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Rules guide · Ongoing Scheme

You Cannot Hide from MeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic You Cannot Hide from Me

You Cannot Hide from Me 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

(An ongoing scheme remains face up until it's abandoned.) At the beginning of combat on your turn, up to one target creature gets +2/+2 and gains vigilance until end of turn. It can't be blocked this turn. At the beginning of each opponent's end step, if that player has less than half their starting life total, abandon this scheme.

Complete guide

The Archenemy faces many foes, but with You Cannot Hide from Me, evasion becomes an impossible dream for your enemies. This Ongoing Scheme ensures that your most powerful minion strikes with supernatural precision while remaining ready to defend your domain. It is a persistent threat that only fades once your opponents are near their inevitable end.

Persistent Pursuit

As an Ongoing Scheme, You Cannot Hide from Me does not go to the bottom of your scheme deck after it is set in motion. Instead, it remains in the command zone, face up, providing a recurring benefit every single turn. This particular scheme focuses on aggressive pressure, turning a single creature into an unblockable threat that doesn't even need to tap to attack.

Step-by-Step Resolution

The primary ability triggers at the beginning of your combat phase. First, you choose up to one target creature you control. As the ability resolves, that creature receives a +2/+2 stat boost and gains the vigilance keyword until the end of the turn. Additionally, it gains a status effect preventing it from being blocked for the duration of the turn. This sequence ensures your creature hits hard and stays untapped for defense.

The Breaking Point

Every Ongoing Scheme has a condition under which it is abandoned. For this card, it checks at the beginning of each opponent's end step. If that specific opponent's life total is less than half of their starting life total (usually less than 10 in standard play or less than 20 in Commander), the scheme is moved to the bottom of the scheme deck. Note that in shared life total formats, the team's total is used for this check.

Strategic Timing

Since this scheme provides vigilance and unblockable status, it is best utilized when you have a high-power creature that you also need for blocking. Because it triggers at the start of combat, you cannot use mana generated during combat to cast the creature you wish to target; the creature must already be on the battlefield as the combat phase begins.

Interaction examples

Unerring Strikes

If you use Command Tower and Sol Ring to cast a large creature early in the game, You Cannot Hide from Me can target that creature on your next turn. The creature will attack for an extra 2 damage, bypass all blockers, and because of vigilance, it will remain untapped. This allows you to protect your life total even after a massive assault.

Targeting Flexibility

If you have no creatures on the battlefield at the beginning of combat, the ability still triggers. Because the text says 'up to one,' you simply choose zero targets. The scheme remains face up and will trigger again on your next turn when you might have a creature ready to strike.

The Final Countdown

If an opponent starts with 40 life and is at 19 life during their end step, the scheme's second ability triggers and checks the life total. Since 19 is less than half of 40, the scheme is abandoned. You lose the benefit for your following turns, but the opponent is already in a precarious position.

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

How it works : You Cannot Hide from Me

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    In a game with shared life totals (such as a game of Commander Archenemy), effects that reference a player's life total use the team's shared life total.

    No other card is named in this ruling.

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