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Why is exile often an intermediate step?

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Why is exile often an intermediate step?


Why does Cascade exile?How often does the standard set change?Will spells that exile enchantments also exile enchantment artifacts?MTG Myr Welder Exile questionReturning from exile at end stepIs there a significant advantage to being at an 8 person pod over a 6 person pod?In a multiplayer game, if a player is controlling another player's turn, may they reveal that player's hand?“Beginning of end step” questionWhat decides whether a card is exiled or returned as a player loses?How often can I activate planeswalker abilities with Teferi's emblem?













6















When card text says to place a card into exile, and then do something else with that card, what is the purpose of putting it into exile temporarily?



For example, cards often either let your draw from your library into exile, or remove cards from a graveyard into exile, and then cast them from exile. Dire Fleet Daredevil for example.



As someone who did not play for many years, this seems wordy and over complicated. I find myself reading such cards 2 or 3 times before mentally connecting the trigger to the end result without the seemingly pointless intermediate step of exiling cards.



I assume this is a common practice now to avoid some overpowered combo or weird condition. I'd like to have a better understanding of what the rule/card designers accomplish/prevent by having exile as an intermediate step.



Note, I am not asking for an explanation of what exile does in general, nor am I asking why a player would prefer to exile over destroy.










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    6















    When card text says to place a card into exile, and then do something else with that card, what is the purpose of putting it into exile temporarily?



    For example, cards often either let your draw from your library into exile, or remove cards from a graveyard into exile, and then cast them from exile. Dire Fleet Daredevil for example.



    As someone who did not play for many years, this seems wordy and over complicated. I find myself reading such cards 2 or 3 times before mentally connecting the trigger to the end result without the seemingly pointless intermediate step of exiling cards.



    I assume this is a common practice now to avoid some overpowered combo or weird condition. I'd like to have a better understanding of what the rule/card designers accomplish/prevent by having exile as an intermediate step.



    Note, I am not asking for an explanation of what exile does in general, nor am I asking why a player would prefer to exile over destroy.










    share|improve this question









    New contributor



    AaronLS is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.





















      6












      6








      6








      When card text says to place a card into exile, and then do something else with that card, what is the purpose of putting it into exile temporarily?



      For example, cards often either let your draw from your library into exile, or remove cards from a graveyard into exile, and then cast them from exile. Dire Fleet Daredevil for example.



      As someone who did not play for many years, this seems wordy and over complicated. I find myself reading such cards 2 or 3 times before mentally connecting the trigger to the end result without the seemingly pointless intermediate step of exiling cards.



      I assume this is a common practice now to avoid some overpowered combo or weird condition. I'd like to have a better understanding of what the rule/card designers accomplish/prevent by having exile as an intermediate step.



      Note, I am not asking for an explanation of what exile does in general, nor am I asking why a player would prefer to exile over destroy.










      share|improve this question









      New contributor



      AaronLS is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      When card text says to place a card into exile, and then do something else with that card, what is the purpose of putting it into exile temporarily?



      For example, cards often either let your draw from your library into exile, or remove cards from a graveyard into exile, and then cast them from exile. Dire Fleet Daredevil for example.



      As someone who did not play for many years, this seems wordy and over complicated. I find myself reading such cards 2 or 3 times before mentally connecting the trigger to the end result without the seemingly pointless intermediate step of exiling cards.



      I assume this is a common practice now to avoid some overpowered combo or weird condition. I'd like to have a better understanding of what the rule/card designers accomplish/prevent by having exile as an intermediate step.



      Note, I am not asking for an explanation of what exile does in general, nor am I asking why a player would prefer to exile over destroy.







      magic-the-gathering






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      AaronLS is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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      edited 9 hours ago









      Glorfindel

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      asked 9 hours ago









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          2 Answers
          2






          active

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          3














          Exiling a card before allowing an action does a couple things:



          • It protects the cards from interactions until it is cast. If the Dire Fleet Daredevil has targeted a card, you want it to be uninteractable by the owner until you decide to cast it (assuming it wasn't removed in response to the trigger).

          • It acts to remove the card from the game. This is more relevant for graveyard exile than deck exile, where it's more a use-it-or-lose-it situation. Even in the Daredevil scenario, if you never cast the card, it's still exiled.

