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Moxonomy

Your Plans Mean Nothing

Scheme

Schemes trade in asymmetry, and this one dresses up a wheel effect so the archenemy walks away holding a full grip while everyone else gets clipped. The template reads even-handed: any number of players ditch their hands, and each opponent redraws to one card short of what they pitched. But the payout does not live in that "each opponent" clause. It lives in the last sentence, where the schemer, having discarded a card of their own, draws a fresh seven. Everyone at the table nets down while the archenemy reloads to a wider hand than anyone else holds. The discard-a-card condition on the seven is what tethers the effect: the schemer only reaps the refill if they had something to throw into the pile, so an empty hand collects nothing. That turns the scheme into a mid-game inflection point rather than a topdeck bailout. The archenemy wants to have committed most of their hand to the board, then keep exactly enough back to feed the discard and fire the refill, converting a spent grip into seven new cards while the many-against-one side crawls back from a smaller pool. It is card advantage weaponized as a threat: no damage dealt, just a decisive rewrite of who gets to keep casting spells.

Your Plans Mean Nothing (dsc)
DSC · #367common
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Oracle Text

Rules text

When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.
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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