Home / Magic: The Gathering / Streets of New Capenna / Cemetery Tampering
Cemetery Tampering
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment

Cemetery Tampering

rare · Enchantment · Streets of New Capenna
$0.31
Low
$0.36
Market
$0.45
High

Oracle Text

Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
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.

Card Details

-/-Power / Toughness
{2}{B}Mana Cost
6Prints

Character Background

Cemetery Tampering is a graveyard engine built for value and long-game inevitability, especially in control, self-mill, or midrange decks that can afford to spend a turn setting up. Hideaway 5 gives you a hidden payoff up front, and the upkeep trigger steadily fuels itself by milling three each turn until the graveyard reaches twenty cards, at which point the exiled spell becomes a free cast. That makes it excellent in decks packed with cheap cantrips, fetches, discard outlets, and recursive threats, since it turns incidental graveyard filling into a delayed cheat spell. In practice, you want a high-impact card under hideaway—something game-ending or card-advantage heavy—because the enchantment’s slow clock rewards a payoff worth waiting for. It pairs well with self-mill themes, delirium-style shells, and reanimation-adjacent builds, while also fitting a defensive plan that can stall until the free spell swings the game.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.31 - $0.45
At the current market price of $0.36.
Average Time to Sell
3 days
At the current market price of $0.36.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Cemetery Tampering is a graveyard engine built for value and long-game inevitability, especially in control, self-mill, or midrange decks that can afford to spend a turn setting up. Hideaway 5 gives you a hidden payoff up front, and the upkeep trigger steadily fuels itself by milling three each turn until the graveyard reaches twenty cards, at which point the exiled spell becomes a free cast. That makes it excellent in decks packed with cheap cantrips, fetches, discard outlets, and recursive threats, since it turns incidental graveyard filling into a delayed cheat spell. In practice, you want a high-impact card under hideaway—something game-ending or card-advantage heavy—because the enchantment’s slow clock rewards a payoff worth waiting for. It pairs well with self-mill themes, delirium-style shells, and reanimation-adjacent builds, while also fitting a defensive plan that can stall until the free spell swings the game.

Generated using gpt-5.4-mini · Updated at 2026-09-09 18:20:45 UTC

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