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"Find me cards equivalent to: Muzzio's Preparations"

Muzzio's Preparations is a colorless conspiracy card. Equivalent cards (colorless, similar effect/format) include:

  • Adriana's Valor
  • Agitator's Agenda
  • Hired Heist
  • Hymn of the Wilds

All are colorless conspiracies with hidden agenda, and some grant other enhancements to your chosen card name, but none give exactly the same +1/+1 counter effect. Muzzio's Preparations is unique for +1/+1 counters, but above are the closest equivalents.

Found Cards

4 Results

Adriana's Valor

Hired Heist

Hymn of the Wilds

Muzzio's Preparations

Adriana's Valor #1 Conspiracy

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 0
Power/Toughness: /
Types:
  • Conspiracy
  • SubTypes:
    Languages:
    Layout:
    Normal

    Abilities/Keywords

    Rules

  • A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)
  • A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.
  • A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.
  • As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the named card is revealed and the conspiracy's abilities will affect the game.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.
  • Conspiracies are colorless, have no mana cost, and can't be cast as spells.
  • Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
  • Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
  • If you play multiple games after the draft, you can name a different card in each new game.
  • The last ability triggers once for each creature with the chosen name that attacks. You choose whether to pay {W} as the ability resolves. Notably, someone could respond to the ability and destroy the creature before it gains indestructible.
  • There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.
  • You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.
  • You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.
  • You must name a Magic card. Notably, you can't name a token.
  • You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.39 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.39 USD 0.06 USD
    Cardmarket 0.14 EUR / 0.26 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name attacks, you may pay . If you do, that creature gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)

    Hired Heist #5 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Conspiracy
  • SubTypes:
    Languages:
    Layout:
    Normal

    Abilities/Keywords

    Rules

  • A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)
  • A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.
  • A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.
  • As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the named card is revealed and the conspiracy's abilities will affect the game.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.
  • Conspiracies are colorless, have no mana cost, and can't be cast as spells.
  • Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
  • Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
  • If you play multiple games after the draft, you can name a different card in each new game.
  • There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.
  • You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.
  • You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.
  • You must name a Magic card. Notably, you can't name a token.
  • You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.49 USD
    Cardmarket 0.14 EUR / 0.23 EUR
    Manapool / 0.3 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name deals combat damage to a player, you may pay . If you do, draw a card.

    Hymn of the Wilds #7 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Conspiracy
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)
  • A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.
  • Conspiracies are colorless, have no mana cost, and can't be cast as spells.
  • Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
  • Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
  • If the first creature spell you cast in a turn has {X} in its mana cost, you choose the value of X before calculating the spell's total cost. For example, if the first creature spell you cast in a turn has a mana cost of {X}{G}, you could choose 1 as the value of X and pay {G} to cast the spell.
  • If there are additional costs to cast a spell, or if the cost to cast a spell is increased by an effect, apply those increases before applying cost reductions.
  • If you have more than one Hymn of the Wilds in the command zone, their abilities will each apply to the first creature spell you cast each turn. For example, if you have two, the first creature spell you cast each turn costs {2} less to cast. Subsequent creature spells won't get a discount.
  • The ability can't affect the amount of colored mana you pay for a spell. It reduces only the generic component of that mana cost.
  • The cost reduction can apply to an alternative cost, such as a madness cost.
  • The first ability doesn't change the mana cost or mana value of any creature spell. It changes only the total cost you actually pay.
  • The first creature spell you cast each turn doesn't necessarily have to be the first spell you cast. For example, you could cast an artifact spell and then cast a creature spell that would get the discount.
  • You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.
  • You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.
  • Prices

    Seller Price
    Cardmarket 0.22 EUR / 1.93 EUR
    Tcgplayer / 2.1 USD 0.28 USD
    Manapool 0.17 USD / 2.24 USD
    Cardkingdom 0.99 USD / 3.99 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    (Start the game with this conspiracy face up in the command zone.) The first creature spell you cast each turn costs less to cast. You can't cast instant or sorcery spells.

    Muzzio's Preparations #7 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Conspiracy
  • SubTypes:
    Languages:
    Layout:
    Normal

    Abilities/Keywords

    Rules

  • A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)
  • A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.
  • A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.
  • As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the named card is revealed and the conspiracy's abilities will affect the game.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.
  • Conspiracies are colorless, have no mana cost, and can't be cast as spells.
  • Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
  • Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
  • If you play multiple games after the draft, you can name a different card in each new game.
  • There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.
  • You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.
  • You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.
  • You must name a Magic card. Notably, you can't name a token.
  • You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
  • Prices

    Seller Price
    Cardmarket 0.08 EUR / 0.35 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool / 0.33 USD 0.15 USD
    Tcgplayer 0.12 USD / 0.49 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Each creature you control with the chosen name enters with an additional +1/+1counteron it.