Foretell

Foretell is a keyword ability featured on cards in Kaldheim.

Description
Foretell was designed as the combination of capturing a top-down omen flavor and a mechanic called "layaway" that Mark Rosewater had created many years ago based on a mechanic from the "Star Wars Trading Card" game.

During your turn, you may pay and exile a card with foretell from your hand face down. You may cast it on a later turn for its foretell cost (the mana cost listed as part of the foretell keyword). Foretelling is optional, so you can always just cast the spell as normal if you're looking for a more immediate impact.

Foretell essentially splits the cost of a card over two turns. The implementation has roots in Echo (installment costs), Suspend (setting the card into exile for cheaper casting later), and Morph (hidden information, uniform baseline, installments). Some cards have additional benefits if the spell was foretold before being cast.

Each card with foretell has a raven watermark as a nod to Alrund with the Light of Starnheim shape (the diamond) in the center.

R&D created a foretell helper token that you can optionally use to assist during gameplay.

Cards interacting with Foretell

 * With Ranar the Ever-Watchful in play, the first card you foretell each turn costs to foretell.
 * Alrund, God of the Cosmos gets +1/+1 for each foretold card you own in exile.
 * Cosmos Charger reduces the cost of foretell by and can be done on any player's turn.
 * Dream Devourer gives nonland cards without foretell the ability. The foretell cost is less than its mana cost.

Rules
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Rulings

 * You can't cast a foretold card on the same turn you exile it.
 * Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
 * Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
 * If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
 * In exile, you must keep your foretold cards clear. Your opponents won't know what the cards are, but they'll know which card you foretold first, second, and so forth.
 * At the end of the game, if you still have any foretold cards in exile, reveal them to all players so they know the future you foretold was an honest one.