As I am no longer active daily, submissions for this thread are closed. If you really want an ability listed, PM me so I notice.
I hope for this to become a complete listing of 'custom' keywords or recurring abilities used for fa-ke cards. This will be usable by all for inspiration. These don't have to be keyworded. They can be effects from many cards(like gating.)
Some effects have been changed. This is because they didn't work under the submitted template.
Alphabetical List
A 8
Aging X - (At the beginning of your upkeep put an Aging counter on this. When this has X Aging counters on this sacrifice this.)
EDITOR'S NOTE: This is fundamentally the same as Fading.
Aggresive - (This creature can't block.)
Allergy to X
The opposite of protection.
1. Sacrifice this if targeted by a source of quality X.
2. Sacrifice this if dealt damage by a source of quality X.
3. Deals no damage to permanents with the quality X.
4. Can't block permanents of quality X.
Ambush X (Whenever one or more creatures attacks you, if this card is in your hand, you may play it as an instant for it's Ambush cost. If you do, return it to your hand at end of combat.)
Antimatter (When this comes into play, if another permanent shares a card type with it, then sacrifice ~this~ and destroy that permanent.)
Apparate (If this card is on the stack, in play, or in your graveyard remove it from the game with an Aether counter on it. Otherwise, if this card is removed from the game with an Aether counter on it return it to your hand.)
or
Apparate (COST)(You may remove this card from play, your graveyard, or the stack from the game with an Aether counter on it by paying (cost). At any time you could play an instant, if ~this is removed from the game with an Aether counter on it, you may pay (cost) to return this card to your hand)
Arcana - (This card may only be played during your upkeep. When you play this spell, end the turn.)
Ascension X (When this permanent is put into a graveyard from play, return it to its owner's hand if you control at least X permanents of the same type.)
B 11
Backstab X(At the beginning of each player's upkeep, that player may pay X to gain control of this permanent.)
Berserk [cost] - (When this attacks, you may double its power. If you do, sacrifice it at end of turn.)
Bleach [white cost](You may play this spell for its bleach cost. If you do, replace any color words with 'white' and any basic land words with 'plains'.)
Blink X: (You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution.)
Blockade X (Each creature ~this~ blocks gets -X/-X until the end of turn).
Bloodletting(Whenever this permanent deals damage to a creature, that creature’s controller loses that much life)
Bloom [amount] -(The next [amount] mana you spend may be spent as if it were mana of any color.)
CREATOR'S COMMENTS: The [amount] shouldn't be higher then 3 (maybe 4)...(I like to compare it with Scry, althow it's totaly different.
Boon - effect (You have boon as long as you control more permanents than any other player).
Bracing X(Whenever this blocks or becomes blocked, you may prevent up to the next X damage target blocking or blocked creature would deal or be dealt this turn.)
Break X (When this spell is played, any player may pay X to counter it.)
Break X Alternate (When this spell is played, any player may pay X to counter it. If they do, return it to your hand.)
Brute - (Combat damage dealt by this can't be prevented. Creatures dealt combat damage by this can't be regenerated until end of turn.)
CREATOR'S COMMENT: This is a black ability.
C 6
Channel (For each creature with Channel you control other than this one, the activated abilities of this creature cost 1 less to play.)
Clamp (This creature's power and toughness are equal to its printed values and can not be changed.)
Congeal X (You may play this for its congeal cost. If you do, put a 1/1 colorless creature token into play and enchant it with this.)
CREATOR'S COMMENT: Appears on enchant creatures.
Consume X: (When this creature comes into play, sacrifice permenants you control with total casting cost X or more or sacrifice this creature.)
EDITOR'S NOTE: Changed 'less' to 'more':)
Comradery - (Whenever a spell or ability targets a creature with comradery as it's only target, then copy that spell or ability targeting each creature with comradery.)
Critical State -
502.CRSa Critical State is a characteristic-setting ability, written “Critical State — [text].” It alters the rules text of the object it’s on, based on a condition. The text can create any kind of ability. “Critical State — [text]” means “As long as each opponent has at least double your life total, [this object] has ‘[text].’”
502.CRSb Spells and permanents with critical state have the critical state text only if each opponent of their controller has a life total equal to or greater than double their controller's life total. Otherwise, the text after “Critical State —” is treated as though it did not appear on the spell or permanent.
502.CRSc An instant or sorcery with critical has its critical state text only while the spell is on the stack. An artifact, creature, enchantment, or land with critical state has the critical state text only if the permanent is in play.
502.CRSd See also "Distress".
D 7
Depth – (This creature has Islandwalk, Islandhome, and can only be blocked by creatures with Depth.)
EDITOR'S NOTE: The last clause is unecessary, but I like the flavor!
Desperance X(Play this spell or ability only if your life total is X or less.)
Desperation (insert effect) - (You have desperation when you have 3 life or less.)
Diffusion (When a land comes into play under your control, put this permanent on the bottom of your library.)
Distress -
502.DISa Distress is a characteristic-setting ability, written “Distress— [text].” It alters the rules text of the object it’s on, based on a condition. The text can create any kind of ability. “Distress — [text]” means “As long as you have seven or less life, [this object] has ‘[text].’”
502.DISb Spells and permanents with distress have the distress text only if their controller has seven or less life. Otherwise, the text after “Distress —” is treated as though it did not appear on the spell or permanent.
502.DISc An instant or sorcery with distress has the distress text only while the spell is on the stack. An artifact, creature, enchantment, or land with distress has the distress text only if the permanent is in play.
Diverge X: Text: (Discard this from your hand, X: Do Text.)
CREATOR'S COMMENT: For example, cycling could be expressed as "Diverge 2: Draw a card."
Doubletap (Whenever this permanent becomes tapped, if there is no dip counter on it, untap it and put a dip counter on it. At the beginning of your upkeep, remove all dip counters from this permanent.)
E 6
Elite(This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Empathy - (Whenever a creature is put into a graveyard from play, put a +1/+1 counter on each creature with empathy.)
Enforce X (If you pay X as you cast this spell, it can't be targeted by spells or abilities while on the stack.)
ENT - A creature with creature type Ent also counts as a land of the appropriate type. (The appropriate type is decided by the colours in the casting cost, thus an Ent with a mana cost of 2GG would count as a Legendary Creature Land - Ent and would count as a Land - Forest)
Ents do not count as spells, can tap for the appropriate mana; (Again, appropriate mana is decided by the mana in the casting cost. An Ent with casting cost 2GG could tap for G) but do not count as your landrop per turn.
Ents are affected by spells and abilities that would affect a land that shares its type. (For example: a Legendary Creature Land - Ent that counts as an Island would be affected by Boil)
EDITOR'S NOTE: Multicolored Ents count as lands that can tap for any of their colors.
Equity – (Before the game begins, you may reveal 8 plains from your library. If you do, begin the game with ~ in play, and it gains Equity. Use this on only one card per game.)
CREATOR'S COMMENT: Equity is only to be used on white rules-setting enchantments.
Extendible X(Pay an additional X in addition to this spell's casting cost: Choose an additional target for this spell.)
EDITOR'S NOTE: Only to be used on instants and sorceries.
F 6
Flash X(When you draw this card, you may pay X and reveal it. If you do, play this card without paying its mana cost.)
Flow X (appears on any card type): At any time, if this in your graveyard or hand, you may shuffle it into your library for its flow cost.
Flux X (When you play this spell, any opponant may pay X. If they do, counter this spell.)
Formation(Creatures with formation can't be blocked unless all creatures with Formation are blocked.)
Fossilise #(#: <THIS> becomes a fossil instead of a creature until end of turn. Fossils can't attack, block, or use activated ablities.)
CREATOR'S COMMENTS: It was designed to avoid lethal damage and destruction spells. Maybe it would've worked better if I made the creature turn into a non-creature artifact, instead of creating a new type.
Frenzy: (If you play this spell/ability during combat, you may put a copy of it on the stack.)
G 3
Gazump X:(When you play this spell, any player may pay its gazump cost. If they do, they choose the targets for it instead of you.)
CREATOR'S COMMENTS: Gazump cost is X + another number. If more than one player gazumps, whoever pays the most into X wins the card.
EDITOR'S NOTE: I had to change the mechanic a bit to work within the rules. It now only lets 1 player us the retargeting ability. If anyone else can word it better, let me know!
Guile-
502.GUIa Guile is a static ability that modifies the rules for assigning an attacking creature's combat damage. A creature with guile has no special abilities when blocking or dealing noncombat damage. (See rule 310, "Combat Damage Step.")
502.GUIb The controller of an attacking creature with guile may assign all damage it would deal to the defending player. If he or she decides to assign damage to blocking creatures, he or she may divide damage as normal among blocking creatures. (See rule 310.2)
502.GUIc If all the creatures blocking an attacking creature with guile are removed from combat before the combat damage step, the attacking player may assign all its damage to the defending player.
502.GUId If the attacking creature with guile is blocked by an ability, effect, or rule, its combat damage may still be assigned to the defending player.
502.GUIe Multiple instances of guile on the same creature are redundant.
