Part 10 – Understanding Mechanics (all of them)
by Aburame Shino and olibuhero22
Alright. Now that you are finished learning the basic
keywords of the game, now I'm going to teach you about every
other card mechanic ever printed in the game. There are a
total of 35 set-based keywords in the game of Magic (with
the exception of Cycling, which is in both Urza and
Onslaught block, and Equipment which exists in both Mirrodin
and Kamigawa block), which can be hard for you to remember
if you are just getting started.
---
Flanking:
(Whenever a creature without flanking blocks this creature,
the blocking creature gets -1/-1 until end of turn.)
Flanking is a neat combat trick you can use if you know the
opponent doesn't have any Flanking creatures in their deck.
It can make opposing creatures weak enough for your creature
to destroy them. Of course, Flanking doesn't work on other
Flanking creatures, but chances are your opponent won't be
running any creatures with that ability.
---
Shadow:
(This creature may block or be blocked by only creatures
with shadow.)
Shadow is probably one of the most annoying evasion
mechanics in the game. Unlike flying and fear, which are
pretty rampant throughout the entire game of Magic, shadow
only exists in the tempest block. Even though a creature
with Shadow is pretty much guaranteed to hit the opponent,
the main downside with the ability is that creatures with
Shadow cannot block non-shadow creatures. So if you decide
to use creatures with Shadow, don't use too many or you
won't be able to stop the opponent's attacks.
---
Banding:
(You may band this creature with other creatures with
banding. If you do, those creatures attack in a group
instead of alone.)
Banding is quite possibly the most confusing keyworded
ability in the entire game of magic. I never bothered to
learn every last detail about Banding, but it basically
allows your creatures to attack in a clump and combine their
power during combat. For example, if you have three
Benalish Heroes banded together and your opponent blocks
one of them with a
Rogue Elephant, instead of the one damage from one of
the Benalish Hero being dealt to the Rogue Elephant, all
three damage from all of the Heroes is dealt to the Rogue
Elephant.
---
Rampage X:
(Whenever this creature becomes blocked, it gets +X/+X until
end of turn for each creature blocking it beyond the first.)
I never was a big fan of Rampage. Basically, the more
blockers you use to block an attacking creature, the
stronger the Rampage creature gets. More times than not
though, if you're attacking with a Rampage creature, if it's
big enough, your opponent will only be blocking with one
creature anyway. And since Rampage requires more than one
creature to block the creature, it does not trigger and the
Rampage creature doesn't get a boost.
---
Cumulative Upkeep X: (Last appeared in Weatherlight)
(At the beginning of your upkeep, put an age counter on this
permanent, then sacrifice it unless you pay X for each age
counter on it.)
Cumulative Upkeep is a nifty ability that lets cards stay in
play only as long as you can keep paying the Cumulative
Upkeep as it gets higher and higher. Some cards use
abilities depending on how many Age counters are on it from
Cumulative Upkeep, while in other cases it's used to make
sure you have to pay in order to keep a card in play for an
excess amount of time. Either way, a card with Cumulative
Upkeep can be annoying to both the player using the card and
to that player's opponent.
---
Phasing: (Mirage)
(At the beginning of your turn, if this card is in play,
phase out this creature. At the beginning of your turn, if
this card is phased out, phase it back in.)
Phasing is a really goofy mechanic for people who want to
have a fun game. At the beginning of your turn, if you
control any cards with phasing, you are forced to remove
them from the game, also known as "phasing them out". Also
at the beginning of your turn, if you have any cards phased
out, you have to return them to play. One of the key
differences between phasing out a creature and removing it
from the game is that a creature that phases out is not
affected by summoning sickness when it returns to play. For
example, you play a
Breezekeeper. During your next turn, Breezekeeper phases
out. Then during the turn after that, Breezekeeper phases in
and you are allowed to attack with it.
