Clever Concealment (Phyrexia: All Will Be One Commander #5)

Clever Concealment {2}{W}{W}

Instant

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature’s color.)

Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don’t exist until your next turn.)

Illustrated by Alexey Kruglov

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Clever Concealment:
  • Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on. (2023-02-04)
  • As a permanent is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent. (2023-02-04)
  • Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in. (2023-02-04)
  • An attacking or blocking creature that phases out is removed from combat. (2023-02-04)
  • Phasing out doesn't cause permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger. (2023-02-04)
  • Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire. (2023-02-04)
  • Choices made for permanents as they entered the battlefield are remembered when they phase in. (2023-02-04)
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn. (2024-01-12)
  • Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking. (2024-01-12)
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value. (2024-01-12)
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke. (2024-01-12)
  • Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs. (2024-01-12)
  • Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors. (2024-01-12)