Deathtouch
Other Assassins you control get +2/+0.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
"The Creed is a warning. Ideals too easily give way to dogma. Dogma becomes fanaticism."
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Printing details
About this card
Set
Assassin's Creed (ACR)
Collector number
47
Rarity
Uncommon
Released
July 5, 2024
Artist
Narendra Bintara Adi
Language
English
Mana value
4
Oracle ID
ae90daea-6644-4235-bca6-b94ee9925f63
Color profile
Color identity
Black
Red
Format check
Legality
TLR
Not legal
Duel
Legal
Brawl
Not legal
Penny
Not legal
PreDH
Not legal
Future
Not legal
Legacy
Legal
Modern
Legal
Pauper
Not legal
Alchemy
Not legal
Pioneer
Not legal
Vintage
Legal
Historic
Not legal
Standard
Not legal
Timeless
Not legal
Commander
Legal
Gladiator
Not legal
Old School
Not legal
Premodern
Not legal
Oathbreaker
Legal
Standard Brawl
Not legal
Pauper Commander
Not legal
Competitive Brawl
Not legal
Official notes
Rulings
13
Wizards of the Coast
A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent you control face up by paying its disguise cost.
Wizards of the Coast
The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
Wizards of the Coast
The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn’t have or change the characteristics it does have.
Wizards of the Coast
Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn’t use the stack and can’t be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
Wizards of the Coast
At any time, you can look at a face-down spell or permanent you control. You can’t look at face-down permanents or spells you don’t control unless an effect instructs or allows you to do so.
Wizards of the Coast
If a face-down creature loses its abilities, it can’t be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
Wizards of the Coast
Because the permanent is on the battlefield both before and after it’s turned face up, turning a permanent face up doesn’t cause any enters-the-battlefield abilities to trigger.
Wizards of the Coast
Because face-down creatures don’t have a name, they can’t have the same name as any other creature, even another face-down creature.
Wizards of the Coast
A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren’t affected unless the new characteristics of the object change the legality of those targets or attachments.
Wizards of the Coast
Turning a permanent face up or face down doesn’t change whether that permanent is tapped or untapped.
Wizards of the Coast
If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
Wizards of the Coast
You must ensure that your face-down spells and permanents can be easily differentiated from each other. You’re not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
Wizards of the Coast
If something tries to turn a face-down instant or sorcery card on the battlefield face up, reveal that card to show all players it’s an instant or sorcery card. The permanent remains on the battlefield face down. Abilities that trigger when a permanent turns face up won’t trigger, because even though you revealed the card, it never turned face up.
Card links
Public deck signals
Often played with
0results
Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.
No sampled co-occurrences found
No other nonland cards were found alongside this card in the sampled public decks.