Could I pay 2, then get a copy of the 4 drop? Anytime a card with Imprint or other cards that have a triggered ability that is linked to a second ability refers to 'the exiled card' it really refers to both cards. In cases like Prototype Portal where it looks at properties of exiled card you would have to look at both cards, and add their CMCs together.
You would then get to make tokens of both cards. If a triggered ability is linked to a second ability, additional instances of that triggered ability are also linked to that second ability. You may cast either or both of the copies in any order.
If these answers are being used to determine the value of a variable, the sum is used. As the ability resolves, you create copies of both cards and can cast none, one, or both of the copies in any order. Imprint abilities are a type of abilities called Linked abilities. In particular with Imprint, the second ability on the card always refers specifically to cards exiled by the first ability on the card.
Rule If that ability asks for any information about the exiled card, such as a characteristic or converted mana cost, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the exiled card, it performs that action on each exiled card. Isochron Scepter's activated ability allows you to cast a copy of each exiled card without paying their mana costs.
Prototype Portal's activated ability has a cost equal to the sum of the converted mana costs of the exiled cards, and creates a token copy of each one. Spellweaver Helix's ability triggers when a spell with the same name as any of the exiled cards is cast, and then allows you to cast a copy of each of the other exiled cards. Sign up to join this community. Whenever a player casts a spell from their hand, that player exiles it.
If the player does, they may cast a spell from among other cards exiled with Knowledge Pool without paying its mana cost. Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with Mimic Vat to its owner's graveyard. It gains haste. Exile it at the beginning of the next end step. Mirror Golem has protection from each of the exiled card's card types. Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.
Imprint — When Mourner's Shield enters the battlefield, you may exile target card from a graveyard. Imprint — : Exile target artifact card from a graveyard. Imprint — , : You may exile an instant or sorcery card with mana value X from your hand. At the beginning of your upkeep, you may copy a card exiled with Panoptic Mirror.
Imprint — When Phyrexian Ingester enters the battlefield, you may exile target nontoken creature. Imprint — When Prototype Portal enters the battlefield, you may exile an artifact card from your hand. X is the mana value of that card. Imprint — When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand. Spells you cast that share a card type with the exiled card cost less to cast. Imprint — When Soul Foundry enters the battlefield, you may exile a creature card from your hand.
Whenever equipped creature deals combat damage to a player, you may copy the exiled card. Imprint — When Spellweaver Helix enters the battlefield, you may exile two target sorcery cards from a single graveyard. Whenever a player casts a card, if it has the same name as one of the cards exiled with Spellweaver Helix, you may copy the other.
Imprint — When Strata Scythe enters the battlefield, search your library for a land card, exile it, then shuffle. First and foremost, most of these mechanics are more complicated than the average mechanic.
This isn't a bad thing. Magic has room for mechanics of various complexities, but be aware that the scale for the game as a whole is not the same as the scale for common. In other words, there are things that the game can handle that the rarity of common cannot. Magic still gets to have all the mechanics listed above. It just has to be careful where it uses them. Whenever I'm asked what the hardest cards are to design for Magic , I always answer commons red commons specifically, if you care.
The reason is that the game can handle much more complicated mechanics than we want sitting at the lowest rarity. Yeah, yeah "basic land" is technically the lowest rarity. Common design requires boiling down your ideas to their simplest version. While a mechanic like imprint is cool and flavorful, it's hard to boil down. One of the most common comments I made on the first Design Challenge submissions was the desire for the designers to put mechanics at common that had no place there.
Here are the most common warning signs that your common mechanics are too complex: for examples I am going to use mechanics turned in by the GDS2 Top 8 for the first Design Challenge; be aware I'm not trying to pick on these guys—they're doing well given the restraints they're under—it's just the most public example of amateur design we have.
The card text is five lines or more in excess of forty words when written out in the text box including reminder text. My example for this guideline will be Jonathan Woodward's swarm mechanic. While this mechanic is somewhat clean conceptually it allows a bunch of creatures to attack together , it is messing with an aspect of the rules that is very complex.
As such, to properly write it out would require a mountain of text—much more than we want to see on a card at common. The rules text has to use a Magic vocabulary word you don't often see written on cards. I don't have an example of this rule from GDS2 because it was broken a number of times during GDS1 numerous designers really wanted the word "the stack" on their cards and the judges came down hard.
Because of this, this round of designers mostly avoided this pitfall. My example for this guideline would be Jonathon Loucks' living reflection mechanic. It makes use of copy effects. Can you think of the last time you saw a copy effect at common? If we're unwilling to put a single one-of card at common, we're not willing to put an entire mechanic that uses it at common. Note I am a fan of this mechanic, it just doesn't have any place at common—well, at least if it's planning to copy things.
The mechanic messes around with an aspect of the rules that has a page or more of notes in the comp rules. My example for this guideline is Jonathon Loucks' living reflection mechanic again. If you've never read the comp rules write-up on copy effect, click here and search for " Copying Objects". As you can see, it's over a page.
The mechanic messes around with an aspect of the game that has appeared on two or more restricted or banned cards. My example for this guideline is Jonathan Woodward's favored mechanic. Favored allows you to have a chance to cast Auras for free on creatures with this ability.
The mechanic requires substantial amount of monitoring. My example for this mechanic is Jonathon Louck's illuminate mechanic. It allows you to exile cards for various effects. Any of the exiled cards can be drawn in place of a normal draw. We only needed one playtest to realize the complexity in processing the information available. A simpler way to think of it is this. If you showed your design to a player that has never seen it before, would they understand what it does at first glance, in under a minute.
I'm not asking would they understand the impact on the game or how to play it correctly, just do they understand what actions the mechanic is doing. If the answer is no, then the mechanic probably doesn't want to be at common. But wait, doesn't a mechanic like level up or morph break that rule?
They both do. Putting level up at common was a giant fight during Rise of the Eldrazi development, and if morph were introduced today there would be long talks about what to do with it the mechanic requires volume to do what it wants to do. There are times when we will push the boundaries at what's common and I'll talk more about that below.
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