Mechanic Encyclopedia for ALL



  • Right here are all of my keywords so far...
    Keywords (changing list):

    Ingest (Each permanent that you sacrifice while casting this spell pays for {1}.)

    Delirium X (Whenever this card deals damage to a player, that player discards X cards.)

    Mine X- (To mine X, flip X coins. For each flip you win, put a colorless gem artifact token onto the battlefield.)

    Merge (can be used as an action keyword)- (If two or more cards are merged with each other, they are the same card with all the names, types, abilities, and combined power and toughness of the fused cards.)
    Cards remain merged as long as they are revealed to all players.

    Finisher X- If you cast at least X spells this turn, you may cast this without paying it's mana cost. If you do, you can't cast spells this turn.

    Vowed- This permanent can't be controlled by a player who does not own it.

    Dwell {cost}- You may pay this permanent's dwell cost to exile it dwelling in target land you control.

    Mitotic- When this creature dies put two X/X creature tokens of the same type and color of this creature with mitotic onto the battlefield where X is half it's toughness, rounded down. If it's toughness is 1, exile it.

    Blink- (Whenever this permanent blocks, is blocked or becomes the target of a spell or ability, exile it then return it to the battlefield under its owner's control.)

    Hack {cost}- ({cost}, Exile this card from your graveyard or hand: Target nonpermanent spell or ability gains the other abilities of this card until that spell or ability is finished resolving.)

    Prosperity- As long as you life total is equal to or higher than your starting life total (effect)

    Patriotism- Effect with "the number of other permanents you control that share a color with this card"

    Learned- As long as you have the most or tied for the most cards in hand, (effect)
  • Repairs (insert repairs cost here) (At the beginning of each of your end steps, pay this card's repair cost or sacrifice it.)
  • 'Bout time I chipped in.

    - Dissipate X [cost] : When this permanent would be put into a graveyard from the battlefield, you may pay [cost]. If you do, exile this card instead of putting it into your graveyard and it deals X damage to target creature or player.

    - Friendship : The errata for cards with Friendship I've made so far are variable, and usually have "Each player..."

    - Nemesis : This is pretty much Friendship except with "Each player chooses an opponent..." or "Each player chooses a [permanent type] an opponent controls..." tacked onto it.

    - Anger : A variable effect that applies whenever one or more opponents control their commander.

    - Pact : This is completely different from the cycle of pacts from FS. It works more or less as the real-life term. Each player in a pact (see side note) is usually restrained to some beneficiary/negative effects (look at some real cards, like Bitter Feud).

    Side note : I haven't decided whether players in a pact from one card also work for other pacts. Thus the redaction from my response to Beeswax's question.
  • I have
    Adapt: Whenever this creature becomes the target of a spell or ability, put a +1/+1 counter on each creature you control. Is that too op?
  • I will post some of my mechanics soon but some of my mechanics share a name with some of yours I didn't know until after I made the card so I am very sorry if that happens example I have an ability called Pact like Beeswax's but different.
    Thank You!!!!!!!!
  • edited June 2015
    --Chant X (When you cast this card, exile it with X chant counters attached to a creature you control. At the beginning of your upkeep, remove a chant counter from it. When the last chant counter is removed, cast it without paying its mana cost. If the creature this is attached to leaves the battlefield, put this card into your graveyard. A creature can only have one chant attached to them at any time.

    This only goes on instant and sorceries with the subtype Chant (self-explanatory). This is like when mages have to go through really long incantations to pull off really powerful spells. The idea is that the spells have lower costs, but now take time on the field to pull off. Would like feedback on this.

    --Mistform (Whenever this creature becomes blocked, you may untap it and remove it from combat.)

    Reference to the Gustcloaks :)

    --Dive {cost} ({cost}: [creature name] loses [insert ability, generally flying] and gains hexproof until end of turn.)

    For aquatic creatures. Inspired by @Memnarchitect's comment on this:
  • edited April 2016

    Chant seems like a really easy to blow-out form of Suspend. You'll get two-for-one-ed a lot trying to pull it off. If you take that into account, and design Chant cards with large effects and relatively short turn-arounds, then it would minimize the window of opportunity to halt it, but still allow the opponent to really hurt you for being greedy.

    I think there's a lot of potentially cool things you could do with Mistform when you pair it with another triggered ability like on that card you linked. I left a comment to that effect on the cardpage as well.