---
Buyback: (Tempest)
(You may pay this spell's buyback cost in addition to any
other costs as you play this spell. If you do, put this
spell into your hand instead of your graveyard as part of
its resolution.)
Buyback is a great way to reuse a card over and over again
without having to get rid of it. Most buyback costs are
quite high compared to the actual cost of the spell
(Example,
Whispers of the Muse), but if you can produce enough
mana to properly use Buyback, then I suggest you use it as
much as you can. Your opponent may know what's in your hand,
but if you're playing the game well enough, it shouldn't
matter.
---
Horsemanship: (Portal 3 Kingdoms)
(This creature can't be blocked except by creatures with
Horsemanship.)
Horsemanship is the exact same thing as Flying. The only
difference is that Horsemanship only exists in Portal 3
Kingdoms. But since you probably understand flying, I see no
reason to get into detail about Horsemanship.
---
Cycling: (First appeared in Urza, variants in
Onslaught)
(Discard this card from your hand: Draw a card.)
I like to call Cycling "Trash for Treasure" since you can
get rid of a card that you don't need (trash) in order to
get a brand new card (treasure). Cycling is a great way to
mill through your deck by getting rid of cards that you will
not need during the game. That way you do not get stuck
having a useless card in your hand where any other card
would be helpful.
---
Echo: (Urza block)
(At the beginning of your next upkeep after this permanent
comes under your control, sacrifice it unless you pay its
mana cost.)
Echo is just like playing for a spell twice. Once when you
summon it, then again the turn after you play it. Most cards
with Echo have bigger stats or bigger abilities than a
creature of it's cost would normally have. For example, a
2/2 creature for 1 mana would usually have a huge downside
which would make it unplayable like
Goblin Cohort. However, if you give the card Echo like
with
Pouncing Jaguar, you don't have to worry about any huge
downsides.
---
Fading X: (Masques)
(This creature comes into play with X fade counters on it.
At the beginning of your upkeep, remove a fade counter from
it. If you can't, sacrifice it.)
Tick, tock, tick, tock. What's that sound? That's the sound
of your creature's existance fading away. Fading is kinda
like a countdown. As long as there's a Fade counter on the
card, it can stay in play. Then, after it runs out of
counters, it goes to the graveyard. This makes sure cards
with powerful abilities, such as
Blastoderm, cannot stay in play for a long amount of
time.
---
Kicker: (Invasion)
(You may pay this spell's kicker cost in addition to any
other costs as you play this spell.)
The kicker cost doesn't do anything with just the kicker
cost. The Kicker cost is made to add on to the spell's
ability to give you a much better ability or add on to an
existing ability. For example, a
Kavu Titan alone is a bear (a 2/2 creature for 2).
However, if you pay the kicker cost of 2G, you get to turn
it from a 2/2 creature to a 5/5 creature with trample.
---
Flashback: (Odyssey)
(You may play this card from your graveyard for its
flashback cost. Then remove it from the game.)
If you want to pull a sneaky trick on your opponent,
Flashback is one of the best ways to do that. Most
nonexperienced people don't expect you to play a spell from
the graveyard, so if the opponent tries to attack you when
your hand is empty, flashback that
Moment's Peace and save your life. That'll also prepare
you to strike back on them.
---
Threshold: (Odyssey)
(You have threshold as long as you have seven or more cards
in your graveyard)
Just like Kicker, Threshold is built to make sure you get
more bang for your buck. Only diffence is that you don't
have to pay any Threshold costs and just happens. All you
have to do is have seven or more cards in your graveyard,
which isn't incredibly hard to do.
---
Madness: (Torment)
(You may play this card for its madness cost at the time you
discard it.)
Hand Disruption's worst enemy. If you discard a card with
Madness and you have the mana to pay it's Madness cost, you
get to play the card just like you could if you were to
hardcast it. The only difference is that you can play the
Madness cost anytime you could play an instant. So if you
discard a
Basking Rootwalla to a
Wild Mongrel during your opponent's turn, you can pay
the 0 mana for it's Madness cost and put it into play as an
instant.
