yeah and no it just doesn't let you exile another thing when you attack so it's you kind of gotta make your choice and uh and stick with it but if you most of the time if you if you flash some flashing in on turn four to ambush you're not gonna get much back out of the exile but you're just gonna live with the fact that you got uh you know a two for one right off the bat and then later you know if you can choose a type that you have a lot of cards of that type and probably get two or three one ones out of the deal so solid card i would give this an a minus it's a good card early good card late i was just gonna give it an a like i think the the upside of the two for one at a relevant stage in the game is really great and then this like if you can nab a creature with this just every creature you cast as long as it's on the battlefield just spits out one ones is like it's going to add up really fast i like you for cemetery protector it's pretty good yeah uh what does hollowed haunting do white white for an enchantment at mythic rare and says as long as you control seven or more enchantments creatures you control have flying and vigilance and whenever you cast an enchantment create a white spirit cleric with this creature's power and toughness are equal to the number of spirits you control so an enchantment build around but you need kind of a lot of enchantments because you're going to make like a NUMBER_TOKEN-NUMBER_TOKEN to start with and then a NUMBER_TOKEN-NUMBER_TOKEN and it does count your other spirits but yeah this looks like another build around like d you're just never really going to get there basically enough is kind of my guess here the cool cool card for constructed uh by invitation only is next it is three white white for a sorcery it is rare it says choose a number between NUMBER_TOKEN and NUMBER_TOKEN. each player sacrifices that many creatures so this is kind of interesting you can make each player basically you can wipe the board if you want but there may be use cases where you don't do that is that kind of what we're looking at yeah it's a kind of cool take on a wrath where it's a wrath but has a little bit of upside when you have more creatures than them like if you have five creatures and they have four you're just like all right each player sacks four creatures that seems actually like a reasonably relevant upside for limited yeah i think so it's a it's a five minute wrath which is fine like that's that's already a decent and then uh you know i like five a lot more than six just that extra turn matters and then um when you are in a spot where you're like you really curved out you could use this to like wipe the board except for your five five and get the last five through or you know they have two creatures and you have four you just make each player sack two creatures so you're kind of almost down a card in that but you're you're you are wiping their board and opening up the door to an attack and sometimes there's
NO_SEGMENT_TOKEN