Gush (Instead of paying this spell's mana cost, you may return X lands you control to their owners' hand, where X is that spell's converted mana cost.)
H 3
Handicap (...)(This creature comes into play with a handicap counter on it. Creatures with handicap counters can't attack or block and their activated abilities can't be played. As the condition (...) becomes true, remove all handicap counters from this creature.)
Hibernation X (You may pay X to tap this creature; it does not untap during your untap phase. At the end of your turn, if this creature was tapped for your entire turn, you may put a +1/+1 counter on it. You may pay the Hibernate cost again to untap this creature.)
Hollow(Whenever this creature attacks, another target attacking creature with power less than this creature's power is unblockable this turn)
I 5
Impact [cost]- [effect](When [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
IndexX(Discard this card, X: Search your library with a card with Index, reveal it, and put that card in your hand. Then shuffle your library.)
Infiltrate #(Whenever this creature attacks, up to # target creatures can't block it this turn.)
Intimidate X(Whenever this creature blocks or is blocked by a black or artifact creature, that creature gets -X/-X until end of turn.)
Insanity (cost) (If you discard this card at random, you may cast it for its insanity cost instead of putting it into your graveyard. If you do, copy it.)
Instill - [Effect] (This card is instilled as long as an enchantment spell has been played this turn.)
J 1
Joiner (This spell costs 1 less to play for each card in play and in your graveyard with the same name.)
K 0
L 2
Last Strike (This creature deals its combat damage only after regular combat damage has been dealt.)
EDITOR'S NOTE: I thought of this ability also, but it probably wouldn't work becaused of confusion between which 2 strikes Double Strike gets.
Linger(<THIS> doesn't resolve. Phases and turns end, spells resolve, and players may play cards as though <THIS> weren't on the stack.)
M 7
Manifest -
502.MANa Manifest is an activated ability. "Manifest {cost}" means "{Cost}: The next time this permanent would leave play this turn, if was not sacrificed, it remains in play instead." This is a replacement ability similar to regeneration (CR 419.6b).
502.MANb Manifesting a creature doesn't remove damage from it or prevent it from being put into a graveyard due to state-based effects, such as having 0 or less toughness.
502.MANc If a permanent has multiple instances of manifest, any of its manifest abilities may be used. Playing a manifest ability will only create one replacement shield, even if the permanent has multiple instances of manifest.
Meld [number] (As you play this spell, you may play another spell with the same Meld number without paying its mana cost.)
Memory X(Your hand size is increased by X)
Mimic X(When you play this spell, each opponent may pay X. If an opponent does, he or she copies this spell and chooses new targets.)
Multiple Strike - (When this creature is blocked. It deals its combat damage to each creature it is blocked by.)
CREATOR'S COMMENTS: Kind of like Rampage. You'll get into trouble in it's combined with trample.
Multiply X(When this spell is played, you may pay X. If you do, you may make a copy of this spell and play it without paying its mana cost.)
Mummify [cost] (Whenever this is in your graveyard, you may pay [cost]. If you do, put this into play flipped.)
CREATOR'S COMMENTS: Only for flip-cards without another flip trigger. All flipped mummies should have: when put into graveyard from play remove it from the game instead.
N 1
Neophase X (Whenever you could play an instant, you may pay X to set this card aside. If the card is already set aside, you may pay X to return it to play.)
O 2
Oblivion X (You have X as long as your hand is empty.)
Obsession (Remove this permanent from the game. Then pay the obsession cost for it. If you do the next spell you play has flash and costs x less where X is the CMC of this permanent.)
Opaque - cost(You may play this spell for its Opaque cost instead of its mana cost).
P 8
Pack(Creatures with pack get a +1/+1 for each other creature with pack in play.)
Parasite(Whenever this card attacks, target creature gets -1/-1.)
Parry(0: Prevent the next 1 combat damage this creature would deal. For each point of damage prevented this way, prevent the next 1 combat damage that would be dealt to it.)
Phthisis X (At the begining of your upkeep, put X -1/-1 counters on this.)
Poison X(Whenever this creature deals damage to a player, that player gets X poison counters.)
Preemption (During the beginning of the game, after all players determine whether to mulligan, you may play this whenever you could play an instant.)
CREATOR'S COMMENT: Cards with preemption usually have drawbacks if played preemptively.
Projectile X(Whenever this creature blocks or becomes blocked, it deals X damage to target attacking or blocking creature.)
EDITOR'S NOTE: I changed the name because there were too many "R" abilities.
Purity(Cards have purity as long as they were played from the hand.)
Q 1
Quicken X (If you pay X as you cast this spell, it will always be on the top of the stack. Players may not pay Quicken costs if a spell with a Quicken cost paid is already on the stack.)
R 18
Rage(This creature has rage whenever you or that creature is dealt damage.)
Rebound X - Y(When [this] comes into play, you may pay its X and return it to your hand to do Y) Recall X (As long as this card is in your graveyard, it has X: Shuffle this into your library.) CREATOR'S COMMENTS: It appears I'm not the only one this is obvious to...wonder if Wizards will do it soon? :tongue2:
Recharge X (You may pay X when you play this activated ability. If you do, untap this permanent)
Recursion (If this card would be put into a graveyard, put it on top of its owners library instead.)
Recycle M - (You may pay M as you play this spell. If you do, this spell is shuffled into your library on resolution instead of being discarded.)
Reduce X - Y(As an additional cost to play this spell, you may pay Y. If you do, pay X less to play this spell.)
Reflect (Whenever a creature deals damage to this creature, it deals that much damage minus 1 to itself instead.)
Reflex - X(When this card becomes the target of a spell or ability, do X.)
Refresh(Shuffle this card into your library upon resolution.)
Reclaim X(Shuffle this card from your graveyard into its owner's library for its reclaim cost. Play this ability only when you could play a sorcery.)
RemindX (X: Return this card from your graveyard to the top of your library.)
Render X (You may pay X life when you play ~this~. If you do, this costs X less to play).
Replicate X(As you play this, you may pay X any number of times. For each time paid, put a copy of this on the stack. You may choose new targets for the copies.)
Reserve -
502.RESa Reserve is a combination of two separate abilities on permanents. "Reserve {number}" means "As this comes into play, remove the top {number} cards of your library from the game" and "At the beginning of your upkeep, put one card removed from the game by this ability on top its owner's library. If you can't, sacrifice this permanent."
502.RESb Cards removed from the game by a reserve ability are removed from the game face up. (See CR xxx.xx)
502.RESc If a permanent with reserve is controlled by a player other than its owner, its current owner chooses which card to return to the library. That card is put on top of its owner's library, who may or may not be the current controller of the creature.
502.RESd You can't put a card removed from the game by an effect other than the one generated by the reserve ability on top of its owner's library as part of the triggered ability's resolution.
502.RESe If a creature has more than one reserve ability, both (or all) reserve abilities will trigger at the beginning of the upkeep.
Response to Instants(If the last spell played was an instant, draw a card.)
Restore(When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.)
Retro(Whenever a player plays a spell or ability targeting this permanent put a copy of that spell or ability on the stack targeting another target permanent.)
Reveal X: Text(Reveal this from your hand, X: Do Text.)
S 16
Scatter(When you play ~this~, for every target ~this~ could target, put a copy of ~this~ onto the stack).
SeekX - Y(Play with the top card of your library revealed. As long as the top card of your library has quality X, this card has Y.)
Shift X (You may pay X instead of paying this card's mana cost.)
Sixth Sense A(Play with the top card of your library revealed. As long as that card shares a supertype with this card, this card has A.)
Slowmotion(Play this spell only if you played another spell this turn.)
Soulbound X (If this creature would be destroyed, you may pay X life. If you do, return it to the battlefield at the end of turn.)
Soulburn(If [cardname] would deal damage to a creature, that creature gets -X/-X until end of turn instead, where X is the damage that would've been dealt. If [cardname] would deal damage to a player, that player loses X life instead, where X is the damage that would've been dealt.)
Speed: X(This creature may only be blocked by creatures with Speed X or higher)
Spellcharge(This spell costs 1 less to play for each spell played before it each turn.)
Sneak Attack <cost>(You may play this card for its sneak attack cost instead of its mana cost. If you do, it gains haste and sacrifice it at end of turn.)
Stalk - Cost (Whenever a creature with a power less than ~this comes into play under an opponent's control or goes to an opponent's graveyard from play you may play this from your hand for its Stalk cost as though it had Flash)
Stealth X([This] is unblockable as long as defending player controls X or less untapped creatures.)
Stealth2(This creature can't be blocked except by creatures with Defender and other creatures with Stealth2.)
Steed X (X: This creature becomes an enchant creature card attached to target creature you control saying, "Enchanted creature gets +X/+Y, where X is the power printed on this card and Y is the toughness printed on this card.")
EDITOR'S NOTE: I had to heavily edit this.
Strafing(Prevent all damage that would be dealt to this creature by creatures without strafing.)
Synergy X(Creatures with the same converted mana cost as ~ gain the Synergy abilities of ~.)