---
Morph: (Onslaught)
(You may play this face down as a 2/2 creature for 3. Turn
it face up any time for its morph cost.)
Morph allows you to play normally unusable creatures
face-down as blank 2/2 creatures for three mana. The good
thing about this is your deck could have nothing but green
mana in it and still be able to play an
Exalted Angel or a
Blistering Firecat face-down. The only problem with
doing that is you wouldn't be able to flip either of those
creatures face-up because you don't have the proper mana to
do so.
---
Amplify X: (Onslaught)
(As this creature comes into play, put X +1/+1 counter on it
for each creature card you reveal in your hand that shares a
creature type with this creature.)
Amplify is a great way to give your creatures a powerup for
running other creatures that share a creature-type with it.
Cards such as
Ghastly Remains are useless unless they are used
specifically in a Zombie deck, and Amplify makes sure you
can summon the Remains without it dying with it's 0 power
and toughness.
---
Double Strike: (Onslaught)
(This creature deals both first strike and regular combat
damage.)
If you thought First Strike was a powerful ability, just
wait until you deal with a creature that has Double Strike.
Not only does it deal it's first strike damage, but it will
also deal regular combat damage. So if a creature with
double strike has a power of 4, if it deals combat damage to
a creature or an opponent, it deals 8 damage instead of 4.
Also, if a creature with double strike attacks, is blocked
by opposing creature, and the first strike damage is enough
to destroy the other creature, the regular combat damage
will be dealt to the opponent's life. For example, my 3/3
Double Striking creature attacks and is blocked by a 2/1
creature. The 3 first strike damage from my Double Striking
creature would destroy the blocking creature, then the 3
regular combat damage is dealt to the opponent.
Correction: From Saturday School, "If one creature blocks a
double striker, and that creature dies to the first strike,
then nothing happens with the normal damage (there's no one
to assign it to-- having trample would let you assign the
extra damage to the defending player though)." -chaoslord
---
Provoke: (Legions)
(When this attacks, you may have target creature defending
player controls untap and block it if able.)
If you've ever played Yu-gi-oh!, you'd know that you choose
what creatures to attack on the opponent's side of the
field, then if their field is clear, you get to attack
directly. Provoke is basically the exact same thing as that,
forcing your opponent to block with a creature of your
choice. One key thing to note about Provoke is that a
creature does not have to be tapped in order to trigger
Provoke's ability. You can have an untapped creature block a
provoker just as easily as a tapped creature.
---
Storm: (Scourge)
(When you play this spell, copy it for each spell played
before it this turn.)
Ever wish that when you casted a spell you could get
multiple copies of it at once? Storm is a great way to do
that. For each other spell that is played that turn, Storm
makes another copy of that spell. For example, let's say you
play three spells then you cast a
Mind's Desire. You'd get the regular copy of Mind's
Desire, then you'd get three more copies of Mind's Desire on
the stack. So instead of removing one card, you instead get
to remove four cards.
---
Landcycling: (Scourge)
(Discard this card: Search your library for a Land card,
reveal it, and put it into your hand. Then shuffle your
library.)
Landcycling works exactly the same way as regular Cycling
does. The only difference is that instead of drawing, you
get to search your library for the appropriate land card and
put it into your hand. For example, if you decide to use
Eternal Dragon's Plainscycling, you discard Eternal
Dragon from your hand then search your library for a plains
card and put it into your hand. This is a great way to keep
you from getting mana screwed during the game.
---
Affinity for ____: (Mirrodin)
(This spell costs 1 less to play for each ____ you control.)
Affinity is quite possible the most broken creature ability
ever made. For more cards of the appropriate type that you
control, the spell costs 1 colorless mana less to play. For
example, let's say you control four artifacts and have a
Frogmite in hand. Instead of having to pay four colorless
mana in order to cast
Frogmite, since it has Affinity for Artifacts and you
control four artifacts, Frogmite costs absolutely nothing to
play.
