8/23/2016 |
Even though your starting hand size is five, nothing else about the pregame procedure changes. |
8/23/2016 |
Unless an effect states otherwise, you are still limited to one land play on each of your turns. Activating the ability of Sovereign's Realm multiple times on your turn has no additional benefit. |
8/23/2016 |
In Limited and Constructed events, "outside the game" means your sideboard. In Limited events, your sideboard is considered to have as many cards named Plains, Island, Swamp, Mountain, and Forest as needed. You don't have to draft such cards. |
8/23/2016 |
If you're drafting with other sets and draft basic land cards other than the five mentioned above (including Wastes and the "Snow-Covered" versions of the typical basic lands), those cards will be in your sideboard and the activated ability of Sovereign's Realm will allow you to play them. Also, invite me to your next draft—your group sounds rad. |
8/23/2016 |
The ability of Sovereign's Realm doesn't change when you can play lands. You can still only play them during your main phase, if the stack is empty, if you have priority, and if you have an available land play. |
8/23/2016 |
You can never play lands on another player's turn. Activating the ability of Sovereign's Realm during an opponent's turn won't allow you to play lands that turn. |
8/23/2016 |
Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down. |
8/23/2016 |
A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.) |
8/23/2016 |
You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point. |
8/23/2016 |
You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are. |
8/23/2016 |
A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone. |
8/23/2016 |
Conspiracies are colorless, have no mana cost, and can't be cast as spells. |
8/23/2016 |
Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft. |
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