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Moxonomy

Chemister's Insight

Instant3 generic manaBlue mana

The pitch is that you pay full price twice. Four mana to draw two cards is a rate that, on its own, no constructed deck wants: Divination and its kin sit unplayed for a reason. Jump-start rewrites the math by selling you the second copy on credit. The first cast refills your hand at instant speed; the second, from the graveyard, asks only that you pitch a card you no longer need and pay the four mana again. The discard is not a tax so much as a conversion, turning dead lands and spent spells in a late-game hand into the resource the graveyard cast consumes. That is the design discipline that makes a four-mana draw spell worth the slot: the card is two draw spells wearing the body of one, and the exile clause caps the loop at exactly two so it never becomes a recursion engine. The structural ancestor is flashback, but jump-start swaps flashback's variable buyback cost for a fixed one (any card, no matter its quality) and keeps the same one-time exile. Built for control and spells-matter decks that flood early and starve late, it answers the question those decks always face: what do you do with the back half of the game once the threats are dead but the cards have run out. You draw four, across two turns, for one spell that occupies one graveyard slot.

Chemister's Insight (grn)
GRN · #32uncommon
Pricing
Normal: $0.26
Foil: $0.44
Oracle Text

Rules text

Draw two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
N/A
Printings elsewhere

Other printings

4 sets
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