---
Entwine: (Mirrodin)
(Choose both if you pay the entwine cost.)
During the Mirrodin block, they printed twenty-four
different cards that had two abilities that you chose one of
to use. However, those spells also had an ability called
Entwine, where if you pay the Entwine cost, you get to use
both abilities instead of one of them. For example, let's
say you play Tooth and Nail with the Entwine. You would be
able to search your library for two creature cards and put
them into your hand, then you'd get to choose two creature
cards in your hand and put them into play.
---
Equip X: (Mirrodin)
(X: Attach to target creature you control. Equip only as a
sorcery.)
I'm sure you know about Enchant Creature cards, which lets
you put them on a creature in play in order to make them
stronger, make them weaker, or give them a special ability.
Also during the Mirrodin block, the game got a new type of
"Enchant Creature" card, in the form of artifacts called
equipment. By paying the equip cost on the artifact, you are
allowed to attach the equipment to one of your creatures
just like you could an Enchant Creature. One of the key
differences between equipment and Enchant Creature cards is
that if you pay the Equip cost of an equipment while it is
already attached to a creature, you can attach it to another
creature. Also, if the equipped creature leaves play, the
equipment stays in play instead of going to the graveyard
along with the creature.
---
Imprint: (Mirrodin)
(The removed card is imprinted on this artifact.)
Cards with Imprint usually cannot do anything by themselves.
But if you imprint a card onto the artifact with Imprint,
that artifact gains other abilities. For example, you can
play an
Isochron Scepter without any cards imprinted on it, but
that would be silly. To make it usable in any way, when you
put it into play, you get to remove an instant with
Converted Mana Cost 2 or less in your hand from the game and
imprint it on that artifact. So whenever you use the
Scepter's ability, you get to play a copy of the imprinted
card. Each card has a different imprint ability, and gains
different powers depending on what's imprinted on it.
---
Modular X: (Darksteel)
(This comes into play with X +1/+1 counters on it. When it's
put into a graveyard, you may put its +1/+1 counters on
target artifact creature.)
Modular is a great way for a creature to donate it's
strength to another creature when it is destroyed. When a
creature with Modular dies, it gives away it's +1/+1
counters to another artifact creature. For example, let's
say you control an
Arcbound Overseer with eight +1/+1 counters on it and it
gets put into the graveyard. Let's also say you control a
wimpy
Alpha Myr. When the Overseer is destroyed, it can give
away all eight of it's counters to the Alpha Myr, turning
the weak 2/1 creature into a massive 10/9 creature. However,
if that same Alpha Myr is destroyed, since it does not have
Modular, it cannot give away it's newly acquired counters.
---
Indestructible: (Darksteel)
("Destroy" effects and lethal damage don't destroy this
card.)
The strength of the most powerful spells are brushed off by
this ability. A 14/14 creature is coming at you? Normally
that'd cost you a creature. However, you control an 1/1
Indestructible creature. And because of that, you can block
with him and he will not be destroyed. The only way to get
an Indestructible creature off of the field is to return it
to the owner's hand, sacrifice it, or remove it from the
game entirely.
---
Scry X: (Fifth Dawn)
(Look at the top X cards of your library. Put any number of
them on the bottom of your library and the rest on top in
any order.)
I like to think of Scrying as legel deck stacking. Did you
just cast that
Condescend and scry'd to see two lands on top of your
deck? If you want to, you can put both of those cards on the
bottom of your deck and probably won't see them for the rest
of the game. Also, let's say you Condescend and have two
powerful cards on top of your deck, but you don't want them
in that order. If you want to, you can switch the position
of them, or you can put one on the top and one on the bottom
of your deck. Either way, you're certain that your next draw
will not be a disappointment.
