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We're getting a little off-topic here, but this is actually the first I'm learning that MtG can't explicitly mention the stack (I follow set releases and read cards casually sometimes, cube once in a blue moon, played standard one summer ever). That's a bit of a shame - one of the other card games I've played (Yu-Gi-Oh) works its equivalent (a "Chain") into card effects and it doesn't have to be complicated. One very good card ("Chain Strike") does damage multiplied by its stack position (chain link) so the later in the stack (chain) it appears, the more damage it does. That's not too crazy. Would've loved that either to attempt the inevitable degenerate combos or just splash it into RDW. There is also a balancing mechanism where certain effects can only be activated once per stack (chain) which is not as draconian as "per turn" but could otherwise when omitted potentially make cards ingredients in degenerate combos (e.g. "Accumulated Fortune").

Final aside: I used the phrase twice, so it should be clear that the history of said game (again, Yu-Gi-Oh) is plagued with degenerate combos.

EDIT: Editing in this edit to acknowledge that there is a sibling comment with a valid nit that invalidates the reason I responded. In my defense, my slow phone-based composition took me so long I did not see it until this edit. I'm leaving it for the sake of hopefully any nascent game designer getting any insight, I suppose. Or hey, card game players getting their kicks thinking about card game mechanics.



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