Battle Cryīattle Cry was first seen in Mirrodin Besieged and grants other attacking creatures +1/+0 whenever the creature with the ability attacks. It was introduced in Alpha, and the short version of the ability is that it allows creatures to attack as a group. Bandingīanding is an ability that thankfully doesn’t see much play now. | Image credit: Livia Prima/Wizards of the Coast AwakenĪwaken is an ability that allowed you to put +1/+1 counters onto a land and then turn it into a 0/0 Elemental creature with haste, that mostly appeared in Battle for Zendikar. Flying enemies can be particularly difficult to deal with. Aura SwapĪura Swap appeared in Future Sight and lets you swap the card with an Aura in your hand. AssistĪssist is a Battlebond mechanic that allows other players to pay mana towards a spell you’re casting. It was in Rivals of Ixalan and usually offered benefits for having the blessing. AscendĪscend is an ability that grants the city’s blessing once you have ten permanents in play. It’s a triggered ability that occurs when attacking, and causes opponents to sacrifice a number of permanents. AnnihilatorĪnnihilator is an ability unique to Eldrazi and appeared in Rise of the Eldrazi. AmplifyĪmplify appeared in Legions and allows you to reveal creature cards from your hand to put +1/+1 counters onto a creature. AftermathĪftermath is an ability that first appeared in Amonkhet, and it is on the second spell on dual-spell cards and allows the spell to be cast from the graveyard. AfterlifeĪfterlife appeared in Ravnica Allegiance and is a triggered ability that occurs when a creature dies, that allows you to create 1/1 White and Black Spirit tokens with flying. AfflictĪfflict was introduced in Hour of Devastation, and allows creatures to deal damage to the opponent even if they’ve been blocked. This ability reduces the cost for a spell based on the number of certain permanents you control, usually artifacts. AffinityĪffinity was introduced in Mirrodin. Absorb allows a creature to prevent some damage. Magic: The Gathering keywords explainedĪbsorb was introduced in Future Sight and hasn't been seen since. There’s a lot of them to get through, but each of them is either a part of the history of the game, or a key part of modern-day play.Ī lot of these are unlikely to be seen outside of niche Commander decks, but hey, knowledge is power, and we’re aiming to make you very powerful indeed. In order to help you learn more about them, including where we first saw each of the many MTG keywords, we’ve decided to go ahead and make a giant list explaining what keywords in Magic: The Gathering mean. While many will often have reminder text on the card, with some cards being so wordy already, it’s useful to know what each of these does. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.There are an awful lot of Magic: The Gathering keywords, and frankly, it’s hard to keep them all in mind. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The target also gains the ability to speak one language you know. The target must have either no Intelligence score or an Intelligence of 3 or less. Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)Īfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant.
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