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CardName: Reborn Mind Cost: {1}{U}{B} Type: Creature - Human Psychic Pow/Tgh: 1/3 Rules Text: Flying When Reborn Mind enters, choose 1— • Uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.). • Cause Intrigue (Each player exiles the top card of their library). Then, cause Intrigue again. Flavour Text: Set/Rarity: Faxolm: Classified Cases Common Flying
When Reborn Mind enters, choose 1— • Uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.). • Cause Intrigue (Each player exiles the top card of their library). Then, cause Intrigue again. 1/3
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Just to be clear: Every time you cause intrigue, you make your opponents' Mystery stronger?
Also you really need to uncover a Mystery only once and unless someone makes an active countermove, you get access to intrigued cards indefinitely?
Both of these seem weird design choices. I could see Mystery being a token with "Sacrifice this Mystery: You may play a card you have exiled with intrigue."
Heck, going with the intermittent token is something I only keep in, because you seem to already mechanically care about the token.
I think, a manifest variant could be neat:
Yes. If an opponent has at least one Mystery token, that player can cast your exiled cards.
The parasitism of Mystery tokens and Intrigue were something I grappled with. As permanents, Mystery tokens can have cards that care about them .
Intrigue is a bit harder. I will say that I do want cards to be in exile until they are played and I did want it to be a mechanic that affected all players. I think I created Mystery tokens to so that I had a way to balance casting permanents out of exile (although all costs still need to be paid).