Swarm – (This creature gets +1/+1 for each other creature with the same name as this in play.)
Swift X (X: Remove this creature from the game. Return it to play at the end of turn.)
T 4
Territory X - (You may only play this card if you control X or more lands.)
Tidal(At the beginning of your upkeep, if there are four tide counters on this card, remove them. Otherwise, put a tide counter on it.)
Transform X(X, Remove this card from the game: Return a card with the same converted mana cost, type, and color(s) as this card from your graveyard to your hand. Play this ability only while this card is in your hand.)
Twin(When this comes into play from your hand, you may search your library for a card with the same name and put it into play, then shuffle your library.)
U 1
Unstable(At the time you play this spell, counter it unless you control a number of lands exactly equal to the converted mana cost of the spell.)
V 3
Venom(Damage dealt by this to creatures doesn't wear off at end of turn.)
Vigor X(This card has Vigor as long as you have X or more life.)
Vision #(As you play this card, remove the top # cards of your library from the game. This turn, you may play those cards as though they were in your hand.)
W-Z 4
Wisdom X- Y(As long as you have X or more cards in your hand, Y)
Wound(Whenever this creature is dealt damage, instead put that many wound counters on it. It gets -0/-1 for each wound counter on it.)
Wounding(Whenever this creature would deal combat damage to another creature, put a number of -1/-1 counters on the other creature equal to the this creature's power.)
CREATOR'S COMMENT: [This is only available on equipment or occasionally on an especially wicked undead/spirit]
Yu X (When this creature is destroyed by lethal damage, it deals X damage to any creature that dealt damage to it this turn)
Unsorted
"Endurance: This card is not destroyed by lethal damage until the end of turn" Allows "dead" creatures to use abilities, count for for things that count creatures, or even be saved by +1/+1 counters.
Imbue [number of creatures/creature types] - [effect] (This has [effect] as long as [number of creatures/creature types] have been put into graveyard from play since this came into play.)
Manifest <cost> (You may play this card as a 2/2 Spirit creature for <cost>. Replace all instances of "enchanted creature" with "this creature.")
Community - (Whenever ~this~ attacks or blocks, it gets +X/+X for each creature you control that also attacked or blocked).
Blink X (appears on instants and sorceries): You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution. (Blink costs are usually cheaper than the mana cost, of different colors, or colorless.)
Frenzy: There are four variations of Frenzy, on instants/sorceries and on permanents, both of which can be targeted or not.
- If you play this spell during combat, you may put a copy of it on the stack. (if applicable, you may choose new target yada yada yada...)
- If you play an ability of this during combat, you may put a copy of that ability on the stack (target... You get the point.)
Converge - When you play this spell, you may search your library for up to 3 cards with the same name as this spell and play them without paying their mana cost.
Spectral: For each any number of colored mana symbols in this spell's casting cost, you may pay two different mana of other colors instead.
Restore
When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.
Unstable
When this permanent is the target of a spell or ability, flip a coin. If the coin lands in your favor, return it to your hand. Otherwise, remove it from the game.
Align
When playing spells with Align, you may pay any one colour of mana instead of its normal coloured mana. That spell is that colour. (EG; If a Align spell costs 4WW, you may pay 4 and two mana of any one colour to play it. If you pay 4RR, the spell is red and not white.)
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Supremacy: Static ability of creatures that reads "Whenever this creature blocks or is blocked by a creature, that creature loses all keyworded abilities other than Supremacy until end of turn and this creature gets +1/+1 until end of turn for each different ability lost this way"
Patriotism: X
This creature comes into play with X revolt counters. As long as it has revolt counters on it, it cannot attack or block, and abilities with TAP in the activation cost cannot be played.
State-based effect (does not use the stack): Whenever any creature with Patriotism you control has no revolt counters on it, remove all revolt counters from this creature.
Exotic
When playing this card from your hand, you may either pay its mana cost using all exotic mana, or pay double its mana cost using any combination of exotic and non-exotic mana. All costs of abilities of this spell (includes spellshift, etc.) may only be paid for with exotic mana. Written out mana costs ("*color* mana") cannot be changed by color word changing effects.
Trap <cost> — If <this condition is met>, you may play this spell whenever you could play an instant for <the trap cost>.
Sneaky Spider (4G)
Creature - Spider
3/4
Sneaky Spider may block as though it had flying.
Trap 2G — If an opponent played a creature with flying this turn, you may play Sneaky Spider whenever you could play an instant for 2G.
Extinguish (If this creature deals lethal damage to a creature, that creature is removed from the game instead of put into a graveyard) [Should only be on monks, clerics, or on equipment]
Incorporal (This creature neither deals nor recieves combat damage except from creatures with Incorporal) [Aka the realm ghosts are in]
Invulnerable (All combat damage this creature recieves is reduced to 0) [Present in one of my sets that has alot of ways around combat for dealing damage to creatures]
Recall X (Whenever this creature would be destroyed or be dealt lethal damage, you pay pay X. If you do, return it to your hand) [Theres what, 3 "Recall" keywords in your list? This goes along the line of recalling in a game so I felt the name was appropriate]
Shield X (This creature comes into play with X Shield counters. Whenever it would recieve damage, remove a Shield counter from it for each point of damage as long as this creature. If the damage exceeds the number of Shield counters, remove them all) [For a Starcraft set but I suppose it can be used in futuristic sets as well]
Touch (Whenever a creature attack or blocks this creature, ignore all effects from equipment on that creature this combat)
Vulnerable (Whenever this creature recieves combat damage, it recieves double that damage instead) [My idea for making more viable wizards/shaman]
Temper X - (When you have X or fewer life, this creature loses its temper and gains the following ability. If your life total becomes higher than X, it loses the following ability and regains Temper X.)
Abilities that don't work out. Give me a good reason why any of these would work, and I'll put them up top. And vice versa, if you don't like an ability up top, you can ask for me to put it down here, if you can give me a good reason.
Growing -
502.GROa "Growing" is a static ability that functions while in play. “Growing N” means “At the beginning of your upkeep, if this permanent has less than N growth counters on it, put a growth counter on it.”
502.GROb If a card has multiple instances of growing, each triggers separately.
Why it's here: What exactly does Growing do besides give creatures counters? Adapt X- A creature with Adapt may be swaped with another creature with Adapt in your hand as long as they share their Adapts. A creature that is swapped doesn't trigger come into play abilites, it still is attached with everything already attached, damage and regeneration are still there. It works very similar to Morph.
Why it's in: I couldn't figure out a way to get it to work under the rules.
Armor X(Whenever damage is dealt to this creature, prevent X of that damage)
Why it's in: Too similar to adding toughness.
Devotion X(As an additional cost to play this spell, you may pay X. If you do, you may play this spell without the restriction{s}.)
CREATOR'S EXAMPLE:
Badtempered Demon, 1bb Creature - Demon
Play ~ only if three or more creatures were put into your graveyard this turn.
Devotion 4 6/6
Why it's in: The same as kicker, but more limited.
Flush X(You may pay X as the mana cost for this card instead of its normal mana cost.)
Why it's in: We don't need a keyword for this.
Nulling(This creature cannot be affected by spells or abilities except from equipment)
CREATOR'S COMMENTS: [Expect this to be a rare ability]
Why it's in: This really seems like a 1-card ability. We already have an ability for the first part.
Pack X (When this creature comes into play you may pay the Pack cost. If you do, you may put into play a number of creature tokens with the same name and abilities as this for each time you paid the Pack cost. Creature tokens created this way don’t include the Pack cost.)
Why it's in: Too much memory.
Observer(Whenever a card is removed from the game put a witness counter on this creature.)
Why it's in: Cards being removed from the game is a pretty rare occurence, but might be used for effects like that of the wishes, resulting in Observer counters for random reasons.
Singular - This is equivolent to the old legend rule, but it's printed as a keyword ability instead of in the card's type. [Joinked from L5R]
Why it's in: the Legend rule took care of this. This would be redundant.
Portal X(As long as this card is removed from the game, you may play it's Portal cost to play it.)
EDITOR'S NOTE: It's removed from the game, dangit!
Reverberate (appears on instants and sorceries): As you play this spell, if any cards with reverberate are removed from the game, you may choose one of them and add its effects to this spell. (a kind of automatic Splice)
Linger (appears on permanents): You may play this card's activated abilities if it's removed from the game.
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Why they're in: Removed from game means that they're removed from the game and supposed to not count towards anything anymore.
Loreweave n (on instants and sorceries) (Each player removes the top n cards of his or her library from the game.) (on permanents) (When this comes into play, each player removes the top n cards of his or her library from the game.)
Lorecall [cost](As long as this card is lorewoven [see above], any player may play it by paying its lorecall cost.)
Why they're in: I don't get it. The effect Loreweave has is negligible, and Lorecall makes no sense, because to Loreweave a card you have to play it in the first place.
I would love to see this happen. When I first started making cards at 'News, I always wondered why they didn't have something like this. So, being the newb I was, I offered to go through the archives and compile a list. Needless to say, that endeavor didn't last very long.
