Mechanic Encyclopedia for ALL

1161719212263

Comments

  • Also I might need t see and example to fully understand it
  • @DoctorFro
    Depends on your card design.

    Here are the test examples I'm working on. (May change over time!)
    https://mtgcardsmith.com/view/betrayal-card-test
    and
    https://mtgcardsmith.com/view/betrayal-card-p2-test
  • But there is no effect for after it is apermanent
  • edited November 2017
    @DoctorFro
    There isn't a keyword for that, it's on a case by case basis.

    That and it's supposed to act like Vexing Devil in most cases, unless otherwise stated!
  • So then shouldn’t there be a draw back if an opponent makes it s permanent
  • Or on the second one is that the second clause of abilities
  • It's up to you and how you design the card.
  • Will post what I think it could look like maybe
  • edited November 2017
    Anyone have any name idea for this mechanic?

    _____ [Cost] (You may cast this spell for its ______ cost. If you do, change its text by replacing all instances of "each" with "target.")

    It's opposite of overload. Basically same card can be made with overload, but flavor is different I think..
  • NO but that is overload @Tomigon
  • oh wait other way around my bad
  • edited November 2017
    Happy567 and I created these mechanics:

    Roar (Creatures that fight or block this creature become tapped and do not untap during their next untap step.) by Happy567

    Discover {cost} ({cost}: Draw a card for each creature on the battlefield that does not share a creature type with this creature.) by Shadow123

    Elder Circle - Each upkeep, as long as you control 3 or more creatures with the ability Elder Circle, (effect) by: Shadow123

    Divination (Whenever you cast an enchantment spell, you may draw a card.) by: Shadow123

    Reanimation N {cost} ({cost}: Put the top N cards of your library into your graveyard, then put N creatures from your graveyard onto the battlefield tapped.) by: Shadow123

    Fateweaver N(Put N fate counters on target creature, remove a fate counter from each creature that has one or more fate counters each upkeep.)

    Name Cycling {cost} ({cost}, Discard this card: Name a card, then search your library for all cards with that name and put them into your hand.) by Happy567

    Dive(Creatures with dive cannot be blocked by creatures without dive.) by Happy567
  • @Tomigon How about minimize?
  • Reanimation is TOO GOOD you should lose life bc that is what reanimate, reanimate is one mana for return any creature for life. So maybe return them tapped then lose life equal to their toughness
  • to their average toughness or half the toughness
  • Dive is basically shadow and horsemanship
  • Another idea,

    (Trigger), (you may) hollow this creature. (A hollowed creature is sacrificed at the beginning of the next end step.)

    Hollow is meant to be accompanied with another ability like:

    As long as this creature is hollowed, (effect)
    (Activation or Trigger) effect, if this creature is hollowed, (better or bonus effect)

  • edited December 2017
    New mechanic! Overheat!

    image

    Overheat - (Ability). If this is the third time this ability has resolved for the third time each turn, (new ability/bonus ability/other ability).

    You can check out the comment I left on the card for a more in depth use for Overheat!
  • edited December 2017
    This ability is for legendary equipment. Sentient equipment is rarely colorless.

    Sentient (Whenever this artifact becomes attached to a creature, flip a coin. On a heads, equipped creature loses all non-keyword abilities and its color identity changes to match this artifact's color identity.)

    I thought it would be fun to have sentient artifacts running around messing with creatures.

    This ability has the effect of significantly lowering equip costs.
  • edited December 2017
    Okay, I opted to read this entire list to see if anyone posted stuff just like what was going, so my posts are not redundant.

    -Aegis:N- (Whenever this creature becomes the target of a spell or ability an opponent controls, that player pays {N} or the effect is countered.)

    Pseudo hexproof. Hexproof is a dangerous mechanic to wind up on too many creatures. I wanted give a way make getting rid of creatures harder, but still possible to be targetted.

    Examples: https://mtgcardsmith.com/view/moon-rune-regent-2?list=set&set=16273

    https://mtgcardsmith.com/view/brightscale-regent?list=set&set=16273



    -Massacre- At the end of your combat phase, if three or more creatures died this combat, *insert powerful effect*

    Similar to Morbid, but 3 or more creatures need to die during combat to trigger it. It doesn't matter who's creatures that died. This will generally be a powerful effect then.

