MagicArena Wiki
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[[File:Icon unkown.png|left]] '''Static abilities''' include keyword mechanics such as hexproof, first strike, and flying. Must Attack or Can't Block are static abilities without a keyword.
 
[[File:Icon unkown.png|left]] '''Static abilities''' include keyword mechanics such as hexproof, first strike, and flying. Must Attack or Can't Block are static abilities without a keyword.
   
==List of [[Magic Arena]] Abilities and Mechanics==
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==List of Abilities==
 
These static abilities or mechanics are used in most sets and thus are the core abilities the game is built around.
 
These static abilities or mechanics are used in most sets and thus are the core abilities the game is built around.
   
===Aftermath===
 
[[File:Icon unkown.png|left]] Split cards, that let you play one half of a split card only from your graveyard.
 
 
{{Main|Aftermath}}{{Clear}}
 
 
===Awaken===
 
[[File:Icon unkown.png|left]] Awaken is an ability that lets you pay an alternative casting cost in order to transform a [[Land|land]] into a [[Creature|creature]].
 
 
{{Main|Awaken}}{{Clear}}
 
 
===Can't Block===
 
[[File:Icon unkown.png|left]] Can't Block is a static ability found on creatures. They cannot be used as blocking creatures.
 
 
{{Main|Blocking}}{{Clear}}
 
 
===Can't be blocked===
 
[[File:Icon unkown.png|left]] Can't be blocked is a static ability found on creatures. They cannot be blocked.
 
 
{{Main|Blocking}}{{Clear}}
 
   
 
===Crew===
 
===Crew===
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{{Main|Crew}}{{Clear}}
 
{{Main|Crew}}{{Clear}}
 
===Cycling===
 
[[File:Icon unkown.png|left]] An ability, which let's you discard the card from your hand to draw another card.
 
 
{{Main|Cycling}}{{Clear}}
 
   
 
===Deathtouch===
 
===Deathtouch===
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{{Main|Defender}}{{Clear}}
 
{{Main|Defender}}{{Clear}}
 
===Devoid===
 
[[File:Icon unkown.png|left]] Devoid is a static ability that makes a card [[Colorless|colorless]], no matter if it has colored [[Mana|mana]] as its casting cost.
 
 
{{Main|Devoid}}{{Clear}}
 
 
===Doesn't Untap===
 
[[File:Icon unkown.png|left]] Sometimes a permanent gets this ability mostly from a blue source like {{Card|Fogwalker}} or {{Card|Ice Over}}.
 
 
{{Main|Tapping}}{{Clear}}
 
   
 
===Double Strike===
 
===Double Strike===
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{{Main|Double Strike}}{{Clear}}
 
{{Main|Double Strike}}{{Clear}}
 
===Embalm===
 
[[File:Icon unkown.png|left]] An activated ability that lets you exile a creature card from your graveyard to create a mummified token version of that card.
 
 
{{Main|Embalm}}{{Clear}}
 
 
===Emerge===
 
[[File:Icon unkown.png|left]] Emerge is a ability that gives an alternative way to cast colossal Eldrazi. Instead of the mana cost of a spell with emerge, you can sacrifice '''ONE''' creature and pay its emerge cost instead at a discount. The emerge cost is reduced by the converted mana cost of the creature sacrificed. 
 
 
{{Main|Emerge}}{{Clear}}
 
   
 
===Enchant===
 
===Enchant===
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{{Main|Enchant}}{{Clear}}
 
{{Main|Enchant}}{{Clear}}
 
===Energy===
 
[[File:Icon unkown.png|left]] Gather ''Energy counters'' ({{E}}) and spend them on ''Energy abilities''.
 
 
{{Main|Energy}}{{Clear}}
 
   
 
===Equip===
 
===Equip===
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{{Main|Equip}}{{Clear}}
 
{{Main|Equip}}{{Clear}}
 
===Escalate===
 
[[File:Icon unkown.png|left]] Escalate is a static ability, that lets you pay an additional mana cost for each mode after the first.
 
