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CardName: Reevaluating Values Cost: 2U Type: Sorcery Pow/Tgh: / Rules Text: Until end of turn, whenever a non-token, non-land permanent enters the battlefield under your control, return target non-land permanent to its owner's hand. Salvage {3} Flavour Text: Set/Rarity: New Mirrodin Rare

Reevaluating Values
{2}{u}
 
 R 
Sorcery
Until end of turn, whenever a non-token, non-land permanent enters the battlefield under your control, return target non-land permanent to its owner's hand.
Salvage {3}
Updated on 19 May 2012 by jmgariepy

Code: RU01

Active?: true

History: [-]

2012-05-18 05:26:51: jmgariepy created the card Reevaluating Values

Yeah, I know. It's kind of a Temporal Fissure in reverse. That wasn't what I was really going for, but these things happen. -{1} for being rare instead of common, and -{1} for being easier to counter (Though 3 Temporal Fissures on the stack is more information. With this, you don't really know how bad it's going to get), and not hitting certain permanents. Draw a card and draw again is negated by the fact that this, by itself, bounces nothing.

I'm rather sorry I felt a need to put non-token in there. It's mostly because, if I didn't do it, I assumed that would become the dominant strategy. I have no problem with that idea in theory, but I'd like to see this get played in some other ways, instead of have one 'right' way to play it. It does give me the awkward "non-token, non-land" permanent text. I thought about allowing lands to trigger when they entered the battlefield, but figured that most people wouldn't see it, and feared the casting cost would jump to 5, and maybe up to 6... you don't play a land every turn, but it happens often enough...

Argh. I see what you're going for, but this is really hard to make work in the rules. The phrase "non-token, non-land permanents you control gain..." just applies to all such permanents you control right now when the spell resolves. It's rather hard to find a wording that the rules will apply to future permanents.

Yeah, I realised that. Does "Until end of turn, whenever a non-token non-land permanent enters the battlefield under your control, return target non-land permanent to its owner's hand" work?

Maybe the correct thing to do is make an enchantment that sacrifices at end of turn? I mean, unless you think the 'free-floating ability' looks better. Maybe?

Originally, this 'spliced onto instants and sorceries' in a sense, but I couldn't wrap my head around the fact that you'd need to target while those cards were still in your hand. So, in theory, this would've needed to say "Instants and Sorceries in your hand gain...", but then those same cards would need to keep this ability while on the stack, unlike Flash, which... why is this so difficult!!!

Wait. Why can't this just say

> UEOT, whenever a nontoken nonland permanent ETBs under your control, return target nonland permanent to its owner's hand.

..?

The splice approach for instants/sorceries seems like it'd work too: I mean, Consuming Vortex worked fine. So you could say something like:

> This turn, as you cast each instant or sorcery spell, that spell gains "Return [up to one] target nonland permanent to its owner's hand".

2012-05-19 05:30:00: jmgariepy edited Reevaluating Values

There's no good reason why it shouldn't. Sometimes I have these freak-out moments where I notice an odd logic problem in the rules that no one takes issue with, but that I feel like I need to shore up, for who knows what reason. Probably my dumb desire to be different, when, what I should be doing, is be correct.

So I switched this over to the correct version. Splice is fine, but it doesn't need it. The enchantment idea is kind of cool, and I would like to see some enchantments that looked a bit like this...

Temporary Crusade
­{1}{w}{w}
Enchantment
Common
Creatures you control get +2/+2.
Sacrifice ~ at the beginning of the end step.

...because it seems about as relevant as a sorcery that lasts until end of turn, is only a little less grokkable, and allows you to play with ways to abuse it. It's probably best saved for an enchantment block, or a minor enchantment-matters theme, however, and is stupid-abusable on a card that allows you to bounce permanents (You'd think I would have noticed that it would most commonly be used to bounce itself. Oh well). I could make it sacrifice whenever it tried to change zones, but by then, I lost my point.

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