
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Standard Brawl | Legal |
Vanguard | Legal |
Vintage | Legal |
Wiretapping
Enchantment
Hideaway 5 (When this enters the battlefield, look at the top five cards of your library, exiled one face down, then put the rest on the bottom in a random order.)
Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.





DemonDragonJ on Do the Abilities of the …
4 weeks ago
Streets of New Capenna introduced five enchantments with the hideaway mechanic: Cemetery Tampering, Fight Rigging, Rabble Rousing, Widespread Thieving, and Wiretapping, which have abilities that trigger under certain circumstances, and also give their controller the opportunity to play the exiled card, if other certain conditions are met, so I am wondering if the abilities of those enchantments shall still trigger, even after the exiled card is played. Judging from the words of the cards, it seems that the abilities should still trigger, but I would like to ask everyone here, about it, to be certain.
What does everyone else say, about this? Do the abilities of the hideaway enchantments still trigger, even after the exiled card is played? Thank you, very much.