    Example https://mtgcardsmith.com/view/konima-the-calamity?list=set&set=15387

    Harness:N (Whenever an opponent casts a planeswalker spell or activates a loyalty, or a planeswalker is put in the any graveyard from play put N +1/+1 counters on this creature.)

    This a mechanic designed to hate out planeswalkers. They're a newer permanent type that doesn't have enough things to punish them in my opinion.

    Example: https://mtgcardsmith.com/view/sero-the-spark-slayer?list=set&set=15387

    Pact/Pactum (since pact already been used on this list, you can use the term Pactum, which latin for pact.)
    Pactum(This card can't be sacrificed or targetted by spells or abilities you control.)

    This mechanic primary for demons or other nasty permanents that have some sort of drawback that might be a issue for you. This mechanic not meant be on indestructible permanents. The powerful demon you unleashed might be an issue for you, but it's also an issue for your opponent, whom might die from it, or destroy it for you.

    This mechanic might also include Pact counters , where you count down till the demon's punishment effect starts happening.

    Example: https://mtgcardsmith.com/view/pogromis-prince-of-slaughter?list=set&set=15387

    and Pact counters

    Example: https://mtgcardsmith.com/view/concordema-mistress-of-pacts?list=set&set=15387

    Divine This permanent can't be sacrificed. or Divinity Spells and abilities your opponents control can't cause you to sacrifice permanents.

    Similar to pactum, only this version isn't a negative. It's meant for gods and angels, being power of creation prevents it from being used in such a manner, or is too holy that to do so would be beyond vile. This also also stops others from sacrificing the permanent if it were to exchange hands. Neither are meant to be used often, as this a special trait.

    Example: https://mtgcardsmith.com/view/deceptica-goddess-of-strife-1


    Tribal Crew N

    Vehicles that can be only crewed by a select tribe.

    Example: https://mtgcardsmith.com/view/goblin-killcycle?list=set&set=15387

    Obstruct (can block an additional creature each combat.) or Obstruct N (can block N additional creatures each combat.)

    The idea is a larger/wider creature or they use some sort of means to block attackers from getting thru. Hence Obstruct

    Example: https://mtgcardsmith.com/view/edina-mistress-of-malice?list=set&set=15387

    Defiance (can not be blocked by more than 1 creature.)

    The idea is the creature is an alpha demanding to be challenged, and only a single creature may do so.

    Example: https://mtgcardsmith.com/view/sovereign-regent?list=set&set=16273

    Diligence (This creature may block any attacking creature regardless of their abilities.) This creature is the ultimate blocker, and trumps any evasion. This is meant to be a very rare power, as it can't appear too often or would lead tons of boring board states.

    Example: https://mtgcardsmith.com/view/lord-magnus-of-llanowar

    Wonder This a special type for legendary lands. Like the seven wonders of the world...or multiverse in this case. If a land has it on it, it needs be something truly amazing, a sight to be seen. Other cards will then trigger based off you controlling them or being that type. I am still working on making more of them and more cards to deal with them.

    Wonder Example: https://mtgcardsmith.com/view/barrowscity-of-the-dead-king?list=set&set=24863

    Card interacting with them example: https://mtgcardsmith.com/view/eli-aldrin-seeker-of-wonders?list=set&set=15387

    Cursed Equipment with this will enter play with a certain number of curse counters. The equipment will be potentially powerful, but require some sort of challenge to purify the curse. My inspiration for this is the Paladin/Cursed Shield in Final Fantasy 6. (one of my favorite rpgs.) It was the ultimate shield, but required you fight a bunch of battles while it was cursed, which gave you every possible negative status effect till it was cleansed. I took the concept and made a matching set of gear.

    Examples: https://mtgcardsmith.com/view/shield-of-the-fallen-hero?list=set&set=26002

    Example: https://mtgcardsmith.com/view/sword-of-the-fallen-hero?list=set&set=26002

    Shelter - Long as this creature is untapped, spells or abilities that would remove it from play, return to owners hand or library are prevented from effecting this permanent.

    The idea is creatures not attacking would take safety in their homes from board wipes and mass removal. This not intented to be paired with vigilance or flying. Meant as a red and green ability.

    Example: https://mtgcardsmith.com/view/cavern-giant

    Elude (Can not be blocked by creatures with defender or flying)

    These creatures are stealthy, and agile. Beings flying over an area would miss them as they flew by, and stationary objects are no obstacle at all to these highly agile beings.

