Power Play
Turn order is the most undervalued resource in a multiplayer game, and this is the only card that buys it before the first card is drawn. Conspiracies live in the command zone and never touch the battlefield, which means this acquires the starting-player slot for the cost of a deck-construction agreement rather than a mana payment or a tempo concession on the stack. The wording does the careful work: it does not merely let you choose to go first, it makes you the starting player, and it pre-resolves the only collision case (two players both holding the same effect) with a random tiebreak rather than a stalemate. In a game where the right to act first can decide whether you assemble a combo unopposed or watch someone else assemble theirs, locking that initiative into your opening configuration is a structural edge that compounds through every later decision. What sets this apart from other effects that manipulate the rules of setup rather than the contents of the board is that it pays nothing for the privilege beyond being included: no card in hand, no mana, no board presence, just an entry in the pregame command zone that quietly rearranges who moves first.
