Secret Plans

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2019 (C19) Uncommon
Khans of Tarkir (KTK) Uncommon

Combos Browse all

Secret Plans

Enchantment

Face-down creatures you control get +0/+1.

Whenever a permanent you control is turned face up, draw a card.

Browse Alters

Secret Plans Discussion

SufferFromEDHD on Budget Morph Tribal

1 month ago

Secret Plans cut Wall of Deceit.

Funkydiscogod on Need help making deck

5 months ago

lagotripha Yes, I forgot that was a thing.

Ok, so, I'm thinking about it, and I think there are only a few directions that you can go with Morph/Manifest as a theme or strategy:

Did I miss any?

joselemanouch on It's Animorphin' time!

7 months ago

[email protected]_only Wow thanks, someone did their homework!!!! I’m also pretty fond of this deck I crammed all the morphs I opened in packs when I started playing in the onslaught block.

Obscuring AEther / Dream Chisel : I already get the morph discount from Animar, Soul of Elements rather easily.

Primordial Mist / Whisperwood Elemental / Thousand Winds : I’m trying to keep the mana curve on the low side.

Ixidor, Reality Sculptor aka Akroma, Angel of Wrath ‘s daddy: I don’t really need a lord and I have other ways of flipping morphs over and over again with Weaver of Lies and Master of the Veil .

Secret Plans / Trail of Mystery : Those cards are great I did not know they existed I’ll try to include them.

Jeskai Infiltrator : He will most likely never get to deal combat damage in my playgroup.

[email protected]_only on It's Animorphin' time!

7 months ago

love the deck - Vesuvan Shapeshifter is one of my all-time faves!

odd cards you might consider:

Obscuring AEther and / or Dream Chisel - cost for morph reduction

Primordial Mist and / or Whisperwood Elemental - card "draw", free morph each turn

Secret Plans and / or Aphetto Runecaster - card draw for morphing

Trail of Mystery and / or Salt Road Ambushers - Creature boost for turning face up

Ixidor, Reality Sculptor - alternate morph cost, morph roiding

Voidmage Apprentice and / or Kheru Spellsnatcher - counterspell that doesn't require sacing a creature

Jeskai Infiltrator - free morphing draw when it hits

Thousand Winds - mass bounce

Red_X on Morph componetry

9 months ago

So let's break down a couple of things.

*First, I'd cut down on the cards with high megamorph cost, and cut the ramp cards with it. The reason is two fold: one, morph is strongest when your opponent doesn't know what you have facedown, and has to be worried that you could flip that card at any time. If you have to pay 6 mana to flip a creature, you are not able to play the creatures in your hand on your turn, and if you cast your creatures you don't get to flip them. Two, every ramp card you draw is a card that isn't action, meaning you're getting all worked up with nothing to spend the mana on. Most decks that are trying to ramp are trying to do something where they essentially win the game by casting a single threat early (Ugin in Tron and Primeval Titan in Amulet Titan in modern, for instance), and your deck isn't doing that. That being said, you might want to consider cards like Llanowar Elves, since morph decks tend to have their curves start on 3 mana and you really want to be able to play creatures on your second turn.

*Second, I'd cut either black or red and add blue, so you can play Secret Plans (along with other good morph cards like Icefeather Aven). The card is very useful in making sure that you have enough gas to close out the game.

*Third, play some cards that synergize with your deck, not just with morph. Ghostfire Blade is great because you can equip it to your creature when it's face down and colorless for cheap, and that creature will keep the equipment when flipped face up. Cards like Hardened Scales can also synergize with the additional +1/+1 counters.

*Fourth, and finally, this is a good article for finding out how many lands you should play based off the converted mana cost of your deck. https://www.channelfireball.com/articles/how-many-lands-do-you-need-to-consistently-hit-your-land-drops/

Good luck

Funkydiscogod on Muraganda Set

10 months ago

Oh, right, I was going to finish all the cards...

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Holistic Wisdom: It's like Bred for the Hunt or Secret Plans, but much worse.

Ivory-Tusk Stampede: Should be sorcery, like Martial Coup.

March of Mediocrity: Seems to occupy the same design space as Muraganda Petroglyphs.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

Radiant Purge: Good sweeper for this set.

Don't worry, I'll get the rest later...

Hawk_of_Battle on Metal Gear Solid

1 year ago

How about Betrayal for themes? There's also Secret Plans.

Assault Suit is also Metal Gear-ish.

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