          • It makes the card public information. This applies more to deck exile. It would be "harder" (read "near-impossible") to keep track of which card you exiled if you got to put the card into your hand. Even if the card is not face-up, it's still in a separate area.





          share|improve this answer

























          • It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

            – Becuzz
            6 hours ago












          • @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

            – JonTheMon
            6 hours ago












          • This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

            – Ryan Veeder
            2 hours ago






          • 1





            Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

            – ikegami
            2 hours ago












          • I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

            – ikegami
            1 hour ago


















          0














          It's not something from recent years; Magic's history is full of cards which remove ... from the game (the old wording for 'exile').



          In fact, that terminology is a better indication of what's going on (Wizards of the Coast switched to 'exile' for flavor reasons, and not everybody was happy with this). The cards are removed from the rest of the game in order to make it clear for every player (whether the cards are face up or face down) that they were 'set apart' for a special effect. You'd lose that if they were put in somebody's hand, graveyard or the bottom of their library.



          Because they are 'set apart', there aren't that many cards which are able to interact with all cards in the exile zone. (Pull from Eternity is one of the exceptions.) That also means that it's relatively safe for combos by the owner, but also for 'hate' by the opponent (e.g. Tormod's Crypt). In your Dire Fleet Daredevil case, the opponent can't return them to their own hand, or cast them themselves if the spells have flashback.






          share|improve this answer

























          • The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

            – murgatroid99
            9 hours ago











          • Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

            – Glorfindel
            8 hours ago











          • There are only a few. Pull from Eternity is probably the simplest one.

            – murgatroid99
            8 hours ago






          • 4





            I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

            – Nuclear Wang
            8 hours ago











          • This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

            – Hackworth
            6 hours ago













          Your Answer








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          2 Answers
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          2 Answers
          2






          active

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          active

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          active

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          3














          Exiling a card before allowing an action does a couple things:



          • It protects the cards from interactions until it is cast. If the Dire Fleet Daredevil has targeted a card, you want it to be uninteractable by the owner until you decide to cast it (assuming it wasn't removed in response to the trigger).

          • It acts to remove the card from the game. This is more relevant for graveyard exile than deck exile, where it's more a use-it-or-lose-it situation. Even in the Daredevil scenario, if you never cast the card, it's still exiled.

          • It makes the card public information. This applies more to deck exile. It would be "harder" (read "near-impossible") to keep track of which card you exiled if you got to put the card into your hand. Even if the card is not face-up, it's still in a separate area.





          share|improve this answer

























          • It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

            – Becuzz
            6 hours ago












          • @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

            – JonTheMon
            6 hours ago












          • This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

            – Ryan Veeder
            2 hours ago






          • 1





            Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

            – ikegami
            2 hours ago












          • I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

            – ikegami
            1 hour ago















          3














          Exiling a card before allowing an action does a couple things:



          • It protects the cards from interactions until it is cast. If the Dire Fleet Daredevil has targeted a card, you want it to be uninteractable by the owner until you decide to cast it (assuming it wasn't removed in response to the trigger).

          • It acts to remove the card from the game. This is more relevant for graveyard exile than deck exile, where it's more a use-it-or-lose-it situation. Even in the Daredevil scenario, if you never cast the card, it's still exiled.

          • It makes the card public information. This applies more to deck exile. It would be "harder" (read "near-impossible") to keep track of which card you exiled if you got to put the card into your hand. Even if the card is not face-up, it's still in a separate area.





          share|improve this answer

























          • It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

            – Becuzz
            6 hours ago












          • @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

            – JonTheMon
            6 hours ago












          • This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

            – Ryan Veeder
            2 hours ago






          • 1





            Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

            – ikegami
            2 hours ago












          • I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

            – ikegami
            1 hour ago













          3












          3








          3







          Exiling a card before allowing an action does a couple things:



          • It protects the cards from interactions until it is cast. If the Dire Fleet Daredevil has targeted a card, you want it to be uninteractable by the owner until you decide to cast it (assuming it wasn't removed in response to the trigger).

          • It acts to remove the card from the game. This is more relevant for graveyard exile than deck exile, where it's more a use-it-or-lose-it situation. Even in the Daredevil scenario, if you never cast the card, it's still exiled.

          • It makes the card public information. This applies more to deck exile. It would be "harder" (read "near-impossible") to keep track of which card you exiled if you got to put the card into your hand. Even if the card is not face-up, it's still in a separate area.





          share|improve this answer















          Exiling a card before allowing an action does a couple things:



          • It protects the cards from interactions until it is cast. If the Dire Fleet Daredevil has targeted a card, you want it to be uninteractable by the owner until you decide to cast it (assuming it wasn't removed in response to the trigger).