A couple months ago, though, I thought of something that might work - starting from scratch having people submit mechanics to me. The easiest way to organize them would be to classify them by type of ability (combat ability, alternate mana cost, trigger on being put into the graveyard, etc.). You can't expect people to search alphabetically, since lots of abilities have been created multiple times with different names, but people should be able to check if their idea has been done before if they had classifications.
The move to these forums actually makes this a good opportunity to try something like that. This way, we'd have a complete record of all the homemade mechanics created here (or at least created somewhere else and brought here).
A lot of people have done things where you pay life to reduce mana costs. Myself, I named it Render, as I thought that was an interesting title for creating spells. I've also included a few of my own invention that I have tinkered with a little...
Render X (You may pay X life when you play ~this~. If you do, this costs X
less to play).
Blockade X (Each creature ~this~ blocks gets -X/-X until the end of turn).
Boon - effect (You have boon as long as you control more permanents than any other player).
Opaque - cost (You may play this spell for its Opaque cost instead of its mana cost).
Better names are obviously possible, but that can be half the fun of making the ability/keyword.
I would love to see this happen. When I first started making cards at 'News, I always wondered why they didn't have something like this. So, being the newb I was, I offered to go through the archives and compile a list. Needless to say, that endeavor didn't last very long.
We have the "Big Mechanics creation thread," which is linked in one of the stickies there. It would be nice to have an easily-readable list of mechanics all in a single post, though. Anyway, here are a few of my keyword mechanics...
Vision # (As you play this card, remove the top # cards of your library from the game. This turn, you may play those cards as though they were in your hand.)
Infiltrate # (Whenever this creature attacks, up to # target creatures can't block it this turn.)
Twin (When this comes into play from your hand, you may search your library for a card with the same name and put it into play, then shuffle your library.)
Sneak Attack <cost> (You may play this card for its sneak attack cost instead of its mana cost. If you do, it gains haste and sacrifice it at end of turn.)
Here's the keywords from the Eternity block I'm working on and the finished UC Rats block:
Preemption: During the beginning of game phase [yes, a new phase], you may play this whenever you could play an instant. (Cards with preemption usually have drawbacks if played preemptively)
Clamp: This creature's power and toughness are equal to its printed values and can not be changed.
Replicate X: As you play this, you may pay X any number of times. For each time paid, put a copy of this on the stack. You may choose new targets for the copies.
Diverge X: Text: Discard this from your hand, X: Do Text. (For example, cycling could be expressed as "Diverge 2: Draw a card.")
Parry: 0: Prevent the next 1 combat damage this creature would deal. For each point of damage prevented this way, prevent the next 1 combat damage that would be dealt to it.
Reveal X: Text Reveal this from your hand, X: Do Text.
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO "I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
Desperation (insert effect) - you have desperation when you have 3 life or less.
Empathy - Whenever a creature is put into a graveyard from play, put a +1/+1 counter on each creature with empathy.
Comradery - Whenever a spell or ability targets a creature with comradery as it's only target, then copy that spell or ability for each creature with comradery.
Upgrade [cost] ([cost]: put an upgrade counter on [THIS]. play this ability as a sorcery) As long as [THIS] has an upgrade counter on it, [effect].
as long as [THIS] has two upgrade counters on it,[secondary effect].
...and so on
think of it as kicker for stuff in play
stealth # ([this] is unblockable as long as defending player controls # or less untapped creatures)
Impact [cost]- [effect] (when [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
Rebound [cost]- [effect] (When [this] comes into play, you may pay its rebound cost and return it to your hand for its rebound effect)
Private Mod Note
():
Rollback Post to RevisionRollBack
Try not to become hynotized by the downward spiral of your life. Curisosity Kills...
Ambush X (Whenever one or more creatures attacks you, if this card is in your hand, you may play it as an instant for it's Ambush cost. If you do, return it to your hand at end of combat.) Remind X(Shuffle this card from your graveyard into its owner's library for its remind cost. Play this ability only when you could play a sorcery.)
Reflect(Whenever a creature deals damage to this creature, it deals that much damage minus 1 to itself instead.)
That's all I got for now. All from my set CELIXIA.
Here is a popular mechanic from the old "Qwerty" project. This was created through the efforts of many different people (so I'm not taking credit for it :)).
Manifest <cost> (You may play this card as a 2/2 Spirit creature for <cost>. Replace all instances of "enchanted creature" with "this creature.")
This mechanic is used only on enchant creature cards, like so...
Whisper Wings (1U)
Enchant Creature
Enchanted creature gets +1/+1 and gains flying.
Manifest 3UU (You may play this card as a 2/2 Spirit creature for 3UU. Replace all instances of "enchanted creature" with "this creature.")
If you play it as a creature by paying its manifest cost, it becomes a 3/3 flying blue Spirit.
Scatter - (When you play ~this~, for every target ~this~ could target, put a copy of ~this~ onto the stack).
I would add a cost to the scatter effect, so it's more like entwine; You can play a spell normally and target one thing, or pay a little extra and target everything. Like this...
Shard Rain (1R)
Sorcery
Destroy target artifact.
Scatter 2R (Put copies on the stack targeting each thing bla bla bla.)
I just got this ability perfected in another thread... It's a mechanic for ranged weaponry in Magic...
Before you all accuse it of being the same as "First Strike" take note that the ranged damage is independent of the creature's power (So a squirrel with a Bazooka deals 1 melee damage and 500 ranged damage...)... Also, the target to be dealt damage is not the combat target (laccolith-style)... and the ability goes before firststrike (Like flanking)...
Ranged X (Whenever this creature blocks or becomes blocked, it deals X damage to target attacking or blocking creature.)
Yeah, we had a mechanic thread in MTGNews. It would be nice if someone compiles them up. Anyway, I'm opening up all my keyworded mechanics to share (that is, those that aren't too wacky):
Mimic X (Only for Instants and Sorceries) - When you play this spell, each opponent may pay X. If an opponent does, he or she copies this spell and chooses new targets.
Recharge X (Only for activated abilities) - You may pay X when you play this ability. If you do, untap this permanent.
Rage - [effect] (Only for creatures) (This creature has rage whenever you or that creature is dealt damage.)
Meld [number] (When you play this spell, you may play another spell with the same Meld number without paying its mana cost.)
Imbue [number of creatures/creature types] - [effect] (This has [effect] as long as [number of creatures/creature types] have been put into graveyard from play since this came into play.)
Pack (creatures with pack get a +1/+1 for each other creature with pack in play.)
Quote from Ricros »
Gazump XN (When you play this spell, any player may pay its gazump cost. If they do, they gain control of it)
The gazump cost is X + another number. If more than one player gazumps, whoever pays the most into X wins the card.
Competitive Market Lighting - R
Sorcery
Gazump X2
You must have two mountains in play to play gazump Lightining
Deals 4 damage to target creature or player.
Quote from Countery Goodness »
Portal <cc> (As long as this card is removed from the game, you may play it's Portal cost to play it.)
Quote from Mirrormn »
Here is some of my own mechanics
"Flash <cost>: You may play this card for its Flash cost at the time you draw it" (Idea and wording based on Madness). This mechanic encourages topdecking. And the luck of the draw.
"Willpower <cost>: If you control no lands, you may play this card for its Willpower cost." Obviously, the cost would be more often things like "Sacrifice two creatures" or "Pay 7 life" or "Target opponent may draw 3 cards" then mana costs.
"Endurance: This card is not destroyed by lethal damage until the end of turn" Allows "dead" creatures to use abilities, count for for things that count creatures, or even be saved by +1/+1 counters.
"Recursion: If this card would be put into a graveyard, put it on top of its owners library instead."
I might post some more mechanics from that thread later, but I don't want to post any mechanics by people I've seen over here, since they can post their mechanics themselves.
Flow X (appears on any card type): At any time, if this in your graveyard or hand, you may shuffle it into your library for its flow cost.
Congeal X (appears on enchant creatures): You may play this for its congeal cost. If you do, put a 1/1 colorless creature token into play and enchant it with this. (similar to Qwerty's Manifest, but with a twist.)
Blink X (appears on instants and sorceries): You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution. (Blink costs are usually cheaper than the mana cost, of different colors, or colorless.)
Linger (appears on permanents): You may play this card's activated abilities if it's removed from the game.
Reverberate (appears on instants and sorceries): As you play this spell, if any cards with reverberate are removed from the game, you may choose one of them and add its effects to this spell. (a kind of automatic Splice)
Frenzy: There are four variations of Frenzy, on instants/sorceries and on permanents, both of which can be targeted or not.
- If you play this spell during combat, you may put a copy of it on the stack. (if applicable, you may choose new target yada yada yada...)
- If you play an ability of this during combat, you may put a copy of that ability on the stack (target... You get the point.)
