Mechanic Encyclopedia for ALL



  • edited October 2016
    This might be too broken, but:

    Bulldoze X (When this creature enters the battlefield, you may exile up to X creatures you control. If you do, create a 1/1 colorless Sand creature token. If that token would leave the battlefield, return the exiled creature to the battlefield under its owner's control.)

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  • @ReddEnderman seems like a really interesting mechanic IMO to make it easier to understand and at the same time a bit more versatile it should be.

    Bulldoze X (When this creature enters the battlefield you may exile X creatures you control. If you do, create X 1/1 colorless sand creature tokens with "When this creature leaves the battlefield return target creature exiled with the Bulldoze ability to the battlefield under its owners control.")

    This templating gives more utility allowing you to choose the creature that return, and avoid potential confusion about which sand token has which creatures exiled with it.
  • edited October 2016
    Here's one that I just put into words, although I'm sure someone else has probably made the mechanic before hand:

    Refraction: Whenever this creature becomes the target of a spell or ability, you may pay {1}. If you do, copy that spell or ability. You may choose new targets for the copy.


    Also been working with a mechanic called soul fluctuation (currently building a commander deck around it).

    Soul Fluctuation: Whenever this creature deals combat damage, you gain life equal to its toughness and loses life equal to its power.


    Soul fluctuation is usually associated with spirits, but it can be associated with humans too (and therefore any humanoid)
  • edited October 2016
    Prismatic: Whenever you cast a spell that's one or more colors, put a +1/+1 counter on this creature.

  • Here's a weird one that might be super-awesome-amazing, or just plain terrible. It's been designed for the upcoming commander set. If you don't know, it's going to be based around 4-color commanders, the first cards ever other than the nephilim to be of four colors. Like with the last commander set, I thought I might as well make something that ties all the generals together.

    The mechanic:

    Servitude (Begin the game with this creature card face down in the command zone.)

    At first, it may make zero sense (What does it do? It can't have any purpose because it's face down?!?), but all the generals will have some interaction with them. E.g. the GUBR general, Dreadborn. (Link: )

    Additional rulings:

    -To prevent the decks playing these generals just running all the cards in their colors with servitude, I'm thinking of placing a limit on how many cards with servitude you can have in the command zone per game. Maybe ten?

    -Cards with servitude don't count towards your minimum deck size.

    - More than a design ruling than anything else, but all cards with servitude I think are going to have the subtype 'Slave' or 'Servant'.

    - Cards in colors that aren't in your commanders color identity can't be played.

    (Should I put any of these rulings in the mechanic itself?)

    I'm pretty sure this is a terrible idea, and may be any one of unoriginal, broken, or too similar to conspiracies. However, it is just an idea, and would like to have feedback on it.

    The example card with servitude:

  • edited October 2016
    @KimJongMartin very interesting, I think there should be requirements on the card that allow you to pull them from the command zone, not an ability of the commander, and that they should count toward deck size, but be perfectly reasonable cards that work with servitude to bring themselves back from the command zone after death or as part of their own effect.

    All in all the command zone is a silly space that can be toyed around with as any zone but with extra restriction that no one really thinks about, good on you thinking outside the box kinda.
  • @Emeraldragon17

    Yeah, there ares still many rules things that need to be edited and added to these cards.

    Now that I think about it, I may just make cards with Servitude like conspiracies: banned in all constructed formats. Also, they kinda can't count towards deck size, because decks want to run as few cards as possible, and otherwise all commander decks would run all the cards with servitude in their colors.
  • edited October 2016
    @KimJongMartin Well yeah, but if you dont make them count then you'll have players with stacks of servants with no need to really have a full deck at that point, because then you can run 4 color good stuff with all the servants. If you make them count toward deck size and run them in the deck with a cmc, effect, and whatnot but still work as a regular card then that would be fine because it would add extra utility.

    Now my own ability Relentless - (special effect depending on card that allows it to be "called back" from the command zone after being sent there as part of its own effect if the conditions are met for the turn.)



    I think it allows for some fun political points and extra utility that would be very unusual.
  • edited October 2016
    Never really did anything with this...

    image image

    Skill counters and "A creature with one or more skill counters on it is skilled."
    ( This seems relevant - )
  • Throughout the adventure of making cards on this site, these are the custom mechanics I created:

    Blight (Whenever a creature an opponent controls blocks, this creature gets +1/+1 until the end of turn and the blocking creature gets -1/-1 until the end of turn.)

    As a countermechanic to Blight I created:

    Convicted (Whenever this creature's power or toughness would be reduced by spells or abilities your opponents control, put a +1/+1 counter on it instead.)

    And two more:

    Resurrect X (If you would draw a card and this card is in your graveyard, you may exile target creature card with converted mana cost X or less from your graveyard. If you do, return this card from your graveyard to your hand, then put a token that's a copy of the exiled creature onto the battlefield.)

