Radical Idea
Radical Idea
Draw a card.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Genius is finding the edge of what's possible, then jumping over it.
illus. Izzy # 52/259
Oracle Text
Draw a card.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
You have to send this card from your hand to your graveyard (i.e., discard it) in order to cast it the first time. You just have to do the same thing to another card in order to cast it again.
There are loads of opportunities this opens up.
The most basic is simply pitching a card you don't want for a new one (at instant speed at the end of your opponent's turn, so you're not wasting mana). If you drew that end-game card too early or it's lategame and you don't need another Island, dump it to accelerate your hand to something useful.
You can also put a card in the graveyard that you want to have there. If you toss another card with Jump-Start, you can use that card in the graveyard. If you have any effects that key off of having certain things in the graveyard or effects that need the graveyard for fuel, Jump-Start lets you feed into those effects.
Only playable with instant/sorcery synergies
The actual card doesn't look too bad. Just the mechanic is annoying to me, I think.
Most of the mechanics in this set are overall very underwhelming. I hate ability words as a general rule, all they do is add text to a card.
Surveil - Probably the best ability in the set at least mechanicly. It's a cross between explore, and scry.
Convoke - Its been brought back, and this time they left it very underwhelming. There is nothing that really shows off why you want to use it this time around.
Undergrowth - I'm just gonna leave this as an ugly excuse for a poorly designed mechanic.
Mentor - Sigh, nothing new here. Just a new version of Fortify