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Lead: Mechanics are the abilities found on Magic the Gathering cards. Understanding these concepts is key to being an expert magic player and deck builder.
This is a continuation of Magic the Gathering Card Mechanics and Magic the Gathering Abilities. Below are the abilities L through Z, starting with Phasing and ending with Transmute. PhasingPhasing is an ability where cards can enter and leave play without they player having to use an ability or spell. Cards with Phasing that are out of play return to play at the beginning of the player’s upkeep. This is the point where any cards that are already "Phased" out return to play. Phasing triggers entering play events on newer cards, but it no longer triggers leaving play events, which was added to the rulebooks in October of 2005. Many older cards have leave play events, but these are not allowed in tournament play. In casual play, the leave play events still stand. Teferi’s Imp is an example of a card with Phasing, and it has both entering play, and leaving play events. PoisonousPoisonous was not added as a keyword until the Future Sight set. Poisonous allows a creature to deal poison counters as well as damage to a player. If a player receives 10 poison counters, that player loses the game, regardless of his or her life total. Creatures previous to Future Sight simply say that the creature deals this many poison counters, and cards that are more current say Poisonous 1, Poisonous 2, etc. An older card with Poisonous is Swamp Misquote, which is from Alliances, and a new card is Snake Cult Initiation, which is from Future Sight. ReachReach is a static ability that allows a creature that does not fly to block a creature with Flying. Some creatures, such as Arachnoid from Fifth Dawn, have Reach already as an ability, but certain enchantments, such as Aether Web from Time Spiral, can give creatures without Reach the Reach ability. RegenerateRegenerate is a static ability that protects creatures that have the ability. If a creature with Regenerate is dealt lethal damage, or is destroyed, the player may choose to Regenerate the target creature. If this happens, the creature is tapped and the player must pay the Regenerate cost. If a creature is in combat when this occurs, the creature is removed from combat when the Regeneration occurs. Skeletal Vampire from Guildpact is a creature that has the Regenerate ability, as does the Sporeback Troll from Dissension. ShroudShroud is a static ability that has been featured on many older cards, but was not added as a keyword until Future Sight. If a card has Shroud it cannot be a target of spells or abilities. It is important to note that this includes the opponent’s spells and abilities as well as the player in control of the card’s spells and abilities. Some creatures have Shroud naturally, but Shroud can also be gained from enchantments. A tip for players: if the player is going to give a card shroud, use any other enchantments or artifact equipment before using the enchantment that grants Shroud. Shroud will not protect these additions, but it will protect the card and the card gets to keep the enchantments or artifact equipment. An example of a card that gives Shroud is Robe of Mirrors. SoulshiftAt this time, only 27 cards have Soulshift and they are all from the Kamigawa block. When a creature with Soulshift is destroyed, a leave play effect is triggered. This effect is that a player can return a smaller spirit back to their hand. For example, Burr Grafter has a Soulshift of 3. This means that when Burr Grafter is destroyed, the player could return a spirit card that costs three or less to his or her hand. SpliceSplice is another mechanic that is currently featured only in the Kamigawa block. When a player plays an Arcane Spell, that player may reveal a card that has the Splice mechanic. The player will then pay the Splice card’s Splice cost, which will add the Splice card’s effects to the Arcane Spell which was cast. Arcane is a specific card subtype, which is listed on the card next to the card type. An example of a card with Splice is Overblaze from Betrayers of Kamigawa. Split CardsWhile spilt cards are more a type of card, they are considered a mechanic for the sake of simplicity. They were first released in the Invasion block, but have since made a reappearance in later blocks. Spilt cards are two cards that have been printed together on one card. Each half has its own mana cost and effect. They both do not have to be played; a player may choose to use only one half the card. An example of a split card is Crime//Punishment. Split SecondSplit Second was first released in the Time Spiral block. This ability, when played, prevents other players from casting spells or using abilities that are not mana abilities. Simply said, nothing can be added to the stack that doesn’t cost mana. An example of a card with Split Second is Molten Disaster from Future Sight. TransmuteTransmute made its debut in the Ravnica block. This ability allows the player to discard a card with Transmute in addition to paying its mana cost. Transmute then allows the player to search their library for a card with the same mana cost and put it into his or her hand. In essence, Transmute is a more expensive and more specific version of Cycling. An example of a card with Transmute is Dimir Machinations from Ravnica.
The copyright of the article How to Use Magic Mechanics in Card Games is owned by Lindsey Mason. Permission to republish How to Use Magic Mechanics in print or online must be granted by the author in writing.
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