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Mechanics of Magic: Hideaway

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Ever had a card so spicy, so game-breaking, that you just had to tuck it away until the perfect moment? Well, that's pretty much the intent of the Hideaway mechanic as it lets you sneakily stash a secret card from the top of your deck and unleash it later when the stars (or game conditions) align.

So, if you're a fan of surprise plays, hidden info, and that satisfying moment when your opponents finally realize you've tucked away a certified bomb all game... then you're gonna love what Hideaway has been hiding. Let's get tucking into today's Mechanics Overview Segment.

What Is Hideaway?

Hideaway N (When this permanent enters, look at the top N cards of your library, exile one face down, then put the rest on the bottom of your library.)

Hideaway is a two-part keyword ability. First, you sneak a card from the top card(s) of your library into exile face down. Then, once you meet the clarified conditions of the specific Hideaway card, you typically (there are some exceptions like Watcher for Tomorrow) get to play/cast the exiled card without paying its mana cost.

Yes, Hideaway allows us to cheat out big mana-cost cards for little effort. Yes, it ruins casual Commander tables. And yes, you bet I'm a big fan.

The History of Hideaway

Hideaway didn't start off as anything grandiose. In fact, during its early design stages in Lorwyn (2007), it was called "Treasure", a name that makes perfect sense if you think about the mechanic like stashing away a reward for later. It was meant to be simple, evocative, and widespread. Early versions of the set featured common cards with this mechanic. But as with many things in Magic design, what starts out as an accessible concept often gets trimmed down and polished into something rarer and more elegant.

And so, when Lorwyn did finally hit store shelves in 2007, Hideaway had been scaled back to just a slick little vertical cycle of five rare Hideaway lands, one for each color:

  • Spinerock Knoll (Red): Play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
  • Windbrisk Heights (White): Play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
  • Mosswort Bridge (Green): Play the exiled card without paying its mana cost if creatures you control have total power 10 or more.
  • Shelldock Isle (Blue): Play the exiled card without paying its mana cost if a library has twenty or fewer cards in it.
  • Howltooth Hollow (Black): Play the exiled card without paying its mana cost if each player has no cards in hand.

Windbrisk Heights
Shelldock Isle
Howltooth Hollow

Spinerock Knoll
Mosswort Bridge

Fast-forward to 2019, and Hideaway poked its head back out of exile in Modern Horizons (2019) with Watcher for Tomorrow, the Blue creature that I vaguely pointed out earlier that did something interesting.

Watcher for Tomorrow

Not only did Watcher play beautifully with blink and flicker effects, but for seasoned players, it hinted at something deeper: maybe Hideaway still had some design space left to explore. But even then, it still felt like a fluke. Just another one-off in our typical Modern Horizon sets.

Then came 2022, when the Hideaway lands were reprinted in Secret Lair: Pictures of the Floating World (2022). Now, these weren't just simple reprints with new art; these were updated as they now read "Hideaway 4" instead of just "Hideaway," and the "enters the battlefield tapped" text was separated into its own line.

To the average player? Neat art. Yay, another cool Secret Lair. To long-time Hideaway Stans? Literal tremors in the Multiverse.

Why? Because this meant a rules update was coming, and that Hideaway was finally being modernized. And sure enough, just two months later, we found out why: Streets of New Capenna (2022) was bringing Hideaway back in a big way.

New Capenna's Hideaway enchantments all had mono-color identities and powerful effects:

  • Rabble Rousing (White): Hideaway 5. Whenever you attack with one or more creatures, create that many 1/1 Green and White Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.
  • Fight Rigging (Green): Hideaway 5. At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
  • Wiretapping (Blue): Hideaway 5. Whenever you draw your first card during each of your draw steps, draw a card. Then if you have nine or more cards in hand, you may play the exiled card without paying its mana cost.
  • Widespread Thieving (Red): Hideaway 5. Whenever you cast a multicolored spell, create a Treasure token. Then you may pay WUBRG. If you do, you may play the exiled card without paying its mana cost.
  • Cemetery Tampering (Black): Hideaway 5. At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.

Rabble Rousing
Wiretapping

What's important here is that these Hideaway enchantments were playable even without triggering the Hideaway clause. But, naturally, if you did, you were rewarded handsomely.

FAQs About Hideaway

Now, let's quickly tackle some of the most frequently asked questions about Hideaway.

Can I Cast the Exiled Card at Instant Speed?

With the exception of lands, yes, pretty much! Got a sorcery tucked away? Hideaway can give it metaphorical Flash once its conditions have been met.

Can I Play a Land from Hideaway?

Speaking of lands, you can play lands from Hideaway, but only if it's your turn and you haven't played a land yet. It is also important to note that the Hideaway text must read "play," not "cast," for this to pan out for you.

Does Playing a Card with Hideaway Count as Casting?

Yes, if it's a spell. Lands, however, are just played, so you won't be getting any triggers for Magecraft or Storm.

Can the Hideaway Ability Be Countered?

You bet! The initial trigger when the permanent enters the battlefield can indeed be stifled with cards like Stifle or Tale's End. And when you finally try to cast the hidden spell? That's naturally fair game for Counterspell, Mana Leak, or any other "not today" type of interaction.

What Happens If the Exiled Card Has an "X" in Its Cost?

You're casting it without paying its mana cost, so X = 0. Hope you don't have a Chalice of the Void tucked away under there.

Can I Choose an Alternate Casting Cost?

Nope. Hideaway already gives you the premium alternate cost of Free-99.

So, What Are You Hiding Away?

Hideaway is certainly another one of those mechanics that perfectly marries flavor and function. It doesn't just do something mechanically cool; it feels right. You get to peek at your deck's future, squirrel away a powerful card, and then spend the rest of the game scheming your way toward the perfect moment to unleash it. In my head, it's Magic's version of stashing a cookie in the pantry and telling yourself, "No, I'll save it for something special," only to bust it out randomly mid-game like, "Surprise! Here's an Ulamog!"

But it's not just about the flashy plays. Hideaway inherently rewards planning, patience, and overall deck synergy. It challenges you to think not just about value, but timing. You're no longer just playing toward a specific win condition; you're also navigating toward a condition that unlocks a hidden piece of your strategy.

And let's be upfront with one another for just a moment: casting a spell for free is undoubtedly one of the best feelings in all of Magic: The Gathering. When you pull off that perfect Hideaway setup, it feels earned. Not because it's hard, necessarily, but because it's clever. You laid the groundwork, met the condition, and reaped the reward. It's not cheating. It's good resource and gameplay management.

So yeah, that's Hideaway in a nutshell. As always, happy brewing and may your topdecks be spicy, your hidden cards perfectly timed, and your payoffs as sweet as a cookie you forgot you had. Until next time!

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