Private Mod Note
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Thou shalt not have others of the same Legendary before me Thou shalt not frame images with the modern card face Thou shalt not change rules in vain Remember the Reserved List to keep it holy Honor thy Slivers and the symmetry of their abilities Thou shalt not kill mana burn Thou shalt not sacrifice depth for accessibility Thou shalt not steal combat damage from the stack Thou shalt tell a story through thy cards All must be one
As I mentioned before, it doesn't really make sense to list them alphabetically because it just isn't useful as a reference tool. The same mechanic might be made under several names (causing multiple identical entries), and you can't really check whether a mechanic you create is already in there unless you read through the entire list. It's okay for now because the size is small, but over on 'News, there were several hundred mechanics posted (this is counting multiples).
Private Mod Note
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I hope for this to become a complete listing of 'custom' keywords or recurring abilities used for fa-ke cards. This will be usable by all for inspiration. These don't have to be keyworded. They can be effects from many cards(like gating.)
Some effects have been changed. This is because they didn't work under the submitted template.
Alphabetical List
A 8
Aging X - (At the beginning of your upkeep put an Aging counter on this. When this has X Aging counters on this sacrifice this.)
EDITOR'S NOTE: This is fundamentally the same as Fading.
Aggresive - (This creature can't block.)
Allergy to X
The opposite of protection.
1. Sacrifice this if targeted by a source of quality X.
2. Sacrifice this if dealt damage by a source of quality X.
3. Deals no damage to permanents with the quality X.
4. Can't block permanents of quality X.
Ambush X (Whenever one or more creatures attacks you, if this card is in your hand, you may play it as an instant for it's Ambush cost. If you do, return it to your hand at end of combat.)
Antimatter (When this comes into play, if another permanent shares a card type with it, then sacrifice ~this~ and destroy that permanent.)
Apparate (If this card is on the stack, in play, or in your graveyard remove it from the game with an Aether counter on it. Otherwise, if this card is removed from the game with an Aether counter on it return it to your hand.)
or
Apparate (COST) (You may remove this card from play, your graveyard, or the stack from the game with an Aether counter on it by paying (cost). At any time you could play an instant, if ~this is removed from the game with an Aether counter on it, you may pay (cost) to return this card to your hand)
Arcana - (This card may only be played during your upkeep. When you play this spell, end the turn.)
Ascension X (When this permanent is put into a graveyard from play, return it to its owner's hand if you control at least X permanents of the same type.)
B 11
Backstab X (At the beginning of each player's upkeep, that player may pay X to gain control of this permanent.)
Berserk [cost] - (When this attacks, you may double its power. If you do, sacrifice it at end of turn.)
Bleach [white cost] (You may play this spell for its bleach cost. If you do, replace any color words with 'white' and any basic land words with 'plains'.)
Blink X: (You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution.)
Blockade X (Each creature ~this~ blocks gets -X/-X until the end of turn).
Bloodletting (Whenever this permanent deals damage to a creature, that creature’s controller loses that much life)
Bloom [amount] - (The next [amount] mana you spend may be spent as if it were mana of any color.)
CREATOR'S COMMENTS: The [amount] shouldn't be higher then 3 (maybe 4)...(I like to compare it with Scry, althow it's totaly different.
Boon - effect (You have boon as long as you control more permanents than any other player).
Bracing X (Whenever this blocks or becomes blocked, you may prevent up to the next X damage target blocking or blocked creature would deal or be dealt this turn.)
Break X (When this spell is played, any player may pay X to counter it.)
Break X Alternate (When this spell is played, any player may pay X to counter it. If they do, return it to your hand.)
Brute - (Combat damage dealt by this can't be prevented. Creatures dealt combat damage by this can't be regenerated until end of turn.)
CREATOR'S COMMENT: This is a black ability.
C 6
Channel (For each creature with Channel you control other than this one, the activated abilities of this creature cost 1 less to play.)
Clamp (This creature's power and toughness are equal to its printed values and can not be changed.)
Congeal X (You may play this for its congeal cost. If you do, put a 1/1 colorless creature token into play and enchant it with this.)
CREATOR'S COMMENT: Appears on enchant creatures.
Consume X: (When this creature comes into play, sacrifice permenants you control with total casting cost X or more or sacrifice this creature.)
EDITOR'S NOTE: Changed 'less' to 'more':)
Comradery - (Whenever a spell or ability targets a creature with comradery as it's only target, then copy that spell or ability targeting each creature with comradery.)
Critical State -
502.CRSa Critical State is a characteristic-setting ability, written “Critical State — [text].” It alters the rules text of the object it’s on, based on a condition. The text can create any kind of ability. “Critical State — [text]” means “As long as each opponent has at least double your life total, [this object] has ‘[text].’”
502.CRSb Spells and permanents with critical state have the critical state text only if each opponent of their controller has a life total equal to or greater than double their controller's life total. Otherwise, the text after “Critical State —” is treated as though it did not appear on the spell or permanent.
502.CRSc An instant or sorcery with critical has its critical state text only while the spell is on the stack. An artifact, creature, enchantment, or land with critical state has the critical state text only if the permanent is in play.
502.CRSd See also "Distress".
D 7
Depth – (This creature has Islandwalk, Islandhome, and can only be blocked by creatures with Depth.)
EDITOR'S NOTE: The last clause is unecessary, but I like the flavor!
Desperance X (Play this spell or ability only if your life total is X or less.)
Desperation (insert effect) - (You have desperation when you have
3 life or less.)
Diffusion (When a land comes into play under your control, put this permanent on the bottom of your library.)
Distress -
502.DISa Distress is a characteristic-setting ability, written “Distress— [text].” It alters the rules text of the object it’s on, based on a condition. The text can create any kind of ability. “Distress — [text]” means “As long as you have seven or less life, [this object] has ‘[text].’”
502.DISb Spells and permanents with distress have the distress text only if their controller has seven or less life. Otherwise, the text after “Distress —” is treated as though it did not appear on the spell or permanent.
502.DISc An instant or sorcery with distress has the distress text only while the spell is on the stack. An artifact, creature, enchantment, or land with distress has the distress text only if the permanent is in play.
Diverge X: Text: (Discard this from your hand, X: Do Text.)
CREATOR'S COMMENT: For example, cycling could be expressed as "Diverge 2: Draw a card."
Doubletap (Whenever this permanent becomes tapped, if there is no dip counter on it, untap it and put a dip counter on it. At the beginning of your upkeep, remove all dip counters from this permanent.)
E 6
Elite (This spell or permanent can't be the target of non-Elite spells or abilities from non-Elite permanents.)
Empathy - (Whenever a creature is put into a graveyard from play, put a +1/+1 counter on each creature with empathy.)
Enforce X (If you pay X as you cast this spell, it can't be targeted by spells or abilities while on the stack.)
ENT - A creature with creature type Ent also counts as a land of the appropriate type. (The appropriate type is decided by the colours in the casting cost, thus an Ent with a mana cost of 2GG would count as a Legendary Creature Land - Ent and would count as a Land - Forest)
Ents do not count as spells, can tap for the appropriate mana; (Again, appropriate mana is decided by the mana in the casting cost. An Ent with casting cost 2GG could tap for G) but do not count as your landrop per turn.
Ents are affected by spells and abilities that would affect a land that shares its type. (For example: a Legendary Creature Land - Ent that counts as an Island would be affected by Boil)
EDITOR'S NOTE: Multicolored Ents count as lands that can tap for any of their colors.
Equity – (Before the game begins, you may reveal 8 plains from your library.
If you do, begin the game with ~ in play, and it gains Equity. Use this on only one card per game.)
CREATOR'S COMMENT: Equity is only to be used on white rules-setting enchantments.
Extendible X (Pay an additional X in addition to this spell's casting cost: Choose an additional target for this spell.)
EDITOR'S NOTE: Only to be used on instants and sorceries.
F 6
Flash X (When you draw this card, you may pay X and reveal it. If you do, play this card without paying its mana cost.)
Flow X (appears on any card type): At any time, if this in your graveyard or hand, you may shuffle it into your library for its flow cost.
Flux X (When you play this spell, any opponant may pay X. If they do, counter this spell.)
Formation(Creatures with formation can't be blocked unless all creatures with Formation are blocked.)
Fossilise #(#: <THIS> becomes a fossil instead of a creature until end of turn. Fossils can't attack, block, or use activated ablities.)
CREATOR'S COMMENTS: It was designed to avoid lethal damage and destruction spells. Maybe it would've worked better if I made the creature turn into a non-creature artifact, instead of creating a new type.
Frenzy: (If you play this spell/ability during combat, you may put a copy of it on the stack.)
G 3
Gazump X:(When you play this spell, any player may pay its gazump cost. If they do, they choose the targets for it instead of you.)
CREATOR'S COMMENTS: Gazump cost is X + another number. If more than one player gazumps, whoever pays the most into X wins the card.
EDITOR'S NOTE: I had to change the mechanic a bit to work within the rules. It now only lets 1 player us the retargeting ability. If anyone else can word it better, let me know!
Guile-
502.GUIa Guile is a static ability that modifies the rules for assigning an attacking creature's combat damage. A creature with guile has no special abilities when blocking or dealing noncombat damage. (See rule 310, "Combat Damage Step.")