          • It acts to remove the card from the game. This is more relevant for graveyard exile than deck exile, where it's more a use-it-or-lose-it situation. Even in the Daredevil scenario, if you never cast the card, it's still exiled.

          • It makes the card public information. This applies more to deck exile. It would be "harder" (read "near-impossible") to keep track of which card you exiled if you got to put the card into your hand. Even if the card is not face-up, it's still in a separate area.






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 8 hours ago

























          answered 8 hours ago









          JonTheMonJonTheMon

          9,2061 gold badge22 silver badges51 bronze badges




          9,2061 gold badge22 silver badges51 bronze badges












          • It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

            – Becuzz
            6 hours ago












          • @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

            – JonTheMon
            6 hours ago












          • This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

            – Ryan Veeder
            2 hours ago






          • 1





            Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

            – ikegami
            2 hours ago












          • I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

            – ikegami
            1 hour ago

















          • It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

            – Becuzz
            6 hours ago












          • @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

            – JonTheMon
            6 hours ago












          • This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

            – Ryan Veeder
            2 hours ago






          • 1





            Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

            – ikegami
            2 hours ago












          • I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

            – ikegami
            1 hour ago
















          It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

          – Becuzz
          6 hours ago






          It also allows normal ETB stuff to happen without having to create weird special rules (see any of the creatures that flip to planeswalkers like Nicol Bolas, the Ravager). It also makes it easier to understand (for me) rules like 701.27f (multiple delayed transform triggers only result in one transformation rather than multiple) (I can't exile and transform something that isn't on the battlefield vs flipping the same card over multiple times).

          – Becuzz
          6 hours ago














          @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

          – JonTheMon
          6 hours ago






          @Becuzz I didn't address that since I assumed flicker/exile+return weren't part of the question.

          – JonTheMon
          6 hours ago














          This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

          – Ryan Veeder
          2 hours ago





          This reasoning is illuminating, but I think there's a premise (or conclusion?) that's been left unstated: The cards "earmarked" by these effects have to go somewhere within the game mechanics; the exile zone is the only place that allows an effect like "you get to play a card from an opponent's graveyard" to work while providing the conditions listed in this answer.

          – Ryan Veeder
          2 hours ago




          1




          1





          Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

          – ikegami
          2 hours ago






          Re "you want it to be uninteractable by the owner until you decide to cast it", For example, if DFD left the card in the graveyard, if the card was somehow removed it from their graveyard, you would no longer be able to cast it (CR 400.7)

          – ikegami
          2 hours ago














          I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

          – ikegami
          1 hour ago





          I think the second point is more of a side-effect rather than a reason. Protection and clarity are key here.

          – ikegami
          1 hour ago











          0














          It's not something from recent years; Magic's history is full of cards which remove ... from the game (the old wording for 'exile').



          In fact, that terminology is a better indication of what's going on (Wizards of the Coast switched to 'exile' for flavor reasons, and not everybody was happy with this). The cards are removed from the rest of the game in order to make it clear for every player (whether the cards are face up or face down) that they were 'set apart' for a special effect. You'd lose that if they were put in somebody's hand, graveyard or the bottom of their library.



          Because they are 'set apart', there aren't that many cards which are able to interact with all cards in the exile zone. (Pull from Eternity is one of the exceptions.) That also means that it's relatively safe for combos by the owner, but also for 'hate' by the opponent (e.g. Tormod's Crypt). In your Dire Fleet Daredevil case, the opponent can't return them to their own hand, or cast them themselves if the spells have flashback.






          share|improve this answer

























          • The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

            – murgatroid99
            9 hours ago











          • Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

            – Glorfindel
            8 hours ago











          • There are only a few. Pull from Eternity is probably the simplest one.

            – murgatroid99
            8 hours ago






          • 4





            I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

            – Nuclear Wang
            8 hours ago











          • This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

            – Hackworth
            6 hours ago















          0














          It's not something from recent years; Magic's history is full of cards which remove ... from the game (the old wording for 'exile').



          In fact, that terminology is a better indication of what's going on (Wizards of the Coast switched to 'exile' for flavor reasons, and not everybody was happy with this). The cards are removed from the rest of the game in order to make it clear for every player (whether the cards are face up or face down) that they were 'set apart' for a special effect. You'd lose that if they were put in somebody's hand, graveyard or the bottom of their library.



