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Author Topic: Exhume for Instants and Sorceries  (Read 1791 times)
Ephraim
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« on: May 17, 2005, 03:00:17 am »

More Different Exhume
{2}{R}
Sorcery

Each player may copy an instant or sorcery spell in his or her graveyard and play the copy without paying its mana cost.

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If this looks very similar to the other card I have open, Pastiche, it is. I liked both ideas and they're sufficiently different that I don't think the Master List would suffer from having both of them there. I came up with this while trying to think of other directions that Pastiche could take. In fact, the reason I decided to give this its own thread is because I really like the name "Pastiche" on the other card, but it wouldn't work with this effect.
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Ephraim
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LordZakath
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« Reply #1 on: May 17, 2005, 03:00:27 am »

Current Wording:

Rebirth of Fire
{2}{R}
Sorcery

Each player may copy an instant or sorcery card in his or her graveyard and play the copy without paying its mana cost.
« Last Edit: May 31, 2005, 05:44:47 am by Ephraim » Logged

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asmoranomardicodais
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« Reply #2 on: May 18, 2005, 11:38:05 am »

This one I think is more powerful than the other. I've always hated exhume, and versus a lot of aggro decks, they won't have an instant worth copying. You could first turn ancestral, and then do it again third turn. Maybe bump the cost to 2RR, so its harder to splash
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Ephraim
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« Reply #3 on: May 18, 2005, 11:58:09 am »

Sorry, Asmoranomardiodais, but that argument is ridiculous. If you're playing with Ancestral Recal, you should 1. be able to cast this second turn, 2. cast Yawgmoth's Will instead, 3. not be playing against somebody who won't have an instant or sorcery in their graveyard by the third turn. Like Exhume, the real power of this card lies in the ability to get an expensive card in the graveyard long before you could cast it normally.
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Jacob Orlove
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« Reply #4 on: May 18, 2005, 12:31:17 pm »

What happens if one of the copied cards is a counterspell?
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Ephraim
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« Reply #5 on: May 18, 2005, 12:37:58 pm »

I'm pretty certain that it can counter the other spell on the stack. Cards entering play simultaneously can target each other with CIP effects (not to be confused with local enchantments entering play simultaneously being unable to target permanents coming into play at the same time.) Likewise, spells hitting the stack at the same time should be able to target one another. On the other hand, who is active player/who is trying to pull out the counterspell may be relevant. I suppose the question of counterspells also makes it relevant to know whether players choose "simultaneously" or whether they choose sequentially, since I may want to choose a counterspell, depending on what my opponent plays.
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« Reply #6 on: May 18, 2005, 12:42:12 pm »

The default for making choices is that the active player chooses first, then the nonactive player, then you'd actually carry out the card action simultaneously, which is why I wasn't sure a counter would be able to hit the other card (since it's pretty safe to assume that the nonactive player will be the one with a counter--otherwise, why cast the spell?).
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wonkey_donkey
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« Reply #7 on: May 18, 2005, 12:48:45 pm »

This may get messy, all told. The Active Player chooses first, but as this spell hasn't finished resolving yet, there's nothing on the stack for it to target until it's too late (as you have to choose targets before they go on the stack)? Maybe. There are some serious timing issues with this - maybe best to try and word it so that spells can't be countered with this. Alternatively, make this an instant that only affects sorceries, although that is probably limited by flavour.

Tom
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« Reply #8 on: May 18, 2005, 04:55:08 pm »

one more thing: Cards on the stack are spells. In any other zone, they're just cards.
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Ephraim
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« Reply #9 on: May 21, 2005, 07:40:21 pm »

Wonkey, it won't get that messy. If J||<3, is right, then the active player chooses his spell first, but they go on the stack simultaneously. Spells entering a zone simultaneously see each other, so at that point, any counterspells will be able to see other spells being played at the same time. I think that works okay. I happen to like that aspect of this card, but if people think it's too weird, I'll just knock this down to {R}{R}, make it an instant, and have it just exhume sorceries.
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Ephraim
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« Reply #10 on: May 26, 2005, 08:24:22 pm »

24 Hour Clock
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Ephraim
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« Reply #11 on: May 28, 2005, 12:03:07 am »

Crikey! This needs a name.
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« Reply #12 on: May 28, 2005, 08:37:56 am »

Ha! I'm not the only one that calls for the 24 hour clock without a name for the card.
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Ephraim
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« Reply #13 on: May 29, 2005, 12:41:04 pm »

What do people think of "Birthing of Fire?" It nominally describes the effect of the card, but moreso, it just sounds cool. I'm sure I've mentioned in the past how I miss cool, but not altogether descriptive card names.
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« Reply #14 on: May 29, 2005, 02:39:52 pm »

I wanted to suggest something along the lines of 'history repeats itself' but couldn't come up with anything good. It made sense to me, anyway.

Birthing of Fire, I like it. It's coming from the graveyard, though, so I'd also like to toss out Rebirth of Fire.
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Ephraim
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« Reply #15 on: May 31, 2005, 05:45:30 am »

Rebirth of Fire is good. I'm going to give this a short clock to finalize that name and then I'll close this later today.
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Matt
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« Reply #16 on: June 09, 2005, 12:06:21 pm »

Closed and added.[/color]
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