 
{{Main|Escalate}}{{Clear}}
 
 
===Exert===
 
[[File:Icon unkown.png|left]] An ability, which may be used, when a creature attacks. The effect of the ability happens, but the creature won't untap during the next untap step.
 
 
{{Main|Exert}}{{Clear}}
 
 
===Fabricate===
 
[[File:Icon unkown.png|left]] A triggered ability, that lets you put a number of +1/+1 counters on a creature, or create a number of 1/1 colorless ''Servo artifact creature tokens''.
 
 
{{Main|Fabricate}}{{Clear}}
 
   
 
===First Strike===
 
===First Strike===
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{{Main|Hexproof}}{{Clear}}
 
{{Main|Hexproof}}{{Clear}}
 
===Improvise===
 
[[File:Icon unkown.png|left]] Improvise is a static ability that lets you tap artifacts for {{1}} to help casting the spell.
 
 
{{Main|Improvise}}{{Clear}}
 
   
 
===Indestructible===
 
===Indestructible===
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{{Main|Indestructible}}{{Clear}}
 
{{Main|Indestructible}}{{Clear}}
 
===Ingest===
 
[[File:Icon unkown.png|left]] Ingest is a triggered ability that [[Exile|exiles]] an opponent's top card of the [[Library|library]], when damage is dealt.
 
 
{{Main|Ingest}}{{Clear}}
 
 
===Intimidate===
 
[[File:Icon unkown.png|left]] Intimidate is a static ability which restricts the types of creatures that can block a creature with intimidate. A creature with intimidate can't be blocked, except by artifact creatures and by creatures that share a color with it.
 
 
{{Main|Intimidate}}{{Clear}}
 
 
===Investigate===
 
[[File:Icon unkown.png|left]] Investigate is a keyword action meaning “Put a colorless Clue artifact token onto the battlefield. It has ‘{{2}}, Sacrifice this artifact: Draw a card.’”
 
 
{{Main|Investigate}}{{Clear}}
 
   
 
===Lifelink===
 
===Lifelink===
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{{Main|Lifelink}}{{Clear}}
 
{{Main|Lifelink}}{{Clear}}
 
===Madness===
 
[[File:Icon unkown.png|left]] Madness is a static/triggered ability that lets you cast a spell for an alternative mana cost, if the card is discarded.
 
 
{{Main|Madness}}{{Clear}}
 
 
===Meld===
 
[[File:Icon unkown.png|left]] Meld exiles two cards of a meld pair, combines them into one and then returnes it to the battlefield.
 
 
{{Main|Meld}}{{Clear}}
 
   
 
===Menace===
 
===Menace===
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{{Main|Menace}}{{Clear}}
 
{{Main|Menace}}{{Clear}}
 
===Must Attack===
 
[[File:Icon unkown.png|left]] Must Attack is a static ability found on creatures. They must attack if possible. If you tap your creature before the declaring attacker phase with some other effect, like crew a vehicle, your creature don't need to attack.
 
 
{{Main|Attacking}}{{Clear}}
 
   
 
===Prowess===
 
===Prowess===
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{{Main|Reach}}{{Clear}}
 
{{Main|Reach}}{{Clear}}
 
===Regenerate===
 
[[File:Icon unkown.png|left]] Regenerate is an activated ability. When you regenerate a creature, this means that the next time this turn that it would be destroyed, instead it becomes tapped, all damage marked on it is removed, and if it's in combat, it is removed from combat.
 
 
{{Main|Regenerate}}{{Clear}}
 
 
===Renown===
 
[[File:Icon unkown.png|left]] Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”
 
 
Certain cards, often the ones that have Renown on them, care about creatures becoming renowned to trigger their own abilities.
 
 
{{Main|Renown}}{{Clear}}
 
 
===Skulk===
 
[[File:Icon unkown.png|left]] Skulk is an evasion ability that makes a creature unblockable to creatures with greater power.
 
 
{{Main|Skulk}}{{Clear}}
 
 
===Support===
 
[[File:Icon unkown.png|left]] Support is a keyword action that lets you put +1/+1 counters on target creatures.
 
