That title had a few too many conspiracies in it.
That being said, there are 13 cards in Conspiracy that won’t be legal in any other format – the Conspiracies. As there’s only 13 of them, I decided to talk about all of them in the same post. Elspeth FTW mentioned a few of them individually, but this way I can look into them more carefully and in the context of seeing all of the Conspiracies.
There are 2 rare conspiracies, 6 uncommons and 5 commons, and they take the place of the basic land slot, along with the draft constructs and Paliano, the High City.
The two rare conspiracies are Backup Plan and Worldknit.
Backup Plan essentially gives you an opening hand, and then you pick one of those hands to keep. With multiple backup plans, you could technically lose the game turn 0 by drawing too many hands with enough Backup Plans. That being said, it’s a very powerful card in a format that only plays 40 cards.
Worldknit on the other hand makes you play every single card in your chosen pool, and your lands tap for any color. While this may seem really good on the surface, you need to remember that you have to play every last card you drafted – if you picked a lot of actual cards, you could have a huge consistency problem in an 8 person draft. The upside is that Worldknit tries to rebuild the consistency by making it so you can play everything. It is a very good Conspiracy, but you need to draft around it and get it early to make it playable.
Advantageous Proclaimation is another Conspiracy that you open the game with. It allows you to play 5 fewer cards in your deck. While this could be bad with people playing Dack Fayden (the greatest thief in the multiverse) and it being a longer game due to being multiplayer, it does increase consistency as you don’t have to play as many cards in your library. While it’s playable in a Conspiracy deck that literally just plays a ton of conspiracies, I’m not sure how much better it could really be than that in limited.
Double Stroke is the beginning of the Hidden Agenda cards. Before the game starts, you secretly name a card (in a demo Conspiracy draft, they used sticky notes attached to the conspiracies to prevent people from cheating) and then the card has an effect on cards of the chosen name. Double Stroke in particular allows you to copy a named instant and sorcery. This is pretty powerful if you really want to name a card like Reign of the Pit or Plea for Power due to the high power level of the cards.
Iterative Analysis is similar to Double Stroke in that you can only name instants and sorceries with it, and you may draw a card whenever you cast the named card. Not bad if you’re playing a lot of copies of a single card, but I don’t quite see the usefulness of the card quite yet. I suppose just picking it and naming a card you have multiple copies of is fine as it nets you free advantage.
Power Play on the other hand causes you to go first unless another player has one as well. Straight forward, and is one of the more powerful conspiracies that can go in literally any deck without needing to plan for it.
Secret Summoning essentially turns the named card into Squadron Hawk. While this generally would encourage playing a lot of copies of cards, you can always just declare a creature you have two of if you end up with this conspiracy.
Unexpected Potential allows you to cast your chosen spell with any mana. This card is very interesting, as it can let you play a single card out of your colors by naming it with this card and effectively treating it as whatever you want.
Brago’s Favor is another Hidden Agenda, where you declare a particular card and it costs 1 less to cast. Being able to make your star creature hit the board one turn earlier can be a huge help, and it’s cool to see this on one of the common conspiracies.
Immediate Action gives the chosen creature Haste.
Muzzio’s Preparations causes the chosen creature to enter the battlefield with a +1/+1 counter.
Secrets of Paradise causes all of the named creatures to tap for any color.
Sentinel Dispatch is probably my favorite of the conspiracies – you start the game with a 1/1 defender. It’s the one I would most likely draft as it gives immediate advantage, even if they can’t attack.
Overall, I like the conspiracies but there isn’t a whole lot to say about most of them. The upside to every last one of them (aside from Worldknit) is that there is no downside to playing them in the deck. All of the Hidden Agenda cards especially just let you get tons of advantage out of a single creature if you just keep naming the same card for each of them, and Unexpected Potential lets you play your off-color bombs in your deck as well.
All this talk about Conspiracy is just getting me more excited for the set. I will be doing a floor draft with my floor here at school, and I’ll get you guys a draft report talking about my experience with the set.
Until next time,