---
Sunburst: (Fifth Dawn)
(This comes into play with a counter on it for each color of
mana used to pay its cost.)
This card is a great way to promote using as many of the
five colors of mana as you can, even though it's normally a
really bad idea to run all five colors in one deck. Sunburst
was used on a collection of Artifacts and Artifact Creatures
to help promote multiple color use, making your cards
stronger for each color of mana you spend on the card. for
example, if I play a
Suntouched Myr playing three green mana to cast it,
it'll only get one +1/+1 counter. However, if you play one
black, one white, and one green mana on the Myr, it'll come
into play with three +1/+1 counters.
---
Bushido X: (Champions of Kamigawa)
(When this blocks or becomes blocked, it gets +X/+X until
end of turn.)
This is what Rampage should've been when it was first
printed. Not only does Bushido trigger when the opponent
blocks with two creatures, but it'll trigger if your
opponent blocks with just one creature. This makes it much
harder to destroy a creature as a result of combat. For
example, most one-drop creatures have a power and toughness
of one, making it easy for it to destroy another one-drop
creature. However, this is not the case with
Devoted Retainer, which when combined with it's bushido
can take down more one-drop creatures without being
destroyed.
---
Soulshift X: (Champions of Kamigawa)
(When this is put into a graveyard from play, you may return
target Spirit card with converted mana cost X or less from
your graveyard to your hand.)
Just because a creature is destroyed does not mean it cannot
come back to life. Soulshift is a good example of this fact
of Magic. If your creature goes to the graveyard, if it has
soulshift, you get to return another weaker spirit card from
your graveyard to your hand to be replayed. One key thing to
remember about this ability is that if a creature has a
Soulshift greater than or equal to it's own converted mana
cost, the creature is allowed to return itself to your hand.
---
Splice onto Arcane: (Champions of Kamigawa)
(As you play an Arcane spell, you may reveal this card from
your hand and pay its splice cost. If you do, add this
card's effects to that spell.)
Arcane is a keyword that was given to Instants and Sorcerys
during the Kamigawa block. At first nobody saw a reason for
this, then they were introduced to cards that had Splice
onto Arcane. By paying a spell's Splice cost and revealing
the card from your hand, you are allowed to add it's effect
to another Arcane card that you have played. For example, if
you have two
Glacial Rays in your hand and you decide to play one, as
you cast that spell, you are allowed to pay the other Ray's
splice cost and reveal it from your hand to add it's effect
to the other Glacial Ray. So instead of having one instance
of the "Deals 2 damage" ability, it would have two
instances, so you could deal 4 damage to a creature or
player or you could deal 2 damage to two different targets.
---
Creature Offering:
(You may play this card any time you could play an instant
by sacrificing a creature and paying the difference in mana
costs between this and the sacrificed creature. Mana cost
includes color.)
There were only five cards printed with the Creature
Offering ability, but they are all powerful in their own
way. By sacrificing a creature of the proper type and paying
the difference in mana cost, you get to play the creature as
an instant. For example, I control a
Sosuke, Son of Seshiro and I sacrifice it to summon a
Patron of the Orochi. Since Sosuke costs 2GG and Patron
of the Orochi costs 6GG, I would have to pay four colorless
mana to cast the Patron.
---
Ninjutsu X: (Betrayers of Kamigawa)
(X, Return an unblocked attacker you control to hand: Put
this card into play from your hand tapped and attacking.)
Ninjutsu is a great way to screw your opponent for letting
even the weakest creatures get an attack through. By paying
the Ninjutsu cost and returning an unblocked attacker to the
owner's hand, you are allowed to play the Ninja in your hand
tapped and attacking. Quick note that a creature that has
been Ninjutsu'd into play cannot be blocked. Also, creatures
played through their Ninjutsu cost are basically unaffected
by Summoning Sickness since they will lose their summoning
sickness during your next turn. For example, if I play a
Ninja of the Deep Hours through it's Ninjutsu cost. My
opponent would not be able to block it since the Declare
Blockers step has been passed. Also, I would be able to
attack with Ninja of the Deep Hours during my next turn.