 
{{Main|Support}}{{Clear}}
 
 
===Surge===
 
[[File:Icon unkown.png|left]] Surge is a static ability that lets you pay an alternative mana cost, if you or a teammate (e.g. in Two-Headed Giant) casted a spell before in the same turn.
 
 
{{Main|Surge}}{{Clear}}
 
 
===Token===
 
[[File:Icon unkown.png|left]] A Token is a marker for a permanent that is not represented by a card. Tokens don't have a casting cost. In Magic Duels Copies of Cards get this Icon.
 
 
{{Main|Token}}{{Clear}}
 
   
 
===Trample===
 
===Trample===
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==Ability Words==
 
==Ability Words==
'''207.2c''' An ''ability word'' appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, cohort, constellation, converge, council’s dilemma, delirium, domain, eminence, [[enrage]], fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.
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'''207.2c''' An ''ability word'' appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, cohort, constellation, converge, council’s dilemma, delirium, domain, eminence, [[enrage]], fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, [[raid]], rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.
   
 
===Enrage===
 
===Enrage===
 
[[File:Icon unkown.png|left]]
 
[[File:Icon unkown.png|left]]
Enrage is a triggered ability word introduced in Ixalan as the signature mechanic for the Dinosaurs of the Sun Empire. It gives an advantageous effect when the creature is dealt damage and appears in red, white and green.
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''Enrage'' is a triggered ability word introduced in [[Ixalan]] as the signature mechanic for the [[Cards/Dinosaur|Dinosaurs]] of the Sun Empire. It gives an advantageous effect when the creature is dealt damage and appears in red, white and green.
   
 
{{Main|Enrage}}{{Clear}}
 
{{Main|Enrage}}{{Clear}}
  +
 
===Raid===
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[[File:Icon unkown.png|left]]
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''Raid'' checks to see if you've attacked with a creature during that turn. It was introduced in [[Ixalan]] and can be found on [[Cards/Pirate|Pirate]] and Pirate-themed cards.
  +
 
{{Main|Raid}}{{Clear}}

Revision as of 22:37, 30 October 2017

In Magic: The Gathering, gameplay consists of players accumulating resources and using them to play cards. Some cards have an effect and instantly go to the discard pile, or graveyard; these are known as instants and sorceries. Other cards remain on the table until conditions cause them to be removed from play; these are known as permanents.

In addition to their presence on the table, permanents often have abilities, or functions that can directly affect gameplay. Abilities are often reusable and impact strategy to a significant degree.

There are three main types of abilities:

  • Activated,
  • Triggered, and
  • Static.


Activated abilities

Icon unkown

include any abilities that require some sort of cost. For example, the card Waker of the Wilds has an activated ability that reads: "CXGreenGreen: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land."


Activated abilities that require Tapping

Icon unkown

include any abilities that require tapping. For example, the card Encampment Keeper has an activated ability that reads: "C7White, Tap, Sacrifice Encampment Keeper: Creatures you control get +2/+2 until end of turn."


Triggered abilities

Icon unkown

require a specific event to happen, or by having met certain conditions. For instance, Vicious Conquistador has : Whenever Vicious Conquistador attacks, each opponent loses 1 life."


Icon unkown

Static abilities include keyword mechanics such as hexproof, first strike, and flying. Must Attack or Can't Block are static abilities without a keyword.

List of Abilities

These static abilities or mechanics are used in most sets and thus are the core abilities the game is built around.


Crew

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Turn a Vehicle Artifact into an Artifact Creature by tapping another creature. Gain additional benefits if the tapped creature has the Pilot subtype.

Main article: Crew

Deathtouch

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Deathtouch is a static ability that means any amount of damage dealt by a source with deathtouch is enough to kill the creature receiving the damage.

Main article: Deathtouch

Defender

Icon unkown

Defender is a static ability that means the affected permanent cannot attack. It is commonly found on creatures with low power, and high toughness, such as most walls.

