About Sovereign's Realm
Sovereign's Realm, Conspiracy, designed by Daniel Ljunggren first released in Aug, 2016 in the set Conspiracy: Take the Crown.
A deck that heavily relies on non-basic lands and has a low mana curve would benefit from using Sovereign's Realm in Magic: the Gathering, as it allows for more flexibility in mana fixing and potentially faster ramping. However, there are better cards like Gemstone Caverns or Gemstone Mine that provide similar effects without the restrictions imposed by Sovereign's Realm, making them more versatile options that could see more play in a wider range of decks.
Rules
08/23/16
A conspiracy’s static and triggered abilities function as long as that conspiracy is face-up in the command zone.
08/23/16
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.
08/23/16
Conspiracies aren’t legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
08/23/16
Even though your starting hand size is five, nothing else about the pregame procedure changes.
08/23/16
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.
08/23/16
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.
08/23/16
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.
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