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Conspire

Con­spire was intro­duced in Shad­ow­moor.

702.75. Con­spire

  • 702.75a. Con­spire is a key­word that rep­re­sents two abil­i­ties. The first is a sta­tic abil­ity that func­tions while the spell is on the stack. The sec­ond is a trig­gered abil­ity that func­tions while the spell is on the stack. “Con­spire” means “As an addi­tional cost to play this spell, you may tap two untapped crea­tures you con­trol that each share a color with it” and “When you play this spell, if its con­spire cost was paid, copy it. If the spell has any tar­gets, you may choose new tar­gets for the copy.” Pay­ing a spell’s con­spire cost fol­lows the rules for pay­ing addi­tional costs in rules 409.1b and 409.1f-h.
  • 702.75b. If a spell has mul­ti­ple instances of con­spire, each is paid sep­a­rately and trig­gers based on its own pay­ment, not any other instance of conspire.

Rules Trans­la­tion

  • 702.75a. — Con­spire is “over­loaded” as it rep­re­sents two abil­i­ties. First is the always on sta­tic abil­ity which func­tions while it is on the stack. The sec­ond is a trig­gered abil­ity for when the spell is on the stack. It is that if you tap two untapped crea­tures you con­trol that each share a color with the spell and make a copy of the spell.
  • 702.75b. — You can only Con­spire a spell once for each instance of Conspire.
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