    It is wordy, but I love reanimating things, and I'm quite proud of this one. Also this is the updated reminder text.

    Transcendent {cost} (You may cast this card for its Transcendent cost any time you could cast an instant. If you do, until the end of turn, it's an instant instead of its other types.)

    Also updated reminder text, I think this mechanic opens up some nice design space. Will implement it in a future full set based on a series dear to my heart.

    Thanks, hope you enjoy! Cheers! :)

    Examples to each of the mechanics:

  • Here's two:

    First off is 'Flux'. It would fit into a Mirrodin or Dominaria set.

    Flux X (Choose one: put X charge counters on target non-creature artifact, or X +1/+1 counters on target artifact creature.)


    I may need a bit of wording help with this one (Is it 'Choose one___' or '_____, or _____'?). The mechanic is mainly U, secondary R, and thirdly W.

    Then, there's forage. This needs a bit more work, and it may be OP.

    Forage {cost} (You may cast this spell for its forage cost from your library if your searching your library.)


    The forage cost is generally much higher than the card's converted mana cost, so it isn't OP. This, again, needs a bit of work - I'm considering saying 'You can't cast more than one spell this way each turn'. What do you think?

  • edited October 2016
    Forage is a really neat concept, though I don't know how to "fix" it... Really like it all the same!

    What about making Flux like Fabricate? It would be a "permanent mechanic" in that case.
    Flux N (When this permanent enters the battlefield, you may put N charge counters on target non-creature artifact. If you don't, put N +1/+1 counters on target artifact creature.)
  • edited October 2016
    I decided I would like to share some of my ideas with you, I haven't had the time to properly look through all the mechanics to see whether any of them share a name with mine, however.

    Hopefully you guys like them!

    Affliction - When this creature becomes the target of a spell or ability, you may have it deal –x/-x to all creatures on the battlefield, if you do, then sacrifice this creature.

    (The idea of this particular mechanic came from thinking about the Pyrexian MtG story line, then adapting how I thought Pyrexian Carriers might function.)

    Automated Repairs - At the beginning of your upkeep, if this creature was dealt combat damage on the previous turn, you may pay {x mana} if you don’t then put -x/-x counters on it.

    (The idea of this came from a cyberpunk idea, where you could potentially balance a powerful artefact creature by introducing a mechanic like this.)

    Diagnostics (Pay x life or x mana) - If an effect would cause this creature to be destroyed this turn, instead tap it, remove all damage from it, and remove it from combat, until the end of your next turn.

    (Again, this carries on from the cyberpunk theme, instead, I thought about a way of incorporating the regeneration mechanic, and then apply it to artefacts. This particular idea works on turning a creature into an artefact creature, much like Memnarch's ability does.)

    Enervation - Whenever this creature does damage to a player, you may remove {e} {e} from that player and transfer that energy to you. If you can’t then this creature gets a -1/-1 counter.

    (I came up with this idea when looking at the Kaladesh set. I noticed how powerful Energy would be, due to the fact there is no way to remove, in Standard, a players energy total.)

    Immolate - When this creature deals combat damage to a creature or player, you may deal {x} damage to each creature and each opponent where {x} is equal to half the number of +1/+1 counters on this creature, rounded up.

    (I came up with this idea when looking at Kozilek's Return and Managorger Hydra. I applied the concept to a hydra I myself, created. I thought it would work well with counter generation, especially since it adds urgency to the game. I made the effect a may trigger and it is universal, so both you and the opponent suffer from the board wipe effect.)

    Soul Bond - When you cast ‘creature’, choose a creature you control, if that creature is white, have it gain +2/+2 and Hexproof. This effect lasts until either, ‘creature’ or the chosen creature are moved to the graveyard.

    (I had this idea when I was thinking about interaction between creatures and thought how I could apply a symbiotic effect instead of a universal effect, much like Sigarda, Heron's Grace but a more personal effect.)

    Territorial - If a creature entered the battlefield on an opponent’s turn, then, when this creature attacks it must be blocked, by at least two or more creatures. If it isn’t, then search your library for a basic land card, put it onto the battlefield tapped and then shuffle your library afterwards.

    (I am particularly proud of this mechanic, I created a series of large creatures and thought how I could incorporate their size into a mechanic whilst maintaining a primal, animalistic theme. I liked the idea of having your creatures assert their dominance on the board.)

    Transfuse - Whenever this creature deals damage to a player, that player puts the top three cards of their library into their graveyard. Any instant or sorcery discarded this way may be cast, though it were mana of a colour used to cast this creature.