502.GUIb The controller of an attacking creature with guile may assign all damage it would deal to the defending player. If he or she decides to assign damage to blocking creatures, he or she may divide damage as normal among blocking creatures. (See rule 310.2)
502.GUIc If all the creatures blocking an attacking creature with guile are removed from combat before the combat damage step, the attacking player may assign all its damage to the defending player.
502.GUId If the attacking creature with guile is blocked by an ability, effect, or rule, its combat damage may still be assigned to the defending player.
502.GUIe Multiple instances of guile on the same creature are redundant.
Gush (Instead of paying this spell's mana cost, you may return X lands you control to their owners' hand, where X is that spell's converted mana cost.)
H 3
Handicap (...) (This creature comes into play with a handicap counter on it. Creatures with handicap counters can't attack or block and their activated abilities can't be played. As the condition (...) becomes true, remove all handicap counters from this creature.)
Hibernation X (You may pay X to tap this creature; it does not untap during your untap phase. At the end of your turn, if this creature was tapped for your entire turn, you may put a +1/+1 counter on it. You may pay the Hibernate cost again to untap this creature.)
Hollow (Whenever this creature attacks, another target attacking creature with power less than this creature's power is unblockable this turn)
I 5
Impact [cost]- [effect] (When [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
Index X (Discard this card, X: Search your library with a card with Index, reveal it, and put that card in your hand. Then shuffle your library.)
Infiltrate # (Whenever this creature attacks, up to # target creatures can't block it this turn.)
Intimidate X (Whenever this creature blocks or is blocked by a black or artifact creature, that creature gets -X/-X until end of turn.)
Insanity (cost) (If you discard this card at random, you may cast it for its insanity cost instead of putting it into your graveyard. If you do, copy it.)
Instill - [Effect] (This card is instilled as long as an enchantment spell has been played this turn.)
J 1
Joiner (This spell costs 1 less to play for each card in play and in your graveyard with the same name.)
K 0
L 2
Last Strike (This creature deals its combat damage only after regular combat damage has been dealt.)
EDITOR'S NOTE: I thought of this ability also, but it probably wouldn't work becaused of confusion between which 2 strikes Double Strike gets.
Linger (<THIS> doesn't resolve. Phases and turns end, spells resolve, and players may play cards as though <THIS> weren't on the stack.)
M 7
Manifest -
502.MANa Manifest is an activated ability. "Manifest {cost}" means "{Cost}: The next time this permanent would leave play this turn, if was not sacrificed, it remains in play instead." This is a replacement ability similar to regeneration (CR 419.6b).
502.MANb Manifesting a creature doesn't remove damage from it or prevent it from being put into a graveyard due to state-based effects, such as having 0 or less toughness.
502.MANc If a permanent has multiple instances of manifest, any of its manifest abilities may be used. Playing a manifest ability will only create one replacement shield, even if the permanent has multiple instances of manifest.
Meld [number] (As you play this spell, you may play another spell with the same Meld number without paying its mana cost.)
Memory X (Your hand size is increased by X)
Mimic X (When you play this spell, each opponent may pay X. If an opponent does, he or she copies this spell and chooses new targets.)
Multiple Strike - (When this creature is blocked. It deals its combat damage to each creature it is blocked by.)
CREATOR'S COMMENTS: Kind of like Rampage. You'll get into trouble in it's combined with trample.
Multiply X (When this spell is played, you may pay X. If you do, you may make a copy of this spell and play it without paying its mana cost.)
Mummify [cost] (Whenever this is in your graveyard, you may pay [cost]. If you do, put this into play flipped.)
CREATOR'S COMMENTS: Only for flip-cards without another flip trigger. All flipped mummies should have: when put into graveyard from play remove it from the game instead.
N 1
Neophase X (Whenever you could play an instant, you may pay X to set this card aside. If the card is already set aside, you may pay X to return it to play.)
O 2
Oblivion X (You have X as long as your hand is empty.)
Obsession (Remove this permanent from the game. Then pay the obsession cost for it. If you do the next spell you play has flash and costs x less where X is the CMC of this permanent.)
Opaque - cost (You may play this spell for its Opaque cost instead of its mana cost).
P 8
Pack (Creatures with pack get a +1/+1 for each other creature with pack in play.)
Parasite (Whenever this card attacks, target creature gets -1/-1.)
Parry (0: Prevent the next 1 combat damage this creature would deal. For each point of damage prevented this way, prevent the next 1 combat damage that would be dealt to it.)
Phthisis X (At the begining of your upkeep, put X -1/-1 counters on this.)
Poison X (Whenever this creature deals damage to a player, that player gets X poison counters.)
Preemption (During the beginning of the game, after all players determine whether to mulligan, you may play this whenever you could play an instant.)
CREATOR'S COMMENT: Cards with preemption usually have drawbacks if played preemptively.
Projectile X (Whenever this creature blocks or becomes blocked, it deals X damage to target attacking or blocking creature.)
EDITOR'S NOTE: I changed the name because there were too many "R" abilities.
Purity (Cards have purity as long as they were played from the hand.)
Q 1
Quicken X (If you pay X as you cast this spell, it will always be on the top of the stack. Players may not pay Quicken costs if a spell with a Quicken cost paid is already on the stack.)
R 18
Rage (This creature has rage whenever you or that creature is dealt damage.)
Rebound X - Y (When [this] comes into play, you may pay its X and return it to your hand to do Y)
Recall X (As long as this card is in your graveyard, it has X: Shuffle this into your library.)
CREATOR'S COMMENTS: It appears I'm not the only one this is obvious to...wonder if Wizards will do it soon? :tongue2:
Recharge X (You may pay X when you play this activated ability. If you do, untap this permanent)
Recursion (If this card would be put into a graveyard, put it on top of its owners library instead.)
Recycle M - (You may pay M as you play this spell. If you do, this spell is shuffled into your library on resolution instead of being discarded.)
Reduce X - Y (As an additional cost to play this spell, you may pay Y. If you do, pay X less to play this spell.)
Reflect (Whenever a creature deals damage to this creature, it deals that much damage minus 1 to itself instead.)
Reflex - X (When this card becomes the target of a spell or ability, do X.)
Refresh (Shuffle this card into your library upon resolution.)
Reclaim X (Shuffle this card from your graveyard into its owner's library for its reclaim cost. Play this ability only when you could play a sorcery.)
Remind X (X: Return this card from your graveyard to the top of your library.)
Render X (You may pay X life when you play ~this~. If you do, this costs X less to play).
Replicate X (As you play this, you may pay X any number of times. For each time paid, put a copy of this on the stack. You may choose new targets for the copies.)
Reserve -
502.RESa Reserve is a combination of two separate abilities on permanents. "Reserve {number}" means "As this comes into play, remove the top {number} cards of your library from the game" and "At the beginning of your upkeep, put one card removed from the game by this ability on top its owner's library. If you can't, sacrifice this permanent."
502.RESb Cards removed from the game by a reserve ability are removed from the game face up. (See CR xxx.xx)
502.RESc If a permanent with reserve is controlled by a player other than its owner, its current owner chooses which card to return to the library. That card is put on top of its owner's library, who may or may not be the current controller of the creature.
502.RESd You can't put a card removed from the game by an effect other than the one generated by the reserve ability on top of its owner's library as part of the triggered ability's resolution.
502.RESe If a creature has more than one reserve ability, both (or all) reserve abilities will trigger at the beginning of the upkeep.
Response to Instants (If the last spell played was an instant, draw a card.)
Restore (When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.)
Retro (Whenever a player plays a spell or ability targeting this permanent put a copy of that spell or ability on the stack targeting another target permanent.)
Reveal X: Text (Reveal this from your hand, X: Do Text.)
S 16
Scatter (When you play ~this~, for every target ~this~ could target, put a copy of ~this~ onto the stack).
Seek X - Y (Play with the top card of your library revealed. As long as the top card of your library has quality X, this card has Y.)
Shift X (You may pay X instead of paying this card's mana cost.)
Sixth Sense A (Play with the top card of your library revealed. As long as that card shares a supertype with this card, this card has A.)
Slowmotion (Play this spell only if you played another spell this turn.)
Soulbound X (If this creature would be destroyed, you may pay X life. If you do, return it to the battlefield at the end of turn.)
Soulburn (If [cardname] would deal damage to a creature, that creature gets -X/-X until end of turn instead, where X is the damage that would've been dealt. If [cardname] would deal damage to a player, that player loses X life instead, where X is the damage that would've been dealt.)
Speed: X (This creature may only be blocked by creatures with Speed X or higher)
Spellcharge (This spell costs 1 less to play for each spell played before it each turn.)
Sneak Attack <cost> (You may play this card for its sneak attack cost instead of its mana cost. If you do, it gains haste and sacrifice it at end of turn.)
Stalk - Cost (Whenever a creature with a power less than ~this comes into play under an opponent's control or goes to an opponent's graveyard from play you may play this from your hand for its Stalk cost as though it had Flash)
Stealth X ([This] is unblockable as long as defending player controls X or less untapped creatures.)
Stealth2 (This creature can't be blocked except by creatures with Defender and other creatures with Stealth2.)
