Mechanic Encyclopedia for ALL



  • @Faiths_Guide Well that's pretty OP, considering the normal cost of equip abilities on equipment... but otherwise, yeah that's proper wording.
  • Came up with an ability called earthquake.
  • Dread (Whenever one or more cards are put into an opponent's graveyard from anywhere, this creature gets +1/+1 until end of turn.)

  • Don't have a card yet, maybe I'll wait for thoughts on the mechanic before I make one.

    Pinpoint (Whenever this creature deals damage to an opponent that player reveals their hand, choose a card at random. Deal damage to target creature or planeswalker equal to that cards converted mana cost.)
  • Ward X (Cannot take more than X damage from any one source)
  • Reforming N: Enters the battlefield with N reform counters on it. Whenever it dies, if it has a reform counter on it, remove one and return it to the battlefield.
  • I love all these cool mechanics!!!!
  • edited January 2016
    Oh my - this is a treasure trove of mechanics! WotC surely has spies who watch this thread closely & will leech off of our intellectual property. No doubt about it.

    Does the original post get updated as new mechanics are made by the community? - anyone know?
  • Augment (Whenever +1/+1 counters are placed on a land you control, you may untap up to that many target lands.)
  • @Cryptonight - Check out
    We've been putting the mechanics on cards so people can get a better feel of them. As we get caught up, we're going to keep adding to them.
  • edited January 2016
    Painborn (Each 1 life you pay while casting this pays for {1}. It enters the battlefield with a -1/-1 counter on it for each 1 life paid this way.)

  • edited January 2016
    Spellspent (Ability Word)
    Spellspent is inverse Spell Mastery. Cards with Spellspent have two effects. The first is strong, even pushed, the second (the Spellspent effect) is weak. It needn't be impacted only by the number of instant/sorcery cards in your graveyard though. It could care about how many enchantments, or creatures, or artifacts, or anything are in your graveyard.

    Spellspent - If there are two or more [card type here] cards in your graveyard, [weaker effect]

    Spellspent is a collaborative design by Suicidal_Deity, Cryptonight, and MrRansom.
  • edited April 2016
    We really need to organize this list somewhere.
  • Groundbreaking: (Sacrifice a land, add three mana to your mana pool of any type that land could produce.)

    "Type" instead of "color" is important now with the introduction of truly "colorless" mana.
  • Warp:
    When you draw this card you may reveal it from your hand. If you do sorcery spells have flash until end of turn.

    (Won a contest for this card with mechanic:


    Subvert {COST}:
    Target blocked or blocking creature deals no combat damage.

    (used it on this one
  • edited February 2016
    Ethereal (This creature can't deal damage or be dealt damage.)

    I would be inclined to rule that when a creature with ethereal blocks a creature with trample, all damage would carry through to the controller. Make sense?
  • Actually, because of the way trample works, even if the creature has indestructible/protection/can't be dealt damage, the creature with Trample has to assign an amount of damage that would be lethal according to the blocking creature's toughness, then the rest goes to the player.
  • Ah, perfect! I didn't know trample's corner cases were already covered so thoroughly. Thanks.
  • Two mechanics for a set themed around the end of the world.

    Omen- when this card is cast, each player draws a card, then discards a card.
    Entropy- If you have X or less life, [something happens.]
  • Fire Support X (Tap this creature, target creature you control gets +X/+0 until end of turn.)
  • edited February 2016
    Revise (Change the text of each spell on the stack by replacing all instances of "can't" with "can" until end of turn.)

    Example: Temporary Revision

    Read the comment...
  • edited March 2016
    Shrill (whenever you sacrifice a creature, you may pay {b}. If you do, deal one damage to target creature or planeswalker.)

    Loot N (whenever CARDNAME destroys another creature, add N mana of any combination of {n}, {M}, or {m} to your mana pool.)

    n,M,and m are all replaced by colors/colorless colors in the card's converted mana cost. For example, Hakital Raider ( requires generic, red, green, and blue mana to be cast, so you can get a combination of {c}, {u}, {r}, or {g} added to your mana pool. n, M, and m all have to be the colors/colorlesses of that cards mana cost, so there can be more or less than three options for your mana pool,

    Pillage - (whenever CARDNAME deals combat damage to a player, it deals 1 damage to target creature an opponent controls.)
  • also...

    Fireburn N--{manacost} (Whenever this card deals combat damage, you may pay {manacost}. If you do, Angel of Fire deals N damage to target player.)
  • Spirit (When this creature is put in a graveyard from combat, bring it back from the graveyard. It is a spirit along with all it's other types. When this spirit would die, it is exiled instead. It may not be removed from exile.)

    Spoils of war (When this creature destroys a creature, search target player's library for an artifact. You may put it onto the battlefield under your control for no mana cost. If it is equipment, attach it to this creature without paying it's equip cost.)

    Deathbound {Some mana cost} (If this creature was payed for it's deathbound cost, all damage is redirected to it.)

    Spell influence {Some mana cost} (You may pay spells for this spell influence cost. If you do, it has (Effect) Instead of it's normal effect."

    Mana Rush (When this creature enters or leaves the battlefield, untap all lands you control.)
    Paired with: Manasoul (When this creature attacks, it gains {X}: "This creature gains +1/+1 until end of turn, where X is the amount of untapped lands you control." until end of turn. It must be activated every turn.)

    Flametouch (This creature deals damage to creatures and players in the form of burn counters." And then some effect with burn counters
  • edited February 2016
    KEY: C=Cost, N=Number
    Stagnant strike (This creature deals combat damage after creatures without stagnant strike.)
    Triple strike (This creature deals first strike, stagnant strike, and regular combat damage.)
    Channel (This spell costs {1} less to cast for each 1 life you pay while casting it.)
    Focus (It costs {1} less to cast this spell for each 2 cards you put from the top of your library into your graveyard while casting it.)
    Flux (Sources of mana tapped to cast this spell don't untap during their controller's next untap step.)
    Arm C (This creature becomes an equipment, attach it to target creature you control. It becomes a creature again if it is not attached to a creature. Arm only as a sorcery.)
    Wield N (It costs N less to attach Equipments with equip or arm to this creature. It gets +N/+N for each Equipment attached to it.)
    Infest N (When a creature dealt damage by this creature dies, return it to the battlefield under your control with N -1/-1 counters on it.)
    Swarm (When this creature enters the battlefield, put a token that is a copy of it for each spell you cast before it this turn.)
    Inexorable (This creature can't be enchanted by spells your opponents control. It can't be sacrificed and doesn't die if it has 0 toughness.)
  • @Fangquil, can you elaborate on stagnant strike? I don't think I understand the wording.
  • edited February 2016
    Maybe he means after regular strike? Or after creatures deal normal combat damage?
  • @ZendikarIncarnate a better keyword for Spirit would be Restless, just a thought
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