Popular Posts


Conspiracy Mechanics

Happy Thursday MTG peeps,

As threatened in our previous posts, we are finally getting around to yatter more about the new Conspiracy set due out next month on 3rd June, 2014.  Although our game format is predominantly constructed (Standard, Modern and Commander), we are still rather pumped for this set designed to draft.  We also are excited to get a few of these cards from MTG Mint Card into some of our casual constructed decks as well.

Anywhoos, before we get to a brief summary of the mechanics for Conspiracy, we have to talk about an image posted by Arkenstone to the forums showing  PTQ Khans of Tarkir Top 8 Playmat from Ultra PRO. 
Dang.  Pretty Sweet looking - although we still have the Magic 2015 core set to come out before the fall expansion of Khans of Tarkir, we are actively checking daily for any news / rumours.  Anywhoos, let's get to that mechanics summary - please be sure to check Matt Tabak's full article on the mothersite earlier this week for the details.

The Magic: The Gathering – Conspiracy is to be released on 6 June, 2014 and features 210 black-bordered cards, including randomly inserted premium versions of all cards in the set. There are sixty-five new cards in Conspiracy. Fifty-two of the new cards will be legal in Legacy and Vintage; thirteen cards will not. 

Conspiracy Draft
The Magic: The Gathering – Conspiracy set is designed to be drafted with six to eight players who then split into groups of three or four players for free-for-all multiplayer games.

Draft Abilities
Cards with draft abilities have a wide range of effects, so read each carefully.  During the draft, there's no stack, turn order, or priority. If two or more players want to use a draft ability at the same time, they do so in a random order.

Conspiracy introduces a new card tykpe called conspiracies.  Conspiracies are not spells (and have no associated mana cost) and these start the game in the command zone but do not count toward your minimum deck size.  Conspiracies have a number of game modifying abilities.

Hidden Agenda
Hidden Agenda is an ability on some conspiracy cards played face-down in the command zone which has you secretly name a card before the game begins and allows you during your priority to turn face up to appply the partcular bonus for your named card.

Dethrone is a triggered ability which takes effect whenever a creature with dethrone attacks the player with the most life or tied for the most life. 

Will of the Council
Each card with a 'will of the council' ability requires players to take a vote on typically two different effects.  There is at least one card to date which may modify voting and in this case, allows the player to cast more than one vote for the effect.
Cards with Parley abilities instruct each player to reveal the top card of his or her library. Then, an additional effect happens based on the number of nonland cards revealed this way. Finally, each player draws a card (the one that was just revealed).

No comments: