Magic: The Gathering – The 10 Best Hideaway Cards
Magic: The Gathering has a very long history, with tens of thousands of cards that span almost a hundred sets. Over the years they have introduced tens of mechanics to the game, in order to keep things interesting. Some have become staples of the game while others have fallen to the wayside.
Hideaway is a mechanic that first came out in the Lorwyn set in 2007. It was present on only five land cards, some of which were reprinted over the years in various other sets. But now with Streets of New Capenna they are finally adding some more hideaway cards, giving the mechanic a new chance to prove itself.
10 Howltooth Hollow
The black variant of the Lorwyn lands, Howltooth Hollow requires you to pay one black mana and tap it in order to play the exiled card without paying its mana cost if both players have no cards in hand.
This is probably the worst out of all the hideaway lands, since achieving the requirement is quite tricky. Reaching a moment in the game when both players have empty hands isn't something that usually happens. And it definitely won't when you have Howltooth Hollow on the table, since your opponent can just hold on to one card in hand to make sure that you never get to activate the ability.
9 Mosswort Bridge
Mosswort Bridge is the green producing Lorwyn land, and you'll have to pay one green mana in order to activate its effect, as long as the creatures that you have in play total power ten or greater.
While not the most challenging prerequisite to achieve, it does force you to play an aggro or midrange deck. And given how slow it is, the odds of you actually getting to activate this card are very slim. On the other hand, since it doesn't come into play tapped, this card can't hurt either and with some decent luck, you might actually land a solid card with the exile effect.
8 Windbrisk Heights
The third of the Lorwyn lands, Windbrisk Heights is the white option and will require one white mana and attacking with at least three creatures in order to play the card that is hidden away.
Another card that would fit best in an aggro deck, Windbrisk Heights is actually not that bad when you really think about it. Reaching that three attacking creatures requirement can be pretty straightforward, especially with some token spawning cards. And we all know that White has plenty of those in its repertoire, especially when combined with green or red.
7 Shelldock Isle
One of the original hideaway cards that has actually seen some competitive play, Shelldock Isle allows you to play the exiled card if a player's library has twenty or fewer cards in it.
This is obviously a pretty strong effect when playing a control deck, since you have the highest chance of prolonging a game up to the point that you can actually activate it. It could also fit into a mill deck where your opponent having less than twenty cards in his library will generally be a given if you don't have a horrible draw.
6 Spinerock Knoll
The last of the Lorwyn hideaway lands, Spinerock Knoll is the red variant, and it requires you to deal seven damage in a turn in order to activate the effect.
Another effect that shouldn't be too hard to pull of if played in the correct type of deck. It would fit best in either a deck that is focused solely on burning down your opponent or an aggro deck. Either will give you plenty of opportunities to deal seven to your opponent in a single turn.
5 Widespread Thieving
The first of the new enchantment cards that use the hideaway mechanic, with a slight difference. Now you will also see a number after the hideaway wording, signaling how many cards you can look at from the top of your library.
When you cast a multicolored spell you get to create a treasure token. Then if you pay WUBRG (white/blue/black/red/green) you get to play the exiled card without paying the cost. A pretty strange mechanic, especially for a red card. It could find a spot in some weird combo deck but overall a pretty lackluster effect.
4 Rabble Rousing
This is the white enchantment with hideaway, it costs four generic and one white mana, and it allows you to check the top five cards of your library.
Whenever one of your creatures attacks you will get a 1/1 Citizen creature token back. Then if you reach ten creatures on board you may play the exiled card without paying its cost. A decent effect that will work especially well in decks that focus on token creation.
3 Fight Rigging
The New Capenna green enchantment, Fight Rigging costs two generic and one green mana, and it gives one of your creatures a +1/+1 counter every turn. Then if you have a creature with power seven or more you get to play the hideaway card without paying its mana cost.
The fact that this card actually gives you a bonus every turn makes it pretty good. Even after you get to play the hideaway card, you will still get a +1/+1 counter every turn, making this a decent card for an aggro or midrange deck.
2 Cemetery Tampering
This is the black variant of the New Capenna enchantments, it costs two generic and one black mana, and it gives you the option of milling three cards from your library every turn. Then, if you have twenty or more cards in your graveyard, you can play the hidden card without paying the mana cost.
An excellent card for a deck that focuses on graveyard mechanics, and there are plenty of those in multiple formats. It can work great in a reanimation deck, especially if you find one of your big creatures for the hideaway mechanic.
1 Watcher for Tomorrow
The only creature on this entire list, Watcher for Tomorrow costs one colorless and one blue and is a 2/1 which has the four card hideaway mechanic. What makes it different from all the other cards on this list is the fact that when it dies you put the exiled card into your hand instead of getting to play it.
This is without a doubt the most consistent card that has the hideaway mechanic. You get some real board interaction from the get-go, it's an excellent flicker target, and you can always use him for a chump block in order to get that hideaway card into your hand.
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