Flash Reincarnation

Description
If the next card you play this turn is a minion, it costs 2 less and takes 2 damage.

Strategy
This card is particularly useful in Magmar decks with a high mana curve, i.e., including several minions with high mana cost. Flash Reincarnation trades card disadvantage with the ability of summoning powerful threats earlier in the game, though at the cost of 2 health points for the summoned minion. The card has a nice synergy with Forcefield minions, since their ability will absorb the 2 damages dealt by the card. Also, Flash Reincarnation can be used on Rush minions to create particularly powerful combos, by buffing the summoned minion using the 2 mana points discounted upon summoning. Another popular use in slower decks is using Flash Reincarnation to put a Silithar Elder on the board as soon as possible, since that powerful minion is particularly sticky and hard to remove. Finally, it is worth mentioning that the self-damage effect of Flash Reincarnation can be surprisingly useful in decks making use of Amplification to buff wounded minions.

Interactions

 * The effect of Flash Reincarnation got reworked in patch v. 1.83. Now it doesn't stack anymore and because of the new wording the order in which to play cards got very important. The next card played after Flash Reincarnation has to be a minion or you lose Flash Reincarnation's effect!
 * Even though it is a spell and since v. 1.92 the damage the spell deals no longer originates from your General, Prophet of the White Palm doesn't prevent the damage.
 * If the flashed minion has Opening Gambit, it can take a mana tile even if it instantly dies, because Opening Gambit forces a minion to spawn. If the minion has no Opening Gambit and should die to Flash Reincarnation's damage, it won't take the mana tile.

Balance Changes
v. 0.0.1 - Added: Flash Reincarnation 0 mana "The next minion you summon costs 2 less."

v. 0.0.14 - New text: "Lower the cost of the next minion you play this turn by 2. It takes 2 damage."

v. 0.0.16 - Rarity changed from Basic to Common.

v. 0.33.0 - Rarity changed from Common to Rare.

v. 1.83 - Ability changed to “If the next card you play this turn is a minion, it costs 2 less and takes 2 damage.”

v. 1.92 - The damage dealt no longer originates from your General.

Card Lore
The battlefield is no place to be born — the screech of metal plate on spiked armor as bodies fight for breath in a battle of sheer mass, coughs of smoke and blood as burnished steel grind through the mulch of casualties.

Eyes squint in the new light to meet with the blank gaze of a corpse. Trembling limbs slip free of the cloying membrane to sink deeply into mud of equal parts blood and clay. No voice to scream in panic or fear — the throat is empty, the mouth fit only to grab, bite and tear.

Then, a prod at the mind. No, not thought. Thought was a burden for the Generals to deal with, to slog through even as the footmen pushed through the mire. Nothing to ponder, no doubt to be held. Forward, came the order. Forward. Feet began to churn, sinking claws for traction.

Finally, purpose.