---
Channel: (Champions of Kamigawa)
(Discard this card: *Insert effect here*)
Channel is yet another ability similar to Cycling. The
difference between actual Cycling and Channeling is that
instead of getting to draw a card, you get a different
ability. For example, I decide to Channel my
Ghost-Lit Redeemer. Instead of getting to draw a card
like I would if I were to Cycle a card, I would gain four
life from Ghost-Lit Redeemer.
---
Sweep:
(Return any number of ____ cards you control to their
owner's hand. *Insert effect here*)
I felt that this was a waste of a mechanic, since they only
printed four cards with this ability name when they didn't
need to. Each card with Sweep makes you have to return a
different kind of land to your hand. And for each land you
return, the ability gets stronger. For example, I play
Sink into Takenuma and return three swamps to my hand.
My opponent would be forced to discard three cards from his
or her hand. But if I returned zero swamps to my hand, my
opponent would not have to discard any cards.
---
Epic:
(For the rest of the game, you can't play spells. At the
beginning of each of your upkeeps, copy this spell except
for its epic ability.)
By casting a spell with Epic, you will have just gained a
power that most people would not want to gain. By
surrendering the ability to play anymore spells for the rest
of the game, you get to play a copy of the Epic spell during
each of your upkeeps. Now this can be both a good and a bad
thing, depending on the moment that you play the Epic spell.
For example, if you cast a
Neverending Torment when you have one card in your hand,
you won't be getting any use out of the Epic spell for a
while. However, if you were to have six or seven cards in
your hand, you would be able to remove your opponent's
entire deck from the game within a matter of a couple turns.
---
Convoke:
(Each creature you tap while playing this spell reduces its
cost by 1 colorless mana or by one mana of that creature’s
color.)
A very useful ability mostly found in green and white cards.
This ability lets you tap creatures for (technically) mana,
which in turn lets you play high cost (and low cost)
creatures, instants, and sorceries (i.e. Autochthon Wurn,
Scatter the Seeds, Overwhelm, etc.).
Example - You want to play the instant
Scatter the Seeds (Mana Cost: 3 colorless, 2 Forests),
but you only have 3 mana (1 Forests and 2 Plains), but you
also have 2 green creatures and a white creature in play.
Since you don't have enough mana, but you do have creatures
you can use to reduce the spells cost, you an tap all your
mana and any two of your three creatures, and you will be
able to sucessfully play
Scatter the Seeds .
Ruling Issues on Convoke:
Example - Your in the same scenerio as above except you have
five creatures, and you tap out all your mana and two of
your creature and your opponent counters it with
Mana Leak . Now, you CANNOT tap your three remaining
creatures to counter Mana Leak. I know this sounds silly,
but I have had younger players try and do this.
---
Dredge X
(If you would draw a card, instead you may put exactly X
cards from the top of your library into your graveyard. If
you do, return this card from your graveyard to your hand.
Otherwise, draw a card.)
The concept of Dredge can be kind of tricky, but for more
experienced players, they can just read the rule for Dredge
and completly understand it. Now, you can choose that
instead of you drawing for your turn, you pick up (NOT DRAW)
X amount of cards, depending on what number Dredge it is
(i.e. Dredge 2, Dredge 3, etc.), and put those cards in your
graveyard and return a card with Dredge X back to your hand.
You can use Dredge whenever you draw a card.
Example - You have a
Golgari Brownscale in your graveyard. You enter your
Draw Step and choose that instead of drawing a card this
turn, you would rather use the cards ability to Dredge 2.
So, you pick up the top two cards of your library, place
them in your graveyard, and return
Golgari Brownscale to your hand.
