Mechanic Encyclopedia for ALL

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  • @modnation675 Thank you. Could you please stop putting exclamation points on everything you say?
  • edited March 2017
    Yes, I will. XD
  • Yo! I'm back! Since this topic has gotten so enormous, I thought it might be a worthwhile endeavor to sort everything covered in it into an enormous glossary, so that users can easily seek out the custom keyword they're looking for. I'm currently in the process of making such a document in Microsoft Excel. Is there any way I can directly upload the document to this forum, or will I have to settle for a Dropbox link?
  • @Luigifan, @Corwinnn
    You'll want to speak with Corwinnn about that. I hereby beckon the squirrel god Corwinnn, take these acorns as tribute!

  • Sorry, I was in an acorn induced food coma...
    I'll have to find out for you @Luigifan!
  • @Luigifan @Corwinnn @modnation675 thanks for doing so much work in my beautiful baby of a thread. Now that I'm not very active on here anymore I'm grateful that you do so much work to run the encyclopedia.
  • edited March 2017
    Impel:

    image image

    Impel (As long as a permanent is attached to this creature, it is impelled.)

    Designed to benefit Aura/Equipment deck building strategies (which happen to be primarily white)!
  • @luigifan Please PM me the link to the dropbox for verification first, then I'll add it to the main post in this thread. Thank you!
  • Another for "Impel":
    image
  • Um... did I kill the thread or something?
  • Armorcraft - If you control an equipment, this creature gets +0/+1.

    Longshot - If this creature is blocked by or blocking a creature with flying, it gets +1/+0 during the combat phase.

    Army - You may have any number of this card in your deck.

    Energize - At the beginning of your upkeep, you get an energy counter for every two creatures with energize you control.

    Incinerate - {cost} Put a fire counter on target creature. At the beginning of your upkeep, if any creature has three or more fire counters on it, it's owner sacrifices it.

    Burial - When this creature dies, you may exile it instead. If you do, you gain 2 life.

    Immunity {cost} - When this creature takes combat damage, you may pay {cost} and prevent one of that damage.
  • I know that no one cares, but, I've got a new one:
    Dying Wish [cost] (When a creature you control dies, you may play this card as if it had Flash for its Dying Wish cost)
  • We care @Woloa... We care!
  • edited July 2017
    @Woloa
    I hope you don't think your community support is unappreciated. The forums have been less active recently aside from an extremely dedicated portion of the community, mainly due to the time of the year.

    We've been inconsistent in terms of activity lately and haven't been able to look over some of the more active threads. I apologize for not leaving further responses to some of your mechanic ideas, we're just getting back into the loop again.
  • It's cool, I'm just generally pessimistic. sorry if I worried you.
  • before I meander away again, though, someone helped me fix the wording on Dying Wish to be a tad shorter.
    Dying wish[cost] (when a creature you control dies, you may play this card for its dying wish cost)
  • edited July 2017
    Deleted
  • @Woloa
    No problem, I just wanted to make sure everyone felt included.
  • Convict--Whenever this creature blocks, resolve an effect (i.e. getting +0/+3 until end of turn, tapping a creature, preventing a creature from untapping, etc.)

    Malfunction--When you cast this spell, if you have already cast an instant or sorcery spell this turn, you may pay (price). If you do, (effect.)

    Depravity X--Whenever this creature deals damage to an opponent, each opponent loses X life.

    Decompose X--When this creature dies, return it to the battlefield with X additional -1/-1 counters

    Lifebond--When this creature enters the battlefield, resolve an effect for each creature you control with lifebond (i.e. gaining life, drawing a card, etc.)

    Assault X--At the beginning of combat on your turn, if the total power among creatures you control is greater than or equal to X, resolve an effect (i.e. Dealing 1 damage, creating a 1/1 white soldier with first strike, etc.)

    Relentless--You may sacrifice this creature as it attacks. If you do, resolve an effect.

    Mutate--At the beginning of your upkeep you may pay 2UG. If you do, sacrifice this creature, then put a +1/+1 counter on each creature you control.

    Dementia--Prevent all damage this creature would deal to players. Players put the top card of their library into their graveyard for each damage prevented.

    Ethereal--When this creature enters or leaves the battlefield, create a 1/2 white spirit creature token with lifelink or a 2/1 black spirit creature token with flying.
  • edited July 2017
    Ethereal N--At the beginning of your upkeep you may exile this creature until N of your opponents' turns have passed.
  • Deep Sleep N (This creature gets +0/+N as long as it's tapped and not attacking.)
  • Mana Sensitivity - if this creature was cast with only {mana type 1} mana, {effect 1}. If it was cast with only {mana type 2} mana, {effect 2}.

    usualy I use mana sensitivity on dual colored cards
  • edited September 2017
    Manaclash - When you cast this card, if you control an [Enemy Colour 1] or [Enemy Colour 2] permanent, [effect].

    Back to working on making a set around this ability, which I've just had the brainy idea of basing around allied and enemy colours.
  • Manaburst: When you cast this card, you may sacrifice a land. If you do, add three mana of any colour to your mana pool.
  • Veteran - Effect (When this creature enters the battlefield or attacks, the effect triggers.)
    This is basically the same style as the Titan's abilities.

    Adrenaline - Ability (When this creature receives combat damage, put a charge counter on it. As long it has a charge counter on it, the creature has the ability. If the creature did not attack by the end of your next turn, remove all charge counters from it.)
  • Animate {cost} - ({cost}:return this card from the graveyard to the battlefield as a creature under your control. Activate this ability only any time you could cast a sorcery.

    Ex: https://mtgcardsmith.com/view/boon-dragon
  • edited September 2017
    It's live aftermath from AKH/HOU like Failure to comply(http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426923&part=Failure)
    but comes back as a creature instead.

    An important ruling I want to note is that if the creature dies it gets exiled.
  • Versatility already exists I thought
  • My 5 favorites i've made.

    5.) Tarot (You may only have one copy of this card in a deck. This card costs {1} less for each permanent with tarot on the battlefield.)

    4.) Exiletouch (Creatures damaged by creatures with exiletouch are exiled at the end of combat. If a creature damaged by a dreature with exiletouch is to be put into a graveyard, Exile it instead.)


    3.) Insanity N (at the beginning of each upkeep, flip a coin. if you win the flip, put N +1/+1 counters on |Cardname|. If you lose the flip, put N -1/-1 counters on it instead.)

    2.) Luck N (At the beginning of your upkeep, Draw a card. If that card has converted mana cost of N or less, you may play it without paying its mana cost. otherwise, put it into your hand.)

    1.) Incorporeal (A permanent with incorporeal cannot leave the battlefield under any circumstances. If a permanent with incorporeal is to deal damage, prevent all but one of
    that damage.)

    Some neat subtypes i've made:

    Enchantment -- Aura Blessing (Blessing as an enchantment aura subtype, which enchants players similarly to curses, but gives a positive effect.

    Land -- Plane (Plane as a land subtype that taps for {c}{c})
  • Subtype--Corruption

    Corruption is a subtype that can go on anything. A corruption always has something to do with black hybrid mana and has an effect if you control a Swamp.
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