Sovereign's Realm MTG Card
Rarity | Mythic |
Type | Conspiracy |
Released | 2016-08-26 |
Set symbol | |
Set name | Conspiracy: Take the Crown |
Set code | CN2 |
Number | 10 |
Frame | 2015 |
Layout | Normal |
Border | Black |
Illustred by | Daniel Ljunggren |
Text of card
(Start the game with this conspiracy face up in the command zone.) Your deck can't have basic land cards and your starting hand size is five. Exile a card from your hand: This turn, you may play basic land cards from outside the game. Basic lands you control have ": Add one mana of any color to your mana pool."
Cards like Sovereign's Realm
Understanding the uniqueness of Sovereign’s Realm within the realm of Magic: The Gathering requires an examination against its peers. Players who appreciate the nuanced restrictions and liberties this card provides may recognize how it parallels with the effects of Oath of Druids. Both cards redefine usual gameplay mechanics. Oath of Druids facilitates putting creatures onto the battlefield without casting them, whereas Sovereign’s Realm completely changes a player’s ability to play spells.
While comparing, it’s interesting to note Expropriate, another card bending normal play. Expropriate allows for additional game turns and permanent control—a far stretch from Sovereign’s Realm—but the shared aspect is their game-altering impact. Similarly, yet distinct, Yawgmoth’s Will offers a one-time graveyard recursion of cards, differing from Sovereign’s Realm’s consistent influence but both allowing players access to resources that are typically unavailable.
If evaluating balance and depth within the game, Sovereign’s Realm definitely introduces a strategic variety to deck construction and game progression. While not a direct replacement or competitor to the mentioned cards, its inventive approach to play commands a niche appreciation among seasoned MTG players looking for an outlier experience.
Card Pros
Card Advantage: Sovereign’s Realm offers a unique boon as it allows you to effectively bypass the traditional one-card draw per turn rule. By exiling a card from your hand, you can then draw a card, granting an unconventional, yet potent, form of card advantage that keeps your options flexible and your hand refreshed.
Resource Acceleration: The power of Sovereign’s Realm lies in its ability to accelerate your resources significantly. Not only does it enable you to play additional lands every turn, but since you’re replacing cards continuously, you can swiftly develop a board presence that can outpace your opponents.
Instant Speed: While Sovereign’s Realm isn’t an instant, it provides a broader strategic advantage as it affects the cards you are able to play at instant speed. This can lead to impressive tempo swings and unexpected plays that can catch adversaries off guard, essentially allowing you to operate with a hidden hand of potential instants.
Card Cons
Discard Requirement: With Sovereign’s Realm, you start the game with your entire hand consisting of nonland cards, losing the initial resources that lands provide. Any mulligan you take exacerbates this disadvantage by further depleting your hand without the guarantee of a better draw, as you continue discarding nonland cards only.
Specific Mana Cost: While this card provides a level of flexibility in mana generation by allowing any card to be played as a land, it demands a meticulous and strategic approach to what you discard. Mismanaging the cards you convert to land can result in a disruptive color balance, hindering your ability to cast spells with specific and often critical color requirements later in the game.
Comparatively High Mana Cost: Sovereign’s Realm’s ability to convert any card in hand to a land that provides one mana of any color can be less efficient compared to other resource acceleration methods. Expensive spells might become stranded in your hand as you sacrifice potential plays for mana, creating a circumstance where the comparative mana costs present a strategic limitation on your gameplay.
Reasons to Include in Your Collection
Versatility: Sovereign’s Realm offers unparalleled flexibility in deck building, allowing you to play with a unique rule set that disregards the one-card-per-turn limit, opening up a broader range of strategic plays.
Combo Potential: This card is a dynamo in combos, thanks to its ability to transform any card in your hand into a land. It synergizes seamlessly with cards that thrive on landfall or require an extensive mana base to trigger powerful effects.
Meta-Relevance: In a meta that favors customizability and innovation, Sovereign’s Realm stands out. It enables players to tailor decks that can adapt and react to the most prevalent strategies, ensuring a competitive edge.
How to beat
Sovereign’s Realm is a unique Conspiracy card that significantly alters the rules of play in Magic: The Gathering. Its powerful effect allows you to choose from the top five cards of your deck at the beginning of your draft and remove a card from your deck from the game to play another land. The catch is, you play with no maximum hand size but can’t use cards outside your chosen colors, which makes your deck building skills crucial.
To beat Sovereign’s Realm, the key is to exploit its color restriction and its initial slower gameplay. By applying early pressure with a fast, aggressive deck, you can take advantage of the time it takes for a Sovereign’s Realm enabled deck to set up. Furthermore, since Sovereign’s Realm’s power requires adaptability and forethought, missteps in color balance by the opponent can give you an edge – make sure to capitalize on those moments. Including land destruction or cards that interact with the opponent’s land base can also cripple their strategy, as it heavily relies on specific land types to accommodate its nonbasic land limitations.
Thus, while Sovereign’s Realm can create dominating game states when executed correctly, disruptive strategies and rapid aggression can counterbalance the the investment in such flexibility and command over deck construction.
Where to buy
If you're looking to purchase Sovereign's Realm MTG card by a specific set like Conspiracy: Take the Crown, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Sovereign's Realm and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
See MTG Products
Legalities
Magic the Gathering formats where Sovereign's Realm has restrictions
Format | Legality |
---|---|
Commander | Banned |
Legacy | Banned |
Oathbreaker | Banned |
Vintage | Banned |
Duel | Banned |
Rules and information
The reference guide for Magic: The Gathering Sovereign's Realm card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2016-08-23 | 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.) |
2016-08-23 | A conspiracy’s static and triggered abilities function as long as that conspiracy is face-up in the command zone. |
2016-08-23 | Conspiracies are colorless, have no mana cost, and can’t be cast as spells. |
2016-08-23 | 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. |
2016-08-23 | Conspiracies aren’t legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft. |
2016-08-23 | Even though your starting hand size is five, nothing else about the pregame procedure changes. |
2016-08-23 | 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. |
2016-08-23 | 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. |
2016-08-23 | 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. |
2016-08-23 | 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. |
2016-08-23 | 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. |
2016-08-23 | 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. |
2016-08-23 | 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. |