Steed X (X: This creature becomes an enchant creature card attached to target creature you control saying, "Enchanted creature gets +X/+Y, where X is the power printed on this card and Y is the toughness printed on this card.")
EDITOR'S NOTE: I had to heavily edit this.
Strafing (Prevent all damage that would be dealt to this creature by creatures without strafing.)
Synergy X (Creatures with the same converted mana cost as ~ gain the Synergy abilities of ~.)
Swarm – (This creature gets +1/+1 for each other creature with the same name as this in play.)
Swift X (X: Remove this creature from the game. Return it to play at the end of turn.)
T 4
Territory X - (You may only play this card if you control X or more lands.)
Tidal (At the beginning of your upkeep, if there are four tide counters on this card, remove them. Otherwise, put a tide counter on it.)
Transform X (X, Remove this card from the game: Return a card with the same converted mana cost, type, and color(s) as this card from your graveyard to your hand. Play this ability only while this card is in your hand.)
Twin (When this comes into play from your hand, you may search your library for a card with the same name and put it into play, then shuffle your library.)
U 1
Unstable (At the time you play this spell, counter it unless you control a number of lands exactly equal to the converted mana cost of the spell.)
V 3
Venom (Damage dealt by this to creatures doesn't wear off at end of turn.)
Vigor X (This card has Vigor as long as you have X or more life.)
Vision # (As you play this card, remove the top # cards of your library from the game. This turn, you may play those cards as though they were in your hand.)
W-Z 4
Wisdom X - Y (As long as you have X or more cards in your hand, Y)
Wound (Whenever this creature is dealt damage, instead put that many wound counters on it. It gets -0/-1 for each wound counter on it.)
Wounding (Whenever this creature would deal combat damage to another creature, put a number of -1/-1 counters on the other creature equal to the this creature's power.)
CREATOR'S COMMENT: [This is only available on equipment or occasionally on an especially wicked undead/spirit]
Yu X (When this creature is destroyed by lethal damage, it deals X damage to any creature that dealt damage to it this turn)
Unsorted
"Endurance: This card is not destroyed by lethal damage until the end of turn" Allows "dead" creatures to use abilities, count for for things that count creatures, or even be saved by +1/+1 counters.
Imbue [number of creatures/creature types] - [effect] (This has [effect] as long as [number of creatures/creature types] have been put into graveyard from play since this came into play.)
Manifest <cost> (You may play this card as a 2/2 Spirit creature for <cost>. Replace all instances of "enchanted creature" with "this creature.")
Community - (Whenever ~this~ attacks or blocks, it gets +X/+X for each creature you control that also attacked or blocked).
Blink X (appears on instants and sorceries): You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution. (Blink costs are usually cheaper than the mana cost, of different colors, or colorless.)
Frenzy: There are four variations of Frenzy, on instants/sorceries and on permanents, both of which can be targeted or not.
- If you play this spell during combat, you may put a copy of it on the stack. (if applicable, you may choose new target yada yada yada...)
- If you play an ability of this during combat, you may put a copy of that ability on the stack (target... You get the point.)
Converge - When you play this spell, you may search your library for up to 3 cards with the same name as this spell and play them without paying their mana cost.
Spectral: For each any number of colored mana symbols in this spell's casting cost, you may pay two different mana of other colors instead.
Restore
When this card would be put into your graveyard, instead remove the top card of your library from the game and put this card on top of your library.
Unstable
When this permanent is the target of a spell or ability, flip a coin. If the coin lands in your favor, return it to your hand. Otherwise, remove it from the game.
Align
When playing spells with Align, you may pay any one colour of mana instead of its normal coloured mana. That spell is that colour. (EG; If a Align spell costs 4WW, you may pay 4 and two mana of any one colour to play it. If you pay 4RR, the spell is red and not white.)
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Supremacy: Static ability of creatures that reads "Whenever this creature blocks or is blocked by a creature, that creature loses all keyworded abilities other than Supremacy until end of turn and this creature gets +1/+1 until end of turn for each different ability lost this way"
Patriotism: X
This creature comes into play with X revolt counters. As long as it has revolt counters on it, it cannot attack or block, and abilities with TAP in the activation cost cannot be played.
State-based effect (does not use the stack): Whenever any creature with Patriotism you control has no revolt counters on it, remove all revolt counters from this creature.
Exotic
When playing this card from your hand, you may either pay its mana cost using all exotic mana, or pay double its mana cost using any combination of exotic and non-exotic mana. All costs of abilities of this spell (includes spellshift, etc.) may only be paid for with exotic mana. Written out mana costs ("*color* mana") cannot be changed by color word changing effects.
Trap <cost> — If <this condition is met>, you may play this spell whenever you could play an instant for <the trap cost>.
Sneaky Spider (4G)
Creature - Spider
3/4
Sneaky Spider may block as though it had flying.
Trap 2G — If an opponent played a creature with flying this turn, you may play Sneaky Spider whenever you could play an instant for 2G.
Extinguish (If this creature deals lethal damage to a creature, that creature is removed from the game instead of put into a graveyard) [Should only be on monks, clerics, or on equipment]
Incorporal (This creature neither deals nor recieves combat damage except from creatures with Incorporal) [Aka the realm ghosts are in]
Invulnerable (All combat damage this creature recieves is reduced to 0) [Present in one of my sets that has alot of ways around combat for dealing damage to creatures]
Recall X (Whenever this creature would be destroyed or be dealt lethal damage, you pay pay X. If you do, return it to your hand) [Theres what, 3 "Recall" keywords in your list? This goes along the line of recalling in a game so I felt the name was appropriate]
Shield X (This creature comes into play with X Shield counters. Whenever it would recieve damage, remove a Shield counter from it for each point of damage as long as this creature. If the damage exceeds the number of Shield counters, remove them all) [For a Starcraft set but I suppose it can be used in futuristic sets as well]
Touch (Whenever a creature attack or blocks this creature, ignore all effects from equipment on that creature this combat)
Vulnerable (Whenever this creature recieves combat damage, it recieves double that damage instead) [My idea for making more viable wizards/shaman]
Temper X - (When you have X or fewer life, this creature loses its temper and gains the following ability. If your life total becomes higher than X, it loses the following ability and regains Temper X.)
Abilities that don't work out.
Give me a good reason why any of these would work, and I'll put them up top. And vice versa, if you don't like an ability up top, you can ask for me to put it down here, if you can give me a good reason.
Growing -
502.GROa "Growing" is a static ability that functions while in play. “Growing N” means “At the beginning of your upkeep, if this permanent has less than N growth counters on it, put a growth counter on it.”
502.GROb If a card has multiple instances of growing, each triggers separately.
Why it's here: What exactly does Growing do besides give creatures counters?
Adapt X- A creature with Adapt may be swaped with another creature with Adapt in your hand as long as they share their Adapts. A creature that is swapped doesn't trigger come into play abilites, it still is attached with everything already attached, damage and regeneration are still there. It works very similar to Morph.
Why it's in: I couldn't figure out a way to get it to work under the rules.
Armor X (Whenever damage is dealt to this creature, prevent X of that damage)
Why it's in: Too similar to adding toughness.
Devotion X (As an additional cost to play this spell, you may pay X. If you do, you may play this spell without the restriction{s}.)
CREATOR'S EXAMPLE:
Badtempered Demon, 1bb Creature - Demon
Play ~ only if three or more creatures were put into your graveyard this turn.
Devotion 4
6/6
Why it's in: The same as kicker, but more limited.
Flush X (You may pay X as the mana cost for this card instead of its normal mana cost.)
Why it's in: We don't need a keyword for this.
Nulling (This creature cannot be affected by spells or abilities except from equipment)
CREATOR'S COMMENTS: [Expect this to be a rare ability]
Why it's in: This really seems like a 1-card ability. We already have an ability for the first part.
Pack X (When this creature comes into play you may pay the Pack cost. If you do, you may put into play a number of creature tokens with the same name and abilities as this for each time you paid the Pack cost. Creature tokens created this way don’t include the Pack cost.)
Why it's in: Too much memory.
Observer (Whenever a card is removed from the game put a witness counter on this creature.)
Why it's in: Cards being removed from the game is a pretty rare occurence, but might be used for effects like that of the wishes, resulting in Observer counters for random reasons.
Singular - This is equivolent to the old legend rule, but it's printed as a keyword ability instead of in the card's type. [Joinked from L5R]
Why it's in: the Legend rule took care of this. This would be redundant.
Portal X (As long as this card is removed from the game, you may play it's Portal cost to play it.)
EDITOR'S NOTE: It's removed from the game, dangit!
Reverberate (appears on instants and sorceries): As you play this spell, if any cards with reverberate are removed from the game, you may choose one of them and add its effects to this spell. (a kind of automatic Splice)
Linger (appears on permanents): You may play this card's activated abilities if it's removed from the game.
Rally X
When this creature comes into play, reveal cards from the top of your library until you reveal a card of type X. Put that card into play, then put all other cards revealed in this way on the bottom of your library.
Why they're in: Removed from game means that they're removed from the game and supposed to not count towards anything anymore.