    Not sure if Dive really needs to be keyworded. Seems like something to be used sparingly.
  • edited July 2015
    Battlecraft (This spell costs {1} less to cast for each source that dealt damage to an opponent this turn.)
    ***This is a Red mechanic first and foremost.***

    My attempt at some kind of red pseudo-ramp. Normally, this would be on a creature, but it could work on other spells too. Balancing can be a little tricky, for me anyway, but I think it's a reasonable mechanic that can have a specific strategy to maximize it's impact.

  • edited July 2015
    Grave Swipe: When this creature is killed in combat, deal additional damage equal to it's power to the attacker
    Drain: For every tapped creature you control, put a -0/-1 counter on all opponent's attacking creatures until end of turn
  • @GodFerretGaming, regarding Grave Swipe, what if "this creature" dies in combat but it is being blocked, not attacked? How can it deal damage to the attacker? Is the attacker a creature, or an opponent?
  • edited July 2015
    @MrRansom, I don't word things very well, so forgive me. The attacker is the creature, and if it is being blocked or attacked, the effect will still come into play. I was mainly thinking of it being for black creatures, but not generally powerful ones.
  • edited July 2015
    Here's some of my ideas...
    Fearless (Can block creatures with Fear or Intimidate as though it Shared color, was Black or an Artifact creature.)

    Frenzy ( If this creature put a creature into a graveyard, Untap it and it gets an additional combat phase.)

    Bloodlust X (This creature gets +X/+0 for each other attacking creature you control.)

    Enrage X (This creature gets +X/+0 for each 1 damage dealt to it this turn.)

    Offering X (Sacrifice any number of creatures you control, this creature costs X less mana of any color shared by each creature sacrificed this way.)

    Relentless ( All creatures able to block this creature must do so.)
    (this already exists so i gave it a name...)

    Slayer (This creature gets +2/+0 and First Strike when blocked or blocking Monstrous or Legendary creatures.)

    @mtgcardsmith agree two seperate files one for ... Copy paste mechanics for abilities that already exist (official ones ) for people to use, so they've got the right wording & a community version for idea mechanics abilities made&shared...
  • Barrage (X): Deal (X) damage to target creature or player.

    Weld:(As an additional cost to this card, you may sacrifice any number of artifacts. If you do, this card costs {1} less for each artifact sacrificed this way.)

    Gametime: Day,Night and the Daylight Cycle: Whenever a card states to change the Gametime from ether day to night or night to day, it does. If any cards would be affected by this change, their effect changes without the use of the stack, as does the changing of the Gametime. The starting Gametime is Day.
  • New one. Tweaked it from the original a bit to prevent white decks from token spamming.

    - Invocation X - If you control X nontoken creatures that share a color with [ name ],
    [ effect ], OR [ effect ] if you control X nontoken creatures that share a color with [ name ].
  • This is Legendxp `s surgebane mechanic from the featured card. I am not sure if he will ever post it to this page, so I am posting it here for safe keeping. I do not take any credit for it.

    Surgebane (This creature can't be the target of spells or abilities you or your allies control.)
  • Ambush {X}: *said creature* gains X attack and first strike.
  • edited August 2015
    Scourge {X} (If [this creature] would leave the battlefield, you may pay {X}. If you do, exile [this creature] instead and return [this creature] to the battlefield under your control at the end of the turn.)

    Crusade (Has no specific effect, although many white (and occasionally green) cards' effects include crusade, such as "Pale Guardian's toughness is equal to the number of creatures with crusade that you control.)

    ___ recast {x} (You may cast this spell from your graveyard at any time for {x} as long as you control ___. If you do, exile this spell.)

    All of these are from my Crusade set.
  • Recycling {X} (If this card is in your graveyard, you may pay its recycling cost and exile it. If you do, draw a card.)

    Undead (Has no direct use, although some permanents have effects that include permanents with undead.)

    ___storm X (When you cast this spell, put X 0/1 ___ creature tokens onto the battlefield. Exile those creatures when this spell's effect resolves.)
  • Reflective (Whenever this creature becomes a target of a spell or ability, you may choose new targets for that spell or ability.)

    Swift (This creature untaps during each players untap step.)

    Decay (This creature deals and receives damage in the form of -1/-1 counters.)

    Sandstorm (At the end of the turn, put a Sandstorm counter on it. Whenever this creature attacks, put a copy of it onto the battlefield tapped and attacking for every Sandstorm counter on it. Sacrifce the copies at the end of combat.)

    Draining (Whenever this creature deals damage to a creature, gain that much life and that creature can't attack, block, or activate abilities during its controller's next turn.)