          Because they are 'set apart', there aren't that many cards which are able to interact with all cards in the exile zone. (Pull from Eternity is one of the exceptions.) That also means that it's relatively safe for combos by the owner, but also for 'hate' by the opponent (e.g. Tormod's Crypt). In your Dire Fleet Daredevil case, the opponent can't return them to their own hand, or cast them themselves if the spells have flashback.






          share|improve this answer

























          • The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

            – murgatroid99
            9 hours ago











          • Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

            – Glorfindel
            8 hours ago











          • There are only a few. Pull from Eternity is probably the simplest one.

            – murgatroid99
            8 hours ago






          • 4





            I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

            – Nuclear Wang
            8 hours ago











          • This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

            – Hackworth
            6 hours ago













          0












          0








          0







          It's not something from recent years; Magic's history is full of cards which remove ... from the game (the old wording for 'exile').



          In fact, that terminology is a better indication of what's going on (Wizards of the Coast switched to 'exile' for flavor reasons, and not everybody was happy with this). The cards are removed from the rest of the game in order to make it clear for every player (whether the cards are face up or face down) that they were 'set apart' for a special effect. You'd lose that if they were put in somebody's hand, graveyard or the bottom of their library.



          Because they are 'set apart', there aren't that many cards which are able to interact with all cards in the exile zone. (Pull from Eternity is one of the exceptions.) That also means that it's relatively safe for combos by the owner, but also for 'hate' by the opponent (e.g. Tormod's Crypt). In your Dire Fleet Daredevil case, the opponent can't return them to their own hand, or cast them themselves if the spells have flashback.






          share|improve this answer















          It's not something from recent years; Magic's history is full of cards which remove ... from the game (the old wording for 'exile').



          In fact, that terminology is a better indication of what's going on (Wizards of the Coast switched to 'exile' for flavor reasons, and not everybody was happy with this). The cards are removed from the rest of the game in order to make it clear for every player (whether the cards are face up or face down) that they were 'set apart' for a special effect. You'd lose that if they were put in somebody's hand, graveyard or the bottom of their library.



          Because they are 'set apart', there aren't that many cards which are able to interact with all cards in the exile zone. (Pull from Eternity is one of the exceptions.) That also means that it's relatively safe for combos by the owner, but also for 'hate' by the opponent (e.g. Tormod's Crypt). In your Dire Fleet Daredevil case, the opponent can't return them to their own hand, or cast them themselves if the spells have flashback.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 8 hours ago

























          answered 9 hours ago









          GlorfindelGlorfindel

          10.6k1 gold badge36 silver badges66 bronze badges




          10.6k1 gold badge36 silver badges66 bronze badges












          • The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

            – murgatroid99
            9 hours ago











          • Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

            – Glorfindel
            8 hours ago











          • There are only a few. Pull from Eternity is probably the simplest one.

            – murgatroid99
            8 hours ago






          • 4





            I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

            – Nuclear Wang
            8 hours ago











          • This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

            – Hackworth
            6 hours ago

















          • The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

            – murgatroid99
            9 hours ago











          • Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

            – Glorfindel
            8 hours ago











          • There are only a few. Pull from Eternity is probably the simplest one.

            – murgatroid99
            8 hours ago






          • 4





            I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

            – Nuclear Wang
            8 hours ago











          • This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

            – Hackworth
            6 hours ago
















          The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

          – murgatroid99
          9 hours ago





          The Wish cycle used to be able to interact with the removed from game zone, but it cannot interact with the exile zone.

          – murgatroid99
          9 hours ago













          Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

          – Glorfindel
          8 hours ago





          Heh, you're right - it's been a long time since I played competitive MtG. I'm on mobile right now - have there been printed any alternatives meanwhile?

          – Glorfindel
          8 hours ago













          There are only a few. Pull from Eternity is probably the simplest one.

          – murgatroid99
          8 hours ago





          There are only a few. Pull from Eternity is probably the simplest one.

          – murgatroid99
          8 hours ago




          4




          4





          I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

          – Nuclear Wang
          8 hours ago





          I disagree that "remove from the game" is a better term than "exile". Things that aren't part of the game (e.g. cards not in my deck, Scrabble tiles, etc.) should be essentially irrelevant to someone playing the game. With so many relatively recent cards that interact with cards in exile, exiled cards are a strategic resource for certain types of decks. For the card in question here, it wouldn't make much sense to be able to cast a card that's been "removed from the game" - if I can cast it, it is clearly still part of the game!

          – Nuclear Wang
          8 hours ago













          This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

          – Hackworth
          6 hours ago





          This ianswer involves a lot of theory crafting and opinions. One or more actual sources would go a long way towards improving this answer.

          – Hackworth
          6 hours ago










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