Bank: Difference between revisions

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This might be interesting for a [[Control]] player, which can have a weaker game one in a lot of matchups. After [[sideboard]]ing, game two can be played with an added advantage. It also makes the deck more efficient by making it one card smaller, but still counting.
This might be interesting for a [[Control]] player, which can have a weaker game one in a lot of matchups. After [[sideboard]]ing, game two can be played with an added advantage. It also makes the deck more efficient by making it one card smaller, but still counting.
Bank has similarities to the "Double" cycle of cards from ''[[Unglued]]'': <c>Double Dip</c>, <c>Double Take</c>, <c>Double Cross</c>, <c>Double Deal</c>, and <c>Double Play</c>. Instead of being able to cast them a second time later in the match, they automatically apply a second copy of their effects at the beginning of the next game. They could potentially be re-drawn and re-cast in that later game as well, unlike Banked cards.


==Example==
==Example==

Revision as of 18:29, 4 September 2022

Bank
Keyword Ability
Type Static
Introduced Mystery Booster
Last used Mystery Booster
Reminder Text Bank (If you cast this card from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts towards your deck minimum.)
Statistics
1 card
{U} 100%
Scryfall Search
keyword:"Bank"

Bank is a keyword ability that allows a player to save up a card for a next game within a match. The mechanic appeared on a test card in the Mystery Booster set.[1]

Description

If a card with Bank is cast from your hand, it is exiled until the end of the match. The player may cast it from exile during another game during the match. It still counts towards the deck minimum.

This might be interesting for a Control player, which can have a weaker game one in a lot of matchups. After sideboarding, game two can be played with an added advantage. It also makes the deck more efficient by making it one card smaller, but still counting.

Bank has similarities to the "Double" cycle of cards from Unglued: Double Dip, Double Take, Double Cross, Double Deal, and Double Play. Instead of being able to cast them a second time later in the match, they automatically apply a second copy of their effects at the beginning of the next game. They could potentially be re-drawn and re-cast in that later game as well, unlike Banked cards.

Example

Example

Memory Bank {1}{U}
Sorcery
Draw a card.
Bank (If you cast Memory Bank from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts towards your deck minimum.)

Rulings

  • If a card with bank doesn't resolve for any reason (such as being countered, or all of its targets becoming illegal if it has any), it won't be banked.
  • Banked cards begin the next games in a match in exile. They're not outside the game.
  • Once you cast a banked card from exile, it behaves like any other spell. It may be countered, and it'll be put onto the battlefield if it resolves as a permanent spell, or into its owner's graveyard if it's not a permanent spell.
  • If you cast a spell you don't own or gain control of a spell, you didn't cast it from your hand, so you don't bank it.

References

  1. Eli Shiffrin (November 11, 2019). "Mystery Booster Release Notes". magicthegathering.com. Wizards of the Coast.