    Surge (Whenever this creature attacks, look at the top card of your library. You may put it into your hand, onto the bottom of your library or into your graveyard.)

    Skirmish — Whenever CARDNAME blocks or is blocked, [effect].

    Dominance - As long as you control a creature with power less than this creature's power, [effect].

    Dominance - [effect], activate this ability only if you control another creature with power less than this creature's power.

    Penetrating # (Whenever this creature is blocked, it deals # damage to the defending player.)
  • Battle Forged - When is blocked, it gains first strike until end of turn.
    Redirect - When is blocked, you may choose a new target for the damage. If you do, sacrifice .
    Destructive - Whenever attacks, sacrifice a land you control.
    Holy - As long as is under your control, white creatures you control are immune to deathtouch
  • Here is one I just came up with...
    Deathgaze (Whenever a creature without deathgaze blocks or is blocked by this creature, flip a coin. If the flip ends up in your favor, destroy that creature.)
  • Lone Wolf - As long as CARDNAME is the only creature you control, EFFECT.

    Sly - When this creature blocks, you may have it deal damage equal to its toughness to target attacking creature.
    E.G. -

    Low-Flying - A low-flying creature has flying but may attack as though it didn't have flying.
  • Tribal Bound - (As long as you control 4 or more {Creature type}, {Effect})
    Example: Tribal Bound - (As long as you control 4 or more goblins, creatures you control have haste until end of turn)

    Pain - (When this creature enters the battlefield, you may deal 2 damage to yourself. If you do, {Effect}.)
    Example: Pain - (When this creature enters the battlefield, you may deal 2 damage to yourself. If you do, target creature gain +2/+0 until end of turn)

    Note:So far, no cards have the exact examples on them. Though, the mechanic exists. They debutted in Lands Of Arnamda, the current set that I am working on.
  • Crush If this creature would deal 4 or more combat damage to a player, you may destroy target artifact or land that player controls.

    Devout of [colour] Whenever you cast a [colour] spell, you may add X +1/+1 counters to this creature, where X equals the number of [colour] mana symbols in that spell.

    Oracle At the beginning of each player's upkeep, you may pay {1}. If you do, look at the top card of their library, and you may put that card into their graveyard and they draw a card.

    Immolate This creature enters the battlefield with an immolate counter on it. Whenever a creature with an immolate counter on it deals damage to a creature, put an immolate counter on that creature. At the beginning of each player's upkeep, they lose X life, where X equals the number of creatures they control with immolate counters on them.

    Heroes' Block This creature may block any creature, regardless of its abilities, equipment, or enchantments, or any spell, ability or enchantment that may affect it.

    Dream Exile this creature. Search your library for a card with converted mana cost equal to or less than this creature and put it into your hand, then shuffle your library. Dream only as a sorcery.

    Ghost This creature is colorless, has shroud and shadow.

    Bleed N Whenever this creature deals damage combat damage to another creature, put N blood counters on it. At the beginning of each upkeep, creatures take 1 damage for each blood counter on them.

    Armory Each equipment card attached to this creature reduces equip costs of equipment you control by {1}, and all equipment cards cost you cast by {1}.

    Behead Whenever a creature dealt damage by this creature dies this turn, all other creatures you don't control get -2/-0 until end of turn.

    Challenge Whenever this creature blocks, or becomes blocked by a creature with higher power than it, put a +1/+1 counter on this creature.

    Doom N Whenever this creature deals damage to a player, choose one; put a doom counter on this creature, or remove X doom counters from this creature. For each doom counter removed this way, that player puts the top N cards of their library into their graveyard.

    Strategy [Situation], you may cast this spell as though it had flash, and without paying its mana cost.

    This one is a little trickier to define. It works identical to trap cards from Zendikar, but is usually a much higher cost, harder to pull off situation, and always results in flash and free casting cost. They're hard to pull off, even most of my Strategy cards are too powerful. Also, the subtype for the sorcery cards are also Strategy.

    [Land/Creature] Hex
    Whenever an opponent taps a [land] you may pay X. If you do, that land deals 2 damage to that player.
    Whenever an opponent taps a [creature] you may pay X. If you do, put a -1/-1 counter on that creature.

    Equilibrium N - [cost] Rather than cast this card from your hand, you may pay [cost] and exile it with N time counters on it. At the beginning of your upkeep, remove a time counter. As long as there are no time counters on this card, you may cast it without paying its mana cost and at anytime you could cast an instant.

    Crashing Wave This creature can only be blocked by blue creatures, unless defending player controls an island.

