the destruction effect will not happen.
Strategic Considerations
Players should be wary of using combat tricks to raise power just enough to avoid the chaos trigger. Conversely, because The Hippodrome is a Plane card, it is controlled by the active player. If you are the active player and roll chaos, you choose which creature to destroy. Remember that the -5/-0 penalty applies to your creatures too, so plan your attacks carefully if you intend to deal damage.
Interaction examples
While The Hippodrome is active, you can use the mana from Command Tower and Sol Ring to pay for multiple rolls of the planar die during your main phase. Each subsequent roll costs more mana, but increasing your chances to trigger chaos allows you to pick off enemy creatures that have been weakened to 0 or less power by the plane's static effect.
If you control a creature with 3 power, The Hippodrome reduces it to -2 power. During the combat phase, even if this creature is not blocked, it assigns 0 damage to the defending player. If you later roll chaos, that same creature is a legal target for destruction because its power is currently less than 0.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : The Hippodrome
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
A plane card is treated as if its text box included "When you roll
, put this card on the bottom of its owner's planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up." This is called the "planeswalking ability."
No other card is named in this ruling.
- #2· Wizards of the Coast
A face-up plane card that's turned face down becomes a new object with no relation to its previous existence. In particular, it loses all counters it may have had.
No other card is named in this ruling.
- #3· Wizards of the Coast
The controller of a face-up plane card is the player designated as the "planar controller." Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn't leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
No other card is named in this ruling.
- #4· Wizards of the Coast
If an ability of a plane refers to "you," it's referring to whoever the plane's controller is at the time, not to the player that started the game with that plane card in their deck. Many abilities of plane cards affect all players, while many others affect only the planar controller, so read each ability carefully.
No other card is named in this ruling.
- #5· Wizards of the Coast
Creatures may have negative power. For example, a 3/4 creature that gets -5/-0 becomes -2/4. The total of its power and toughness is 2. It would need +3/+0 to raise its power to 1.
No other card is named in this ruling.
- #6· Wizards of the Coast
A creature that would assign 0 or less combat damage (due to having power 0 or less) doesn't assign combat damage at all.
No other card is named in this ruling.
- #7· Wizards of the Coast
You may target any creature with The Hippodrome's chaos ability. Whether its power is 0 or less isn't checked until the ability resolves.
No other card is named in this ruling.
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Meta decks with The Hippodrome
No archived Top 8 deck with this card yet.



Sol Ring
Command Tower