Jump is an acorn dexterity mechanic introduced in Unfinity for the card Devil K. Nevil.[1] It is inspired by stunts of the real-life stunt performer Evel Knievel.
Description[ | ]
You place the jumping card in its launch position, vertical to you and somewhat hanging over the edge of the table. Select any creature cards in play, and arrange them horizontally in a line away from the jumping card. The creature cards may touch, but may not overlap. Once you are set up, you flip the jumping card with the fingers of one hand upwards from underneath and see how far it flies. Whether it lands firmly or slides to a stop is not important.
If any part of the jumping card touches or overlaps the cards you laid out, you get no bonus. But if it has cleared the furthest creature after the stop, the jump is successful.
You can see a jumping demonstration at DevilKNevil.com
Rulings[ | ]
- You may use any creatures on the battlefield, including your opponent's creatures, for the lineup.[2]
- You are limited to the number of other creatures on the battlefield for the jump attempt.[2]
- For anything involved in the jump that's a token, including the card jumping, use a Magic card-sized card as a substitute.[2]
- For any card involved in the jump, the card sleeve it's in is considered part of the card.[2]
- The jump is considered attempted if your hand makes contact with the jumping card and it moves.[2]
- You can't use anything other than your hand to jump a card. If you're wearing gloves (which are basically card sleeves for hands), those count as part of your hand.[2]
- If the jumping card is in a card sleeve, the sleeve may be removed prior to the jump attempt. No other modifications to the jumping card can be made.[2]
References[ | ]
- ↑ Mark Rosewater (October 3, 2022). "The Unfinity Gauntlet, Part 1". magicthegathering.com. Wizards of the Coast.
- ↑ a b c d e f g Mark Rosewater and Jess Dunks (October 7, 2022). "Unfinity Release Notes". magicthegathering.com. Wizards of the Coast.