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CardName: Quickened Flare Cost: 1R Type: Instant Pow/Tgh: / Rules Text: Quick (This resolves before spells and abilities without quick.) Quickened Flare deals 3 damage to target player or permanent. Flavour Text: Set/Rarity: Cards With No Home Common

Quickened Flare
{1}{r}
 
 C 
Instant
Quick (This resolves before spells and abilities without quick.)
Quickened Flare deals 3 damage to target player or permanent.
Updated on 11 May 2020 by Link

History: [-]

2020-05-05 18:15:27: Link created the card Quickened Flare

Absolutely disgusting.

It should say 'any target' not 'player or permanent'. I assume that might have been intentional, maybe. It technically doesn't work with the rules if worded that way... Actually, maybe you can deal damage to an artifact or enchantment, but even if that's allowed, it does nothing.

Confusing for new players, even without Quick.

Honestly, this is pretty funny, I hope to never see it on a {u} card. I don't care if red wants to go face and not get countered by blue, but when blue starts getting

'Quickwit' - {1}{u}{u}

Instant

[Quick()]

Counter target spell

When that card is printed, i quit magic.

I would argue that "any target" is much, much more vague and confusing than the wording I prefer, but that's an issue I have with Wizards, not you. (I hate the "any target" wording.)

The spell you've proposed has, for what Quick gives it, effectively already been printed. Dovin's Veto and Counterflux come to mind, but a search turns up Last Word and Overwhelming Denial.

Interestingly, there's no counterspell with Split Second. I thought there was.

I also have an issue with wizards, it's that they printed counterspells and now i cant go face with my fat {g} stompy :( because he is dead and died

Since that day, I concede when my opponents play islands

{just kidding i dont have friends}

--Also you're right about 'any target' being vague. I think the only rules-representing way to write this is the incredibly long 'target creature, player or planeswalker' since those are the only objects that can take damage.

"(Interestingly, there's no counterspell with Split Second. I thought there was.)"

I'd assumed there was, seems like the kind of card just begging to exist with that sadistic mechanic.


Also, i really like this mechanic. It's simple enough to give really good flavor on cards (a few of which's names are likely already taken by real cards)

Heh. It's kind of funny what happens when Interrupt becomes Flying. In theory, if there are enough cards with Quick, you can start printing 'Quick Reach'. Instants that can respond to instants with quick, but don't have quick themselves.

[this post was too long, moved]

> Instants that can respond to instants with quick, but don't have quick themselves.

Quick doesn't prevent players from casting spells or abilities. That's split second.

What happens when multiple spells with Quick are on the stack?

One application is bypassing the APNAP order. Although in practice, stacks don't have that many spells simultaneously..

So the real difference is in triggered abilities. Because many can be triggered at once, quick can influence the order thereof. But then again, most triggers don't defy one another either.

Consequently Quick is even more narrow than Split Second, less intuitive, and harder to fit on any spell or ability to make a true difference in practice. Whereas the caster of Split Second has greater control of the stack.

I think, in practice, quick spells would be placed on a separate stack, should there be more than one cast at a time.

I don't see how they bypass APNAP, though. That refers to responding, casting, and activating, not the order in which things resolve. If you cast something with quick, someone can still respond. It just happens that, once everything starts resolving, you begin with objects that have quick before objects without it.

@jmgariepy, like amuseum said, I think you're misunderstanding the ability. You can still cast a "slow" instant in response to one with quick. Casting in response to quick spells follows regular APNAP order. It's the first-in-last-out order that's violated.

On a stack mixed with quick and regular spells, the most recently cast Quick spells resolves first, followed in turn by each other quick spell. Then you start with the "top" of the regular spells and move down from there.

Players can just not respond when quick is on the stack, making it pointless.

So the most effective and fun is when players have little to no control of when things go on the stack. Such as triggers. Even though triggers go on the stack APNAP, however quick ignores that. That's why quick on triggers is most interesting.

Regardless 99.999% of the time quick whether on spell or trigger has no impact on the game flow. Like what's the scenario that makes quicken flare perform differently than a normal burn spell?

@link: I probably should have given an example for what I was talking about.

Mid-speed Damage Prevention
­{1}{w}
Instant
Quick Reach (As long as a spell or ability on the stack has quick, this spell has quick.)
Prevent the next 4 damage to any target.

Quick Reach is even more pointless. At what point does it matter? 3 scenarios.

A) No quick on the stack. Useless.

B) Quick is on the stack beneath Quick Reach. Useless.

C) Quick is added after Quick Reach. Useless.

For that matter, would you try to prevent damage before knowing you need it?

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