    Example: https://mtgcardsmith.com/view/chandler-relic-raider?list=set&set=25674


    ***Theses are not mine, but someone named AmephEstMako on another site came up with them, and thought they were solid.***

    Overwhelm "Whenever this creature blocks or becomes blocked by a creature, it deals damage equal to its power to all blocking or by blocked this creature instead of assigning combat damage."

    Example: If 3 creatures block a 5/3 with Overwhelm, it would deal 5 damage to each creature instead of assigning damage

    Unstoppable N (When this creature attacks, it doesn't receive combat damage unless it is blocked by X or more creatures.)

    Example: https://mtgcardsmith.com/view/lifeforce-hydra?list=set&set=15387

    Pristine (This creature's power and toughness cannot change)

    Example: Giant Growth, Mutilation, counters and lords have no effect on the creature

    Sleight (If this spell is countered, it casts the Sleight effect instead. If a Sleigh is cast, you may choose new targets)

    Example: https://mtgcardsmith.com/view/matron-of-the-herd

    Side note stuff

    @liftinggravity
    - Rampage N, this been a real mechanic since Legends, it just wasn't used a ton. While yours is different, you'll probably want to rename it.

    The real verison

    Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.

    Affliction ...While this person came up with this first, there's now a real mechanic named Afflict in Amonket block. probably want to rename this one.

    Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”

    Last Strike offically a real mechanic thanks to Three Headed Goblin, with Triple Strike which is also a thing. (deals first strike, regular damage, and last strike damage.)


    Well I think that's enough for now. Probably missing something though.

  • edited December 2017
    Here's some more data toward the list... I saw people wanting come up with terms of bonus damage, as some of the terms were less than ideal, but got me thinking of a foremat for such a thing...

    Damage Modifiers for Creature type.
    - 2 Phobia, Creature has an irrational fear of this type and deals no damage of this type. They can not be assigned as a blocker to a creature of this type.
    - 1 Trauma, Creature is a victim of this creature type, and only deals half damage when it deals damage to choosen type.
    0, Normal damage, no modifier. no changes.
    + 1,Slayer, Creature is effective against choosen type, and deal double damage to it when damage is dealt.
    +2, Destroyer, These creature literally destroys choosen type. Any damage is lethal damage to a creature of the selected type.

    Example of a creature with a damage modifier.

    https://mtgcardsmith.com/view/dalla-fleet-devourer

    The idea for flavor reasons a creature can be more or less effective. Such as a character who is a dragon slayer would deal more damage to dragons. A Vampire hunter would have Vampire Destroyer. (figured the word destroy would make it easier remember which is which.)

    For the negative types you could use this as a way to counter balance a power under costed creature. Like you have a character whos a powerful warrior, 4/4 with double strike for 3 mana, but is terrified of giants since they murdered his family as a child, and a phobia of Goblins from spending years running from them growning up as orphan making him amazing...unless your opponent is playing either creature type.

    I'd avoid putting Slayer or phobia effects on same creature, as combat math gets be a mental workout as it is sometimes. I put numbers on it make deciding how factor it out though. So say our Knight has Destroyer for goblins(+2), but phobia for Wizards(-2) and is blocked by a goblin wizard....(the universe implodes in parradox)...Or you just add the numbers and factor accordingly. In this case the Knight would just do normal damage to the Goblin Wizard, but would still be subject to the blocking clause for the phobia. This a concept, but I can also get people like this isn't freaking D&D Lastjustice, will just use the Slayer concept for Double damage, and ignore the rest heh. Simple works too.

    Supremacy N (Whenever a creature dealt damage by this creature turn dies, put N +1/+1 counters on this creature.)

    This an old mechanic, just thought should get it's own keyword. It mostly was on old school vampires(Like Baron Sengir and Sengir Vampire), but I felt if we gave it a broarder concept it could crop up else where.

    Example: https://mtgcardsmith.com/view/tarbos-ancient-terror

  • edited December 2017
    Curse (Whenever a creature with curse deals combat damage to a creature, disable that creature's text until it leaves the battlefield.)

    This effect disable both active and passive abilities. Examples being Thragtusk (https://tinyurl.com/y7fpl8cf) no longer spawns a 3/3 when he leaves the battlefield when cursed and Tar Pitcher (https://tinyurl.com/yavfsxd6) can't tap to deal 2 damage when cursed.

