Magic: The Gathering has a long history, with tens of thousands of cards that span nearly a hundred sets. In the past, they have introduced tens of tricks to the game, in order to keep things interesting. Some have become staples of the game, while others have fallen to the point.
Hideaway was initially introduced in the Lorwyn set in 2007. It was only on five land cards, some of which were then reprinted in other sets. But now with Streets of New Capenna they are adding more hideaway cards, giving the mechanic a new chance to prove themselves.
10 Howltooth Hollow
Howltooth Hollow, the Lorwyn lands'' black part, requires you to pay one black mana and tap it in order to play the exiled card without paying its mana fee if both players have no cards in hand.
This is probably the most difficult game in all hideaway properties, since achieving the requirement is quite difficult. It''s likely that both players have empty hands that way, so reaching a moment in the game isn''t something that usually happens. It certainly won''t happen when you have Howltooth Hollow on the table, because your opponent can just hold on to one card in hand to ensure that you never get to activate the ability.
9 Mosswort Bridge
The green producing Lorwyn land is Mosswort Bridge, and you''ll have to pay one green mana to activate its effect, as long as the creatures you have in play are capable of reaching ten or greater.
Although it isn''t the most challenging task to complete, it allows you to play an aggro or midrange deck. However, given how slow it is, chances of getting to activate this card are very slim. On the one hand, this card cannot play if you have adequate luck, and you may even land a solid card with the exile effect.
8 Windbrisk Heights
Windbrisk Heights, the third of the Lorwyn lands, is the white option, which will require one white mana, involving at least three creatures in order to play the card hidden away.
Windbrisk Heights, a new aggro card, isn''t that bad when you think about it. To reach an additional three attacking creatures requirement can be quite straightforward, especially with some token spawning cards. Even though White has plenty of ones in its repertoire, especially when combined with green or red.
7 Shelldock Isle
Shelldock Isle, an authentic hideaway card that has shown some competitive play, permits you to play the exiled card if a player''s library has twenty or less cards in it.
When you play a control deck, you have the highest chance of prolonging a game until you have the capability to activate it. It may fit into a mill deck where your opponent will generally be a given if you don''t have a horrible draw.
6 Spinerock Knoll
Spinerock Knoll, the last of Lorwyn''s hideaway lands, is the red variant, and it requires you to deal seven damage in a turn in order to minimize the effect.
Another effect that shouldn''t be too hard to pull of if played in the correct type of deck. It would fit better in either a deck that is focused solely on burning down your opponent or an aggro. Either will give you plenty of chances to deal seven to your opponent in a single turn.
5 Widespread Thieving
The first of the new hideaway cards that utilize the hideaway mechanic, with a slight difference. Today, you will also see a number following the hideaway wording, indicating how many cards you may 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 fees. A pretty shady trick, especially for a red card. It might find a spot on some weird combo deck but overall a pretty poor effect.
4 Rabble Rousing
This is a white enchantment with hideaway, which costs four generics and one white mana, and allows you to see the top five cards of your library.
A 1/1 Citizen token will be returned when one of your creatures attacks. Then if you reach ten creatures on board, you may play the exiled card without paying it costs. A decent effect that will work especially well in decks that focus on token creation.
3 Fight Rigging
Fight Rigging, a new Capenna green enchantment, has cost two generic and one green mana, and gives one of your creatures a +1/+1 counter every turn. Finally, 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 quite enjoyable. Even after you get to play the hideaway card, you will still receive a +1/+1 counter every turn, making this a decent card for an aggro or midrange deck.
2 Cemetery Tampering
This is the rare part of the New Capenna enchantments, it costs two generic and one black mana, and it gives you the option of stealing three cards from your library every turn. Then, if you have twenty or more cards in your graveyard, you may play the hidden card without paying the mana cost.
A great card for a deck that focuses on graveyard mechanics, and many of them are in different formats. It may be advantageous in a reanimation deck, especially if you need to find one of your big creatures for the hideaway mechanic.
1 Watcher for Tomorrow
Watcher for Tomorrow is the only creature on this whole list that costs one colorless and one blue and is a 2/1 with the four card hideaway mechanic. What makes it different from other cards on this list is that you put the exiled card into your hand instead of becoming a spectator.
This card is without a doubt the most powerful with the hideaway mechanic. The get-go has provided a real board interaction, and it''s an excellent flicker target, and you can always use him for a chump block to create that hideaway card.