Exiling cards effectively removes them from the gamein fact, Magic originally used that phrasing
CP1 - 1P - 2/1 [new mechanic A] (a two mana purple card is tough to play in limited, so I think it should be good) CP2 - 2P - 3/1 First Strike CP3 - 2P - 2/2 [new mechanic B] CP4 - 3P - 2/2 Flying, [new mechanic B] CP5 - 4P - 4/3 [new mechanic B] CP6 - 5P - 4/6 Trample CP7 - P - Instant - Remove Soul CP8 - 1P - Instant - Choose one: counter target green spell, or destroy target green permanent, or destroy target forest (this would be a cycle of six, so it needs to be different from the existing R/U blasts) CP9 - 2P - Sorcery - Deal 3 damage to target creature or player
A creature has been dealt excess damage if one or more sources deal more damage to it than the minimum amount of damage required to be lethal damage
Beyond that, it has one of the most useful and efficient draw abilities Ive seen in a while
Once you cast one half, the card will then move to the graveyard like any other instant or sorcery, and it will only count as a single spell when in the graveyard
Whenever day becomes night or night becomes day, you may tap or untap target nonland permanent