    (I tried to combine an idea that involved using mill and then turning that into an advantage, much like how Gonti, Lord of Luxury functions, instead your choice is specific and instant.)
  • In honor of Commander 2016:

    Duo - As long as you control two of your commanders, if [CARDNAME] is one of them, [EFFECT].

  • edited October 2016
    Here's one. I'll make a card with it later:

    Chronicle (When this creature enters the battlfield, you may exile an instant or sorcery card from your hand.)

    And then it has some interaction with the exiled card, like:

    Whenever [CARDNAME} attacks, copy the exiled card...

    [COST]: Copy the exiled card....

    [TRIGGER]...cast the exiled card...

  • Some of my favourite mechanics I made:

    *Predation {Cost} (Whenever this creature attacks, instead you may tap it and pay {Cost}. If you do, it deals damage equal to its power to target creature.)*

    Ambush (Whenever this creature attacks, you may have it get -1/-1 until end of turn. If you do, it can't be blocked.)

    Burrow {Cost} (Exile this creature and create a 0/1 colorless Sand creature token. Return it to the battlefield at the beginning of the next end step.)

    *My favourite is Predation!*
  • Here's my only decent mechanic:

    Potential- When you cast this spell, if you control a permanent with converted mana cost equal to this spell, (EFFECT)

    Generally potential replaces an effect on a card with a more potent version, but it can do other things.

  • @mordecai I like potential, it has potential, haha ! Sorry, bad pun. But seriously, it's interesting. Reminds me of the old odyssey mechanic - threshold and delirium. with a converted mana cost condition rather than a graveyard condition! I think it's balanced because it can't be achieved easily, you must have a permanent in play for it to work! =)
  • I just thought of a new mechanic, I just thought of. Feel free to use it and to give feedback!

    Enslave (If a creature dealt damage by this creature this turn would die, you gain control of it instead for as long as you control this creature.)

    Here is an example:

  • edited October 2016
    Apparently, I've never entered anything in this Encyclopedia. I'll introduce my stuff:

    Apex - As long as you control the creature with the highest power or is tied for the highest power, EFFECT.

    Channeling (As this creature enters the battlefield, tap any number of other untapped creatures you control. This creature enters the battlefield with that many +1/+1 counters on it.)

    Guidance - Exile this card from your hand: Add one mana of any of this card's colors to your mana pool.

    Holy Shield (This creature enters the battlefield with a shield counter on it. If damage would be dealt to this creature while it has a shield counter on it, instead prevent that damage and remove a shield counter from this creature.)

    Honor Bound (You may bind this creature with another unbound creature you don't control when either enters the battlefield. They remain bound as long as they are on the battlefield.)

    Horde (Whenever this creature attacks, you may pay {2}. If you do, create a tapped 1/1 red Warrior creature token that's attacking.)

    Imperialism - If you control more {THIS PERMANENT'S TYPE} than any other player, EFFECT.

    Infernal - If you've lost life this turn, EFFECT.

    Lobotomize (Whenever this creature deals combat damage to a player, you may pay {b}. If you do, that player discards a card.)

    Manashift {N}{COLOR} (You may cast this spell for its manashift cost. If you do, it becomes {COLOR} and loses all other colors.)

    Powercast (When you cast this spell, copy it for each card in your graveyard that shares a name with this spell. You may choose new targets for the copies.)

    Reconsider N (Draw N cards, then put N cards from your hand on top of your library.)

    Recycling {N} ({N}, Exile this card from your graveyard: Draw a card.)

    Solidarity (This creature gets +0/+1 for each other creature you control with solidarity.)

    Storage ({1}: Put a storage counter on this permanent. Remove a storage counter from this permanent: Add {c} to your mana pool.)

    Examples of abilities in order from top to bottom:
  • @Faiths_Guide

    Yeah, I was thinking about making it like that as well. But then I decided against it, because it just becomes really like fabricate then.
  • Hey, I came up with an idea for a mechanic, and I was wondering if someone's already done something like this before. It's a more interactive take on evasion. Primary Black, Secondary Blue, Tertiary Red.

    Devious (When all creatures blocking this creature are removed from combat, this creature is no longer blocked).
  • Just came up with a new mechanic that was mainly for Izzet color I guess... Any suggestions will be welcomed.

    Hypothesize Keyword-X or Keyword-Y (At the start of your upkeep, flip a coin. If you win the flip, this creature gains Keyword-X. If you lose the flip, this creature gains Keyword-Y.)

  • edited November 2016
    Two-Faced (You may have this creature enter the battlefield transformed under target opponent's control.)

    E.g. :


    I don't know why, but I really, really like this mechanic.
  • edited November 2016
    I like the mechanic (in theory), but that particular example I'm not very fond of. The main reason for my mild disliking of it is that you can give your opponent a crazy monoblack card for {3}{g}{g}. The color pie is screaming in agony at this point XD
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