Loreweave n (on instants and sorceries) (Each player removes the top n cards of his or her library from the game.) (on permanents) (When this comes into play, each player removes the top n cards of his or her library from the game.)
Lorecall [cost] (As long as this card is lorewoven [see above], any player may play it by paying its lorecall cost.)
Why they're in: I don't get it. The effect Loreweave has is negligible, and Lorecall makes no sense, because to Loreweave a card you have to play it in the first place.
A couple months ago, though, I thought of something that might work - starting from scratch having people submit mechanics to me. The easiest way to organize them would be to classify them by type of ability (combat ability, alternate mana cost, trigger on being put into the graveyard, etc.). You can't expect people to search alphabetically, since lots of abilities have been created multiple times with different names, but people should be able to check if their idea has been done before if they had classifications.
The move to these forums actually makes this a good opportunity to try something like that. This way, we'd have a complete record of all the homemade mechanics created here (or at least created somewhere else and brought here).
Render X (You may pay X life when you play ~this~. If you do, this costs X
less to play).
Blockade X (Each creature ~this~ blocks gets -X/-X until the end of turn).
Boon - effect (You have boon as long as you control more permanents than any other player).
Opaque - cost (You may play this spell for its Opaque cost instead of its mana cost).
Better names are obviously possible, but that can be half the fun of making the ability/keyword.
We have the "Big Mechanics creation thread," which is linked in one of the stickies there. It would be nice to have an easily-readable list of mechanics all in a single post, though. Anyway, here are a few of my keyword mechanics...
Vision # (As you play this card, remove the top # cards of your library from the game. This turn, you may play those cards as though they were in your hand.)
Infiltrate # (Whenever this creature attacks, up to # target creatures can't block it this turn.)
Twin (When this comes into play from your hand, you may search your library for a card with the same name and put it into play, then shuffle your library.)
Sneak Attack <cost> (You may play this card for its sneak attack cost instead of its mana cost. If you do, it gains haste and sacrifice it at end of turn.)
• Recent Card Ideas • My Drawings at DeviantArt
Antimatter (When this comes into play, if another permanent shares a card type with it, then sacrifice ~this~ and destroy that permanent.)
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Preemption: During the beginning of game phase [yes, a new phase], you may play this whenever you could play an instant. (Cards with preemption usually have drawbacks if played preemptively)
Clamp: This creature's power and toughness are equal to its printed values and can not be changed.
Replicate X: As you play this, you may pay X any number of times. For each time paid, put a copy of this on the stack. You may choose new targets for the copies.
Diverge X: Text: Discard this from your hand, X: Do Text. (For example, cycling could be expressed as "Diverge 2: Draw a card.")
Parry: 0: Prevent the next 1 combat damage this creature would deal. For each point of damage prevented this way, prevent the next 1 combat damage that would be dealt to it.
Reveal X: Text Reveal this from your hand, X: Do Text.
"Sufficiently advanced experience is indistinguishable from clairvoyance." -Carsten
"Ah those eyes, those horrible creepy eyes!" -Chaosof99
DCI Level 3 Judge & TO
"I do not consider myself a hero. I know only what the Vec teach:
justice must always be served and corruption must always be opposed."
Go read! I am one of the three authors of Cranial Insertion.
But seriously, if you can't remember "Woapalanne", just call me Eli.
Shouldn't this be made *Sticky*?
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Desperation (insert effect) - you have desperation when you have 3 life or less.
Empathy - Whenever a creature is put into a graveyard from play, put a +1/+1 counter on each creature with empathy.
Comradery - Whenever a spell or ability targets a creature with comradery as it's only target, then copy that spell or ability for each creature with comradery.
Upgrade [cost] ([cost]: put an upgrade counter on [THIS]. play this ability as a sorcery) As long as [THIS] has an upgrade counter on it, [effect].
as long as [THIS] has two upgrade counters on it,[secondary effect].
...and so on
think of it as kicker for stuff in play
stealth # ([this] is unblockable as long as defending player controls # or less untapped creatures)
Impact [cost]- [effect] (when [this] comes into play, you may pay its impact cost and sacrifice it for its impact effect)
Rebound [cost]- [effect] (When [this] comes into play, you may pay its rebound cost and return it to your hand for its rebound effect)
Curisosity Kills...
Remind X (Shuffle this card from your graveyard into its owner's library for its remind cost. Play this ability only when you could play a sorcery.)
Reflect (Whenever a creature deals damage to this creature, it deals that much damage minus 1 to itself instead.)
That's all I got for now. All from my set CELIXIA.
Webmaster and Owner of Magic Deck Vortex.
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Scatter (cost) - (When you play ~this~, if you paid the Scatter cost, for every target ~this~ could target, put a copy of ~this~ onto the stack).
[Edit] Added cost to the Scatter ability, as per Scuirimancer's suggestion.
[/Edit]
Manifest <cost> (You may play this card as a 2/2 Spirit creature for <cost>. Replace all instances of "enchanted creature" with "this creature.")
This mechanic is used only on enchant creature cards, like so...
Whisper Wings (1U)
Enchant Creature
Enchanted creature gets +1/+1 and gains flying.
Manifest 3UU (You may play this card as a 2/2 Spirit creature for 3UU. Replace all instances of "enchanted creature" with "this creature.")
If you play it as a creature by paying its manifest cost, it becomes a 3/3 flying blue Spirit.
I would add a cost to the scatter effect, so it's more like entwine; You can play a spell normally and target one thing, or pay a little extra and target everything. Like this...
Shard Rain (1R)
Sorcery
Destroy target artifact.
Scatter 2R (Put copies on the stack targeting each thing bla bla bla.)
• Recent Card Ideas • My Drawings at DeviantArt
Before you all accuse it of being the same as "First Strike" take note that the ranged damage is independent of the creature's power (So a squirrel with a Bazooka deals 1 melee damage and 500 ranged damage...)... Also, the target to be dealt damage is not the combat target (laccolith-style)... and the ability goes before firststrike (Like flanking)...
Ranged X (Whenever this creature blocks or becomes blocked, it deals X damage to target attacking or blocking creature.)
I want to experiment with some of these mechanics... then just link back here for reference.
Thousands of possibilities.
Mimic X (Only for Instants and Sorceries) - When you play this spell, each opponent may pay X. If an opponent does, he or she copies this spell and chooses new targets.
Recharge X (Only for activated abilities) - You may pay X when you play this ability. If you do, untap this permanent.
Rage - [effect] (Only for creatures) (This creature has rage whenever you or that creature is dealt damage.)
Meld [number] (When you play this spell, you may play another spell with the same Meld number without paying its mana cost.)
Imbue [number of creatures/creature types] - [effect] (This has [effect] as long as [number of creatures/creature types] have been put into graveyard from play since this came into play.)
Level 2 Judge
Token and Playmat Store
Beyond the Guildpact
Anger (As long as you control a mountain, *this* has haste.)
It's based on... none other than Anger
Edit: Um.. Wolfwood, this should be stickied.
WoW is so addictive.
I might post some more mechanics from that thread later, but I don't want to post any mechanics by people I've seen over here, since they can post their mechanics themselves.
• Recent Card Ideas • My Drawings at DeviantArt
Flow X (appears on any card type): At any time, if this in your graveyard or hand, you may shuffle it into your library for its flow cost.
Congeal X (appears on enchant creatures): You may play this for its congeal cost. If you do, put a 1/1 colorless creature token into play and enchant it with this. (similar to Qwerty's Manifest, but with a twist.)
Blink X (appears on instants and sorceries): You may play this card for its blink cost. If you do, remove it from the game as part of the spell's resolution. (Blink costs are usually cheaper than the mana cost, of different colors, or colorless.)
Linger (appears on permanents): You may play this card's activated abilities if it's removed from the game.
Reverberate (appears on instants and sorceries): As you play this spell, if any cards with reverberate are removed from the game, you may choose one of them and add its effects to this spell. (a kind of automatic Splice)
Frenzy: There are four variations of Frenzy, on instants/sorceries and on permanents, both of which can be targeted or not.
- If you play this spell during combat, you may put a copy of it on the stack. (if applicable, you may choose new target yada yada yada...)
- If you play an ability of this during combat, you may put a copy of that ability on the stack (target... You get the point.)
Thou shalt not frame images with the modern card face
Thou shalt not change rules in vain
Remember the Reserved List to keep it holy
Honor thy Slivers and the symmetry of their abilities
Thou shalt not kill mana burn
Thou shalt not sacrifice depth for accessibility
Thou shalt not steal combat damage from the stack
Thou shalt tell a story through thy cards
All must be one
Territory X - (Only play this card if you control X or more lands.)
Shift X (You may pay X instead of paying this card's mana cost.)
Empower - [Color] (If you spent only [Color] mana to pay this spell's colorless mana cost, it is empowered.)
Instill - [Effect] (This card is instilled as long as an enchantment spell has been played this turn.)
Slowmotion (Play this spell only if you played another spell this turn.)
Poison X (Whenever this creature deals damage to a player, that player gets X poison counters.)