
[Reaction] (Play any time, even before spells and abilities resolve.)Banish a friendly unit, then its owner plays it to any battlefield, ignoring its cost.
Spell · Epic
is a 2‑Energy Reaction spell that banishes a chosen friendly unit and then causes that unit's owner to play it to any battlefield, ignoring its cost. The most common misplay is assuming the spell can always re-play the unit even if the chosen unit becomes a different object (e.g., moved to a non‑board zone) before resolution; targets that change to a non‑board zone break the relationship and can make the play impossible .
Casting on your opponent's turn to re‑play the banished unit to a battlefield you control (you are currently standing on that battlefield).
You may cast as a Reaction on the opponent's turn, banish your chosen friendly unit, and have its owner play it to the battlefield you control. Because the play effect becomes pending on the chain while the spell resolves, you do not lose control of that battlefield during resolution and may finalize the unit to that battlefield; if the play causes Conquer, any Hunt triggers will occur .
You target a friendly unit with , an opponent responds by moving that unit to base, then other reactions try to interact before Thrill resolves.
Moving the unit to base does not remove the targeting relationship so long as the unit remains the same object on the board; Thrill still targets it and can banish it when it resolves. If the unit instead changes to a non‑board zone (for example, is banished or otherwise removed from the board), it becomes a different object and the targeting relationship is severed—Thrill's banish instruction will fail for that target and subsequent instructions that depend on that object may be unable to execute .
The chosen unit is sent to a non‑board zone (e.g., banished) by another effect before resolves.
If the chosen target leaves to a non‑board zone before Thrill resolves, that target is no longer the same game object and any checks about it return null. Thrill's banish step cannot be performed on that object and the later 'play it' instruction cannot resolve for that object; those instructions are ignored to the extent they cannot be completed .
The banished unit has Hidden printed on it. Can the owner be forced to play it somewhere other than the battlefield it was banished from?
Rule text that restricts play locations for hidden cards applies when the spell or play effect doing the playing is itself Hidden or is the play effect of a hidden permanent. is neither a hidden spell nor the play effect of a hidden permanent, so the clause that forces a play to the unit's battlefield if the play was caused by a hidden spell/effect (811.1.d.3) does not apply. Therefore the play effect created by can place the unit at any battlefield per the spell's instruction, subject to other usual constraints on valid locations .
Playing the re‑played unit causes it to Conquer a battlefield, and that unit has Hunt.
If the finalized play of the banished unit causes it to Conquer (or Hold), its Hunt trigger will function and grant XP equal to its Hunt value, since Hunt is a triggered ability that checks for Conquer/Hold events on the unit .
Can I cast on my opponent's turn and have the unit played to a battlefield I control?
Yes. You can cast as a Reaction on an opponent's turn, banish a friendly unit, and have its owner play it to the battlefield you control. The play becomes pending on the chain while the spell resolves, preventing you from losing control of that battlefield until finalization, so you can finalize the play to that battlefield .
What happens if the chosen unit leaves to a non‑board zone (for example, is banished) before resolves?
If the chosen unit changes to a non‑board zone before resolution, it is no longer the same game object and the spell's relationship to that target is severed. Any checks about that target return null and instructions depending on that object can't be executed and are ignored to the extent they cannot be completed .
Does target the friendly unit when you play it?
Yes. Choosing a specific friendly unit when you play the spell is a choice that targets a game object per the targeting rules, so the unit must be a valid target when the spell is placed on the chain .
If the re‑played unit Conquers when it enters, will Hunt triggers fire?
Yes. Hunt is a triggered ability that triggers when the unit Conquers or Holds; if the play of the unit caused by results in a Conquer (or Hold), the unit's Hunt trigger(s) will occur and grant XP accordingly .
If the unit has Hidden, can force it to be played somewhere other than the battlefield it was banished from?
Yes. The special Hidden restriction that forces a play to the unit's battlefield applies only when the play effect is a Hidden spell or the play effect of a hidden permanent. is not a hidden spell or a hidden permanent's play effect, so that Hidden restriction does not apply; the spell's instruction to play the unit to any battlefield stands .