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Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Whenever a creature you control with the chosen name attacks, you may pay {W}. If you do, that creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)


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You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
You must name a Magic card. Notably, you can’t name a token (except in the unusual case that a token’s name matches the name of a card, such as Illusion).
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.
The last ability triggers once for each creature with the chosen name that attacks. You choose whether to pay as the ability resolves. Notably, someone could respond to the ability and destroy the creature before it gains indestructible.
Conspiracies are colorless, have no mana cost, and can’t be cast as spells.
As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn’t use the stack and can’t be responded to. Once face up, the named card is revealed and the conspiracy’s abilities will affect the game.
A conspiracy with hidden agenda that has a triggered ability must be face up before that ability’s trigger condition is met in order for it to trigger. Turning it face up afterward won’t have any effect.
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.)
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