Sovereign's Realm Carta MTG


Sovereign's Realm - Conspiracy: Take the Crown
RarezaMítica
TipoConspiracy
Liberado2016-08-26
Coleccione símbolo
Coleccione nombreConspiracy: Take the Crown
Coleccione códigoCN2
Número10
Frame2015
DisposiciónNormal
BorderNegra
Ilustrado porDaniel Ljunggren

Conclusiones clave

  1. Allows playing extra lands and transforms hand cards into mana sources, providing a significant tempo boost.
  2. Enables a high degree of deck customization, allowing for strategic plays that adapt to various meta games.
  3. Demands careful management of resources and color balance to maximize its potential and avoid strategic pitfalls.

Texto de la carta

(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."


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.


Cartas como 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.

Oath of Druids - Carta Magic versiones
Expropriate - Carta Magic versiones
Yawgmoth's Will - Carta Magic versiones
Oath of Druids - Carta Magic versiones
Expropriate - Carta Magic versiones
Yawgmoth's Will - Carta Magic versiones

Donde comprar

Si estás buscando comprar una carta MTG Sovereign's Realm de un coleccione específico como Conspiracy: Take the Crown, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Sovereign's Realm y otras cartas MTG:

Continuar explorando otros productos sellados en Amazon
Ver productos MTG

Legalidades

Formatos de Magic the Gathering donde Sovereign's Realm tiene restricciones

FormatoLegalidad
CommanderProhibido
LegacyProhibido
OathbreakerProhibido
VintageProhibido
DuelProhibido

Reglas e información

La guía de referencia para las reglas de las cartas Sovereign's Realm de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
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.