Example 2 - Your opponent has the land
Mikokoro, Center of the Sea in play and during their
turn, they use the cards ability that has them tap two mana
and Mikokoro so each player draws a card. This is also an
opportunity to use the Dredge ability. Say you want to get
Golgari Brownscale back again, you would just pick up
the first two cards of your library, place them into your
graveyard, and put
Golgari Brownscale into your hand, all during your
opponent's turn!
---
Transmute X
(X, Discard this card: Search your library for a card with
the same converted mana cost as this card, reveal it, and
put it into your hand. Then shuffle your library. Play only
as a sorcery.)
Transmute is a very nifty ability. It allows you to play a
certain mana cost, discard the card that your paying the
Transmute cost for, and search your library for a card with
the exact same converted mana cost and put it in your hand.
A setback, but not a huge one, is that you can only play
this ability as a sorcery (only during your turn).
Example:
You are running a Boros Deck using Red and White cards and
you play the card
Rally the Righteous on one of your red creatures, now
this untaps all of your red creatures, and all of your
creatures that have red in their casting cost (gold
creatures), and gives them all +2/+0 until the end of your
turn.
---
Haunt:
(When this card/spell is put into a graveyard from play,
remove it from the game haunting target creature.)
The best way to explain how this card works is to compare
the ability to a Enchantment - Aura with Enchant Creature.
When the creature (such as Blind Hunter) or the spell (such
as Cry of Contrition) goes to the graveyard, the card is
treated as an Enchant Creature and is put on any creature in
play if there is one in play. After the creature that card
haunts goes to the graveyard, the effect of that card
activates again. So the "Drain life" ability on Blind Hunter
would activate once when it comes into play, and then again
when the creature it's haunting goes to the graveyard.
---
Replicate X:
(When you play this spell, copy it for each time you paid
its replicate cost. You may choose new targets for the
copies.)
Have there ever been any moments where you really wanted to
use a spell a couple more times to keep yourself from losing
the game? This is a great ability which could help you. By
paying the replicate cost a multitude of times, you get more
and more copies of the spell. Not only does this give you
more advantage for fewer cards, this also makes the spell
hard to counter, because even if you counter the original
spell, the replicated copies would still go through. For
example, let's say you pay the replicate cost on Gigadrowse
four times, and your opponent counters the original spell
with a Rewind. Unfortunately the original Gigadrowse would
get countered, but because the replicated copies are treated
as separate spells, the other four copies will still go off
as normal, letting you tap four permanents.
*Quick ruling tidbit*
The replicate ability has to be used while the spell is
being played. Once the original spell resolves, you are no
longer allowed to make more copies of the spell. So, for
example, let's say you play a Siege of Towers without any
replicated copies and your opponent Frazzles it. Because you
chose not to make any replicated copies right away, you are
not allowed to make a copy to replace the one that got
countered.
---
Bloodthirst X:
(If an opponent was dealt damage this turn, this creature
comes into play with X +1/+1 counter on it.)
You know how some carnivorous animals tend to get more
anxious when they spell blood? Think of Bloodthirst kinda
like that. Since the creatures spell blood, from the
opponent being dealt damage, they are more anxious from
battle and thus are more willing to get into combat, as
shown by them coming into play with +1/+1 counters. A great
example of this is Scab-Clan Mauler, who starts off as a
weak 1/1, but becomes a 3/3 if the opponent is hurt first.
Bloodthirst is a great way for creatures to get stronger for
the opponent being in pain. You could only deal one damage,
but that would still be enough for creatures with
Bloodthirst to get stronger.
----
Bloodthirst X:
(If an opponent was dealt damage this turn, this creature
comes into play with X +1/+1 counters on it.)
A very powerful mechanic that allows your creatures to get
stronger as they come into play. As powerful as this
mechanic is, it is also very easy to understand. The first
thing you must do is deal damage to your opponent. This
could be done several different ways: You could use a burn
spell on your opponent, you could attack your opponent and
deal damage with creatures. After you deal damage, you can
play a creature with the mechanic Bloodthurst X and it will
come into play with a specified number of +1/+1 counters.