    Now for some advanced rules: If a creature with curse attacks or blocks a creature with effects such as "Whenever this creature deals combat damage to a creature..." or "Whenever this creature takes combat damage..." curse overrides that effect. Say a creature with curse was blocked by permeating mass (https://tinyurl.com/ho7qh57), the curse will trigger before permeating mass's ability, thus not turning the creature with curse into permeating mass. But if permeating mass had first strike, then permeating mass would deal combat damage before the creature with curse instead of at the same time, which means that the creature with curse becomes a copy of permeating mass and permeating mass isn't cursed. Curse does not affect enchantments, equipment, etc. Curse only affects creatures.

    Now it's time for some examples of curse cards:

    image

    image

    I messed up and forgot to make Cursed Cannon an artifact creature...
  • Psychosis -- At the end of combat on your turn, you may flip a coin. If you win the flip, (Beneficial effect). If you lose the flip, sacrifice this creature.
  • edited December 2017
    An idea:

    Nemesis of [INSERT CREATURE TYPE/S] -- Whenever one or more [INSERT CREATURE TYPE/S] enter the battlefield, [NEGATIVE EFFECT/S FOR THE SAID NEMESIS].
  • edited December 2017
    Bloom [N] (At the beginning of your upkeep put a +1/+1 counter on this creature. If at the beginning of your end step this creature has [N] or more +1/+1 counters on it, sacrifice it.)

    As long as [CREATURE] has [N] or more +1/+1 counters on it, [EFFECT]

    image
  • @CKNG
    Wouldn't it make sense being labelled as bloom 3?
  • @modnation675

    it is, was messing around and forgot to edit, thank you.
  • edited December 2017
    Here's two new concepts, I was tinkering with. I feel like creatures need some additional tricks to make them harder to counter. I don't want to see tons of spells with can't be countered on the text box,as if too many came into existence it would be bad for the game. I'd rather just harder to counter some spells, so players can't always get away with leaving up only 2/3 mana it being enough stifle your plans. I feel there needs be enough ways get stuff into play that comes at people sideways. (like Savage Summoning was a cool card to surprise people.)

    Magnitude N (If you pay {N} when casting this spell, it can't countered or targeted of a spell or ability an opponent controls on the battlefield unless that player pays {N} or the effect is countered. Put N +1/+1 counters on it when it enters the battlefield.)

    I made the ability Aegis,(like on this card https://mtgcardsmith.com/view/moon-rune-regent-2?list=set&set=16273) I decided I didn't want to make this a straight upgrade to it. I went a different route, as if you pay the kicker cost to the Magnitude, you get that many +1/+1 counters on the creature (which indicates to your opponent they need pay that much to target it.), that cost is how much is required to counter that spell.

    You have the option not pay the Magnitude cost, so if you just need get another blocker down for cheap, then you can pay the base. If you do though, your creatures will be harder stop getting to the battlefield, and tougher to remove. Thematically, I feel like important characters and powerful beings should be what has Magnitude, so wouldn't be something you'd see everywhere. It would se something I could see in every color, but primarily in Green and White.

    Example of Magnitude - https://mtgcardsmith.com/view/rex-lionedas?list=set&set=15387

    Our second ability for today is Feedback.

    Feedback N (If a spell or ability an opponent controls would counter or causes you to discard this card, exile it instead of putting it into your graveyard unless your opponent pays {N}. You may play it with paying it's mana cost.)

    I thought to myself, what if we mana leak the counter spell player back? heh If they make you discard the card, or just are trigger happy with their counters, they get punished for it, as feedback will trigger then. Unless they pay the cost of Feedback, you will not only still get the spell to resolve or come into play, it will have some greater effect upon resolving then. If the spell's effect has a value associated with it, increase it by the feedback number. So if a spell does 2 damage, but has feedback 3, then it increases by 3 for a total of 5.

    Example of Feedback: https://mtgcardsmith.com/view/ruby-rand-dwarf-pyromancer

    another example of Feedback on a spell https://mtgcardsmith.com/view/what-dreams-may-come

    Thats enough for today, hope people like these as I feel magic needs more tools to combat decks that feel they can sit there just deny everything you cast without completely hating them out of being viable. Which I feel these effects should not be limited to creature, but for magnitude, you obviously would get +1/+1 counters if the spell wasn't a creature.









Sign In or Register to comment.