Can you tell me the rulings for Sonic Assault?
user
0. A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
1. If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
2. If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
3. If the target creature becomes an illegal target for Sonic Assault, the spell doesn't resolve. No player is dealt damage.
4. Sonic Assault can target a tapped creature. The creature can't be tapped again, but Sonic Assault still deals 2 damage to that creature's controller.
5. You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
assistant