Joseph's Custom Mechanics Encyclopedia
This is where I'll put an up-to-date list of all of the custom mechanics in my sets, as well as some rulings. Please give credit if you use these mechanics! Most mechanics are open for use unless otherwise stated.
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Luna (Whenever an opponent loses one or more life, put a +1/+1 counter on this creature.)
Sol (Whenever you gain one or more life, put a +1/+1 counter on this creature.)
Self Destruct (Whenever this creature is dealt damage, you may sacrifice it to deal damage to target creature equal to the number of +1/+1 counters on this creature.)
Pitfall -- Whenever one or more cards enter your graveyard without being played, [ability].
Variants:
On an instant or sorcery: Pitfall -- If one or more cards entered your graveyard this turn without being played, [ability].
Enters the battlefield: Pitfall -- When [name] enters the battlefield, if one or more cards entered your graveyard this turn without being played, [ability].
Activated ability: Pitfall -- [cost] : [ability]. Activate this ability only if one or more cards entered your graveyard this turn without being played.
Rulings:
- Ways Pitfall can be triggered: Discarding a card, put a card from your library, exile, command zone, etc. into your graveyard, spell you cast is countered.
- Ways Pitfall can't be triggered: Casting an instant or sorcery, creature you control dies or permanent you control is sacrificed or destroyed, copies of spells/tokens entering your graveyard.
Shock -- Whenever a creature you control deals combat damage the turn it is played, [ability].
Variants:
On an instant or sorcery: Shock -- If one or more creatures you control dealt combat damage this turn and were played this turn, [ability].
Enters the battlefield: Shock -- When [name] enters the battlefield, if one or more creatures you control dealt combat damage this turn and were played this turn, [ability].
Activated ability: Shock -- [cost] : [ability]. Activate this ability only if one or more creatures you control dealt combat damage this turn and were played this turn.
Rulings:
- You must still control the creature that entered the battlefield this turn and attacked this turn in order for the ability to work.
Justice for all -- As long as you control an angel and an opponent controls a black, red, or green permanent, [ability].
Variants:
On an instant or sorcery: Justice for all -- If you control an angel and an opponent controls a black, red, or green permanent, [ability].
Enters the battlefield: Justice for all -- When [name] enters the battlefield, if you control an angel and an opponent controls a black, red, or green permanent, [ability].
Activated ability: Justice for all -- [cost] : [ability]. Activate this ability only if you control an angel and an opponent controls a black, red, or green permanent.