    Legendbane This creature gets +1/+0 for each Legendary creature you opponent's control, and -1/-0 for each Legendary creature you control.

    Ransom N Whenever this creature deals combat damage to a player, put a ransom counter on target non-land permanent and gain control of it for as long as there is a ransom counter on it. Creatures with ransom counters on them cannot attack. Owner of creature may pay N during your turn to remove a ransom counter from that creature. You add N to your mana pool. This mana does not empty until the end of your turn.

    Blast N Whenever this creature attacks, it deals N damage to each creature and each player. Creatures dealt damage this way can't be regenerated.
    (Thanks to Aleks Costa for fixing my wording on this.)

    Toxin This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of toxic counters.
    At the beginning of each player upkeep, that player puts the top X cards of their library into their graveyard, where X equals the number of toxic counters they have on them.

    Extravaganza Whenever this creature enters the battlefield, up to X creatures can't block until end of turn, where X equals this creature's power.

    Blunt Strike Whenever this creature deals damage to a creature, tap that creature. It doesn't untap during its controller's next untap step.

    Frost Aura Whenever this creature attacks, tap target creature defending player controls.

    Pain MongerWhenever this creature is dealt damage, put a +1/+1 counter on it.

    Impart [cost] If you cast this card for its impart cost, it's an Aura spell with enchant creature. It becomes an enchantment again if it's not attached to a creature.
    Same thing as Bestow, only the card becomes an enchantment when the attached creature dies, not another creature.

    I think that's it...
  • Here are my favorite abilities:

    Feed X (Whenever a creature dealt damage by this creature dies, put X +!/+1 counters on this creature)

    Forge (Whenever you cast an artifact spell, you may pay {1}. If you do, [trigger an effect])

    Mulch (Whenever this creature enters the graveyard from anywhere, you may exile it. If you do, [trigger an effect])

    Channel {mana} (Exile this spell: Target creature gets +X/+X until end of turn)

    Worship (Whenever another creature enters the battlefield, if this creature has not previously worshipped another creature, you may have this creature worship that creature. If you do, that creature gets +1/+1 for as long as you control this creature.)

    Despise (When this creature enters the battlefield, you may have it despise another creature type.) (Has bonuses against despised creatures.)

    Rune (As this spell resolves, you may exile it onto a permanent you control. Whenever you cast a spell that targets that permanent, you may copy this spell and cast it for free.)

    Rally (Whenever this creature attacks, untap all other creatures you control)

    Metamorphic (Whenever you cast a creature spell, you may exile it onto this creature. You may cast that creature at any time for {3}. If you do, sacrifice this creature.)

    I need help with grammar for this ability:

    Adapt X (Whenever this creature blocks or becomes blocked by another creature, if this creature has previously blocked or became blocked by a creature that shared a creature type as that creature, this creature gets +X/+X until end of turn.)
  • Craft
    (Put a craft counter on a land you control. Lands with craft counters on them are crafted.)
    Craft is a Keyword Action. Inspired by Minecraft world. It's pentacolor.

    Mob-ilitation - Whenever a Mob you control attacks, {Effect}
    Mob-ilitation is an Ability Word. Inspired by Minecraft World (strange, I'm not a fun of Minecraft XD). It's Black, Red and White.

    Adaptability (Whenever a creature enters the battlefield under an opponent's control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
    Adaptability is a Triggered Mechanic. Inspired by... Evolve? XD. It's Green, Blue, Red and sometimes Black.

    You can use these abilities, but please give credits :3
    I hope you like them!
  • Rebirth [cost] - When this creature dies in combat, you may pay [cost]. If you do, return it to the battlefield tapped at the beginning of the next end step.

    Quick Riches N - {t}: Add N to your mana pool. Activate this only if your mana pool is empty. Whenever another source you control adds mana to your mana pool, remove this mana from your mana pool.

    Rhapsody - Whenever this creature attacks, you may tap or untap another target permanent for each Song attached to this creature.

    Songs were tribal enchantments I made. Auras and regular enchantments. Usually resulting in board wide buffs or debuffs.
  • @Ludos, why do I want a land that is "Crafted" ? What makes it different from one that is not crafted?
  • edited September 2015
    @MrRansom, in a hypothetical set, some cards have bonuses with crafted lands, like "creatures you control get +1/+1 for each crafted land you control", or Affinity for crafted lands, or "As long as you control a crafted land, (effect)", or even "Remove a craft counter from a land you control: effect"
    There aren't immediate advantages from a crafted land, but only one crafted land and you can activate a lot of abilities! (In the right cards XD)
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