I don't think this card is playable in its current form. Cards that cost 10 mana should be giving me an overwhelming advantage that help me start to close out the game,
see others for a power level reference.
Unlike most CMC ~10 cards, this doesn't actually do anything to give me an advantage the turn I cast it, or even the first time I activate one of its abilities. Given a CMC 3 planeswalker, this card needs a 17 mana investment just to flicker that planeswalker (exile and cast it again), or 20 mana investment just to tutor and cast it. Before that expense it's a dead card or an elaborate way to weaken my own board state. That's way too much cost for those effects. I can already tutor for a planeswalker for
2W (
Call the Gatewatch), letting me tutor and cast that same CMC 3 planeswalker for 6 mana. I can also flicker that planeswalker for
3W (
Felidar Guardian) or
1WW (
Flickerwisp). Being able to do either and repeatedly at instant speed is worth a mana or two more, but not 20 mana.
The timing is also not great. If I'm at turn 10 with planeswalkers out, it's likely I've already been able to protect them for a few turns and I'm ticking them toward their ultimates which will help me win the game. At this stage it's too late for an effect that helps me flicker planeswalkers. Really, I need to be able to flicker them at turn 4 or 5.
Now, flickering a planeswalker
is fairly strong in the early game: it means I can use their loyalty abilities twice per turn, although I can't work toward their ultimate that way. That's a trade-off I make. I would put these effects on a white creature that could tutor a planeswalker out on ETB and could be tapped to flicker them. It wouldn't be the Blind Eternities, but it would do the things this card does in a timely manner. Something like this:
Conjurer of Eternities
3W
Creature — Human Wizard
1/3
When Conjurer of Eternities enters the battlefield, you may search your library for a planeswalker card, reveal it, and put it into your hand.
2W, T: Exile target artifact or planeswalker, then return it to the battlefield under its owner's control.
or
WB, T, Sacrifice Conjurer of Eternities: Exile target nonland permanent. Its owner may cast it for as long as it remains in exile.
Lucifer, Sapere Aude wrote: ↑4 years ago
Here we got the ambitious desire to reprent within a Magic card the very concept of the Blind Eternities themselves. Recurring things from exile is a "taboo" concept in Magic design (since it would just become a "second graveyard" and not a place to truly banish things forever), but I believe it's kosher to make a self-contained card that brings from exile only the stuff he "bottles", and not any card previously exiled by any means (and no weird exploitations and shenaningans with anything that use exile as a cost) . After all we have several precedents of this (Endless Horizons, Skyship Weatherlight, Parallel Thoughts and so on), so the mechanic of the card is just an extension of that concept.
This card is using exile correctly.
It's not that recurring things from exile is taboo — tons of things do that. Impulsive draw (exile a card from your library and can cast it until end of turn, e.g.
Dream Pillager), flicker (
Flickerwisp),
Oblivion Ring-type effects, and other cards do that.
The idea is that exile is meant to be a holding cell for particular effects or cards. A card is meant to be able to exile something, hold onto it, and reference it later. You've got the above effects plus mechanics like Imprint which do that a lot. When a card can remove
any card from exile at all, it breaks those cards, and that's a problem. So a card can interact with cards in exile it put there itself, but not that other cards put there.
It's the kind of design space that's theoretically possible but should be avoided.
They broke the rules majorly for Eldrazi Processors because they wanted Eldrazi to break the rules and feel alien. It didn't go down well, and IIRC Maro considers Processors to be a mistake.