Main article: Defender

Double Strike

Icon unkown

A creature with double strike deals damage during the first combat damage step alongside creatures with first strike, then additionally deal damage during the second damage step along with regular creatures.

Main article: Double Strike

Enchant

Icon unkown

Enchant {object or player} is a static ability found on auras which defines what they can enchant. The keyword is written with a quality after it (e.g. Enchant creature) which defines what a the aura can enchant. Technically it can attach to permanents.

Main article: Enchant

Equip

Icon unkown

Equip is an activated ability found on equipments. By paying an equip cost, you can attach the artifact to a creature you control. Equipping can only be used at sorcery speed.

Main article: Equip

First Strike

Icon unkown

First strike is a static ability that creates an additional combat damage step. A creature with first strike will deal its combat damage before a creature that doesn't.

Main article: First strike

Flash

Icon unkown

Flash is a static ability that allows the affected card to be cast at any time you could cast an instant.

Main article: Flash

Flying

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A creature with flying cannot be blocked except by other creatures with either flying or reach. Creatures with flying can block other creatures with or without flying.

Main article: Flying

Haste

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Haste is a static ability that allows creatures to ignore the rules informally known as "summoning sickness". This means that they can attack, and activate tap or untap abilities on the same turn they enter the battlefield.

Main article: Haste

Hexproof

Icon unkown

Hexproof is a static ability that means that the affected permanent can't be the target of spells or abilities your opponents control, but can still be target by spells or abilities you control.

Main article: Hexproof

Indestructible

Icon unkown

Indestructible is a keyword ability that means that any permanent that has indestructible cannot be destroyed, and cannot die as a result of lethal damage.

Main article: Indestructible

Lifelink

Icon unkown

Lifelink is a static ability that modifies the result of damage. When a creature or card with lifelink deals damage, the controller of that creature also gains an amount of life equal to the amount of damage dealt, in addition to dealing the damage as normal.

Main article: Lifelink

Menace

Icon unkown

Menace is a static ability that makes a creature unblockable unless it is blocked by more than one creature.

Main article: Menace

Prowess

Icon unkown

Prowess is a triggered ability. Creatures you control that have prowess gain +1/+1 every time you cast a non-creature spell.

Main article: Prowess

Reach

Icon unkown

Reach is a static ability that means the affected creature can block creatures with flying.

Main article: Reach

Trample

Icon unkown

Trample is a static ability that allows creatures to deal the rest of the damage not taken by target creature(s) blocking does that much damage to the defending player.

Main article: Trample

Transform

Icon unkown

Transform is a triggered ability that allows to turn double-faced cards upside down.

Main article: Transform

Vigilance

Icon unkown

Vigilance is a static ability that means the affected creature does not need to tap when attacking.

Main article: Vigilance
Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilanceWard
Other Keyword Abilities: AffinityAfflictAfterlifeAftermathAscendBlitzBoastCascadeCasualtyChangelingCleaveCompanionCompleatedConvokeCrewCyclingDecayedDisturbEmbalmEscapeEternalizeEvokeEvolveExaltedExploitFabricateFearFlashbackForetellHideawayImproviseJump-StartKickerLandwalkLiving WeaponMadnessMenaceMentorModularMutateNinjutsuOutlastOverloadPersistProtectionProwessReboundReconfigureRiotScavengeShroudSpectacleSplit SecondStormTrainingTransformUndyingUnearth
Ability Words  AddendumConstellationEnrageLandfallMagecraftRaidRevoltUndergrowth

Actions AdaptAmassConniveExertExploreInvestigateLearnPhase outProliferateSurveilVenture into the Dungeon

Ability Words

207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, cohort, constellation, converge, council’s dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.

Enrage

Icon unkown

Enrage is a triggered ability word introduced in Ixalan as the signature mechanic for the Dinosaurs of the Sun Empire. It gives an advantageous effect when the creature is dealt damage and appears in red, white and green.

Main article: Enrage

Raid

Icon unkown

Raid checks to see if you've attacked with a creature during that turn. It was introduced in Ixalan and can be found on Pirate and Pirate-themed cards.

Main article: Raid