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Moxonomy

Rule with an Even Hand

Conspiracy

Conspiracies are draft's answer to a question no other card type asks: what if the deckbuilding decision happened before you ever cast a spell? This one lives entirely in that pregame space, a rule you agree to play under in exchange for a repeatable payoff. The constraint carries the whole design: you can't attack with an odd number of creatures, which turns every combat step into a parity puzzle. Want to swing with three? You either hold one back or find a fourth. And because one is itself an odd number, you can never send a lone attacker at all: the doubling only fires when at least two creatures are already declared, so the card refuses the very single-threat lines its power boost seems to invite. That tension is the point. You want to aim the doubling at one evasive body, but the even-count rule drags a second creature into every attack, forcing you to build a board that can spare bodies in pairs rather than commit them one at a time. Like all conspiracies, it never gets cast, never sits on the stack, and never draws a removal spell; it simply is, from the first upkeep to the last, an ambient law of your table for the whole game, less a card you play than a house rule your deck signed off on before turn one.

Rule with an Even Hand (mb2)
MB2 · #505rare
Pricing
Normal: $0.22
Foil:
Oracle Text

Rules text

(Start the game with this conspiracy face up in the command zone.) You can't attack with an odd number of creatures. Whenever you attack, double target creature's power until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
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