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"Find me cards equivalent to: Unexpected Potential"

Equivalent Conspiracy cards to Unexpected Potential (colorless, with hidden agenda) are:

  • Double Stroke
  • Iterative Analysis
  • Immediate Action
  • Brago's Favor
  • Secrets of Paradise
  • Worldknit (not hidden agenda, but colorless conspiracy)


Reason: All use Conspiracy type, are colorless, and most share the hidden agenda mechanic.

Found Cards

8 Results

Brago's Favor

Conspiracy

Double Stroke

Immediate Action

Iterative Analysis

Secrets of Paradise

Unexpected Potential

Worldknit

Brago's Favor #3 Conspiracy

Info

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

    Abilities/Keywords

    Rules

  • If there are additional costs to cast the spell, such as kicker costs, apply those increases before applying cost reductions.
  • The second ability can reduce alternative costs such as overload costs.
  • The second ability can't reduce the colored mana requirement of a spell.
  • 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
    Manapool 0.15 USD / 0.29 USD
    Cardmarket 0.06 EUR / 0.54 EUR
    Tcgplayer 0.14 USD / 0.17 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.) Spells with the chosen name you cast cost less to cast.

    Conspiracy #39 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • It does not replace any use of creature types in card text.
  • This can grant a creature type to animated lands and artifacts that would otherwise have no creature type.
  • "Legend" is no longer a creature type, and may not be chosen.
  • If you choose Wall, then your creatures can still attack because creature types don't confer abilities such as defender (any more than, say, choosing creature type Bird would confer flying).
  • Affected spells, cards, and creatures lose all of their other creature types.
  • Replacement effects that modify creatures of a certain type as they enter the battlefield will apply (or not apply) after you apply this effect. For example, if Warrior is the chosen creature type and you control Bramblewood Paragon, a Runeclaw Bear would enter the battlefield with an additional +1/+1 counter.
  • Prices

    Seller Price
    Cardkingdom 1.49 USD / 7.99 USD
    Cardmarket / 2.59 EUR 0.79 EUR
    Manapool 0.73 USD / 2.89 USD
    Tcgplayer 2.44 USD / 5.38 USD

    Legalities

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

    Text

    As this enchantment enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

    Double Stroke #4 Conspiracy

    Info

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

    Abilities/Keywords

    Rules

  • Effects based on any additional costs that were paid for the original spell will be copied as though those same costs were paid for the copy. For example, if a player exiles three cards from their graveyard to cast Skeletal Scrying, and you copy it, the copy will also cause you to draw three cards and lose 3 life (but you won't exile any cards from your graveyard).
  • If the spell being copied has an X whose value was determined as it was cast (like Skeletal Scrying has), the copy will have the same value of X.
  • If the spell being copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • When the ability resolves, it creates a copy of the spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will resolve like a normal spell, after players get a chance to cast spells and activate abilities.
  • You must turn Double Stroke face up before you cast the spell with the chosen name to have Double Stroke's second ability trigger.
  • 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 0.13 EUR / 0.92 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool / 0.71 USD 0.15 USD
    Tcgplayer 0.17 USD / 0.8 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 you cast an instant or sorcery spell with the chosen name, you may copy it. You may choose new targets for the copy.

    Immediate Action #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
    Manapool / 0.3 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.22 USD 0.12 USD
    Cardmarket 0.09 EUR / 0.23 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.) Creatures you control with the chosen name have haste.

    Iterative Analysis #6 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    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
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.09 EUR / 0.72 EUR
    Tcgplayer 0.13 USD / 0.86 USD
    Manapool 0.15 USD / 0.71 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 you cast an instant or sorcery spell with the chosen name, you may draw a card.

    Secrets of Paradise #10 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
    Manapool 0.15 USD / 0.3 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.15 USD / 0.61 USD
    Cardmarket 0.02 EUR / 0.27 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.) Creatures you control with the chosen name have ": Add one mana of any color."

    Unexpected Potential #12 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    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 / 1.9 USD 0.21 USD
    Manapool / 1.86 USD 0.15 USD
    Cardkingdom 0.35 USD / 1.99 USD
    Cardmarket 0.08 EUR / 0.75 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.) You may spend mana as though it were mana of any color to cast spells with the chosen name.

    Worldknit #13 Conspiracy

    Info

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

    Rules

  • Your card pool includes every card you drafted or received after the draft because of Deal Broker. It doesn't include any cards removed from the draft with Cogwork Grinder.
  • 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.
  • 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 / 1.98 EUR 0.29 EUR
    Tcgplayer 0.38 USD / 2.29 USD
    Cardkingdom / 4.49 USD 0.69 USD
    Manapool / 2.1 USD 0.21 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.) As long as every card in your card pool started the game in your library or in the command zone, lands you control have ": Add one mana of any color."