Example - Your turn. You draw a
Scab-Clan Mauler. You play a burn spell (any spell that
can deal damage to a creature or player) and target the
player). You have now dealt damage to your opponent, now you
can play
Scab-Clan Mauler. Now since it has Bloodthirst 2,
Scab-Clan Mauler will come into play with 2 +1/+1
counters, hence making it a 3/3 with Trample.
Example 2 - Lets look at the card
Petrified Wood-Kin. You draw it and realize it has
Bloodthirst X (this means that the amount of +1/+1 counters
it gets when it comes into play is equal to the toal amount
of damage you do to you opponent before you play it). Lets
keep things simple and say that you play
Lava Spike, it deals three damage to your opponent. Now
you play Petrified Wood-Kin. Since you dealt three damage to
it, it comes into play with 3 +1/+1 counters, making it a
6/6 with Protection from Instants.
----
Haunt:
(When this card is put into a graveyard from play, remove it
from the game haunting target creature).
A very interesting mechanic, Haunt allows you to do some
pretty interesting things, from discarding to gaining and
losing life, etc. The thing with Haunt is that the Haunt
mechanic never really activates until it hits the graveyard.
When the card with Haunt hits the graveyard, you remove it
from the game and choose a creature (doesn't have to be your
own) to be "Haunted". Now, when the creature that is haunted
is put into a graveyard, the ability of the creature that
was used to Haunt the creature that now goes into the
graveyard goes off. That may have been a little confusing,
read below in the example for a better understanding.
Example - Your Turn. You draw a
Blind Hunter. You play Blind Hunter, its ability goes
off. After Blind Hunter's ability goes off, your opponent
plays
Last Gasp, targeting Blind Hunter and sending it to the
graveyard (after giving it -3/-3). Since Blind Hunter was
put into the graveyard, the Haunt ability goes off. You
remove Blind Hunter from the game haunting target creature,
lets say you have a
Frostling
in play. You target
Frostling for the Haunt, and
Frostling
is now haunted. Later on in the game, you sacrifice
Frostling
for one reason or another. When
Frostling
hits the graveyard, the Haunt ability goes off. That means
that your opponent would lose 2 life and you would gain to
life, according to
Blind Hunter's effect.
Reminder!: When a creature you control that has the
Haunt ability is put in a graveyard, you must remove the
creature from the game and haunt a creature, assuming that
there is a possible target.
----
Replicate X:
(When you play this spell, copy it for each time you paid
its replicate cost. You may choose new targets for the
copies.)
A cool mechanic that is a cousin to the mechanic Storm
(refer to Post #10, Lesser Known Mechanics). This mechanic
allows you to copy a spell for each time you paid the
replicate cost, an you can choose new targets for the
copies. Simple enough.
Example - Your Turn. You draw
Gigadrowse. You play Gigadrowse and pay the replication
cost 3 times. This means that you will be able to tap 4
creatures (1 for the original spell, and 3 for the 3
copies). This is a very easy to understand mechanic,
although, see below.
READ THIS! - There is something that people who are reading
this should know. As it is with the Storm mechanic,
countering the original spell may not cover all the bases.
As it goes in phases, the period in which you may counter a
spell is after the period in which you pay the replicate
cost. Look at it like this:
Player 1 plays
Gigadrowse and pays the replication cost 3 times.
Player 2 counters the original spell.
Since the original spell was the only one countered, the
other 3 copies would still remain and later resolve.
And there you have it. You have just seen every mechanic
ever made within the game of Magic the Gathering. This may
be a lot for you to take in at once, but as you play the
game more and more, you will slowly be able to remember all
of these abilities without even thinking about it. This has
been Aburame Shino, have a nice day.