How Imprint works.

Imprint was introduced in Mirrodin block. When initially introduced imprint was a keyword mechanic, meaning that there were specific rules in the comprehensive rules that governed how imprint worked. Imprint has been changed into an ability word, which now means that there are no specific rules that say how imprint works. All of the instructions necessary appear on the cards themselves.

While there are not specific rules that apply to imprint as an ability, there is a section of the comprehensive rules that applies directly to how works. Section 607 of the comprehensive rules covers Linked Abilities. Linked abilities are when one ability on a card performs an action or some objects are affected by this first ability Then another ability on the card refers to an object or outcome of the initial action. These two abilities are linked as the second ability does not work effectively unless the first one is also there.

Imprint is an example of a type of linked ability that causes cards to be exiled and second ability ‘uses’ the exiled card. For example, Clone Shell has an enters the battlefield triggered ability that removes one of the top four cards of the library of Clone Shell’s controller. Clone Shell’s second ability will allow the controller of the Clone Shell to put this exiled card into play as long as this exiled card is a creature when Clone Shell leave play.

As mentioned above, Imprint worked a bit differently when initially introduced. In original printings the rules text of imprint cards referred to imprinted cards. Now all of these abilities refer to the exiled card. For example, Chrome Mox originally stated that you “Add one mana of any of the imprinted card’s colors to your mana pool.” Now is official Oracle text says “Add one mana of any of the exiled card’s colors to your mana pool.”

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