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Mechanics

CardName: Memory of Djinn Cost: 3UR Type: Creature - Djinn Avatar Pow/Tgh: 4/5 Rules Text: Flying, Haste, Vanishing 1 Spellshape (You may return this card from your graveyard to your hand by discarding a card with a higher converted mana cost. Spellshape only as a sorcery.) Flavour Text: Set/Rarity: Mana Clash Rare

Memory of Djinn
{3}{u}{r}
 
 R 
Creature – Djinn Avatar
Flying, Haste, Vanishing 1

Spellshape (You may return this card from your graveyard to your hand by discarding a card with a higher converted mana cost. Spellshape only as a sorcery.)
4/5
Updated on 18 Feb 2016 by Lumancer

Code: rm20

History: [-]

2011-03-20 07:10:32: Lumancer created the card Memory of Djinn

Interesting mechanic. Like Spellshapers, it gives all your high-CMC cards something to do if you can't cast them. It works something like Retrace (Flame Jab etc), but discarding high-CMC cards rather than lands.

This card itself is rather like Hell's Thunder, and I'm not sure why it's blue. Presumably demands of the flavour/setting.

Demands of the set, though really I'm not sure how one would make it more blue. The only strongly blue creature keyword is flying.

In any case, there's a cycle of conflict-color-pair Memory of ___ rares, and this was our best go at the UR. As it stands, the jury is still out on (((Memory of Centaurs))) (the GU)...

Red gets flying at a fair price on huge creatures. Wizards calls this "The Dragon Rule". It mostly has to do with the fact that Wizards wants Red to have dragons, but doesn't want them to suck.

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