MtG short-hand terms
Mar. 17th, 2004 11:25 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Just writing this down so I have an easy reference when I'm making cards...
Kamigawa:
Channel (Cost, discard this creature card: effect)
(Creature) Channel - 1W: 1W, Discard this card from your hand: Gain 4 life.
(Creature) Channel XGG, discard ~this~: ~this~ deals X damage to each creature with flying.
Sweep (When you play the spell return X lands to your hand and the spell has a X effect)
(Instant) Sweep - Return any number of plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each plains returned this way.
(Sorcery) Sweep - As an additional cost to play this card, return X land you control to owner's hand.
Epic (For the rest of the game you can't play spells. At the begining of each of your upkeeps copy this spell except for its epic ability.)
Empty - [blank] has protection from the colors of permanents you control.
Defender (This creature can't attack)
General:
Affinity for (type) - This spell costs 1 less to play for each (type) you control
Amplify # - As this card comes into play, put a +#/+# counter on it for each (creature of the same sub-type) you reveal in your hand.
Banding - This creature can attack as one unit with other creatures with banding. Any creature blocking or attacking one of the band does so for the entire group. The controller of the group distributes the damage done to it.
Buyback # - You may pay an additional [cost] as you play this spell. If you do, put this card into your hand instead of into your graveyard as the spell resolves.
Cycling # - You may pay # and discard this card from your hand to draw a card. Play this ability any time you would play an instant.
Double strike - This creature deals both first-strike and regular combat damage.
Echo - At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.
Fading # - This creature comes into play with # fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.
Flanking - Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.
Flashback # - You may play this card from your graveyard by paying [cost] rather than paying its mana cost. If you do, remove this card from the game instead of putting it anywhere else any time it would leave the stack.
First strike - During combat, creatures resolve first strike damage first. Creatures without first strike that survive the initial damage then deal their regular damage.
Flying - Creatures with flying can only be blocked by other flying creatures.
Haste - This creature may attack and tap the turn it comes under your control.
Horsemanship - Creatures with horsemanship can only be blocked by other creatures with horsemanship.
Imprint - When this card comes into play, you may remove a (specified) card from (hand/game/etc). The removed card is imprinted on this card.
Indestructible - "Destroy" effects and lethal damage don't destroy it.
Kicker (cost) - If you paid the kicker cost, (creature gets specifed ability).
(Land)home - This creature can't attack unless defending player controls a (land type). When you control no (land type), sacrifice this creature.
(Land)walk - This creature is unbockable as long as defending player controls a (land type).
Madness (cost) - You can play this card for its madness cost at the time you discard it from your hand.
Modular # These are artifact creatures that come into play with that number of +1/+1 counters on them, and when they die, those counters go to another creature you control.
Morph (cost) - You may play this face down as a */* creature for #. Turn it face up any time for its morph cost.
Phasing - This card is removed from the game every other turn, and brought back into play the turn following its removal.
Protection from (color) - Creature can't be blocked by (color) or be targetted by (color) spells. It receives no damage if blocked by (color) creatures.
Provoke - When this attacks, you may have target creature defending player controls untap and block it if able.
Rampage # - Whenever this creature becomes blocked by two or more creatures, it gets +#/+# until end of turn for each creature blocking it beyond the first.
# Regenerate - Return card just sent to graveyard back to play.
Shadow - This creature may block or be blocked by only creatures with shadow.
Threshold - (Specify creature ability). Play this ability only if seven or more cards are in your graveyard.
Trample - If the attack value of this creature is greater than the defense values of the creatures opposing it, the extra attack damage is received by the controller of the opposing creatures.
Unblockable - self evident (eg. [blah] is unblockable)
Kamigawa:
Channel (Cost, discard this creature card: effect)
(Creature) Channel - 1W: 1W, Discard this card from your hand: Gain 4 life.
(Creature) Channel XGG, discard ~this~: ~this~ deals X damage to each creature with flying.
Sweep (When you play the spell return X lands to your hand and the spell has a X effect)
(Instant) Sweep - Return any number of plains you control to their owner's hand. Creatures you control get +1/+1 until end of turn for each plains returned this way.
(Sorcery) Sweep - As an additional cost to play this card, return X land you control to owner's hand.
Epic (For the rest of the game you can't play spells. At the begining of each of your upkeeps copy this spell except for its epic ability.)
Empty - [blank] has protection from the colors of permanents you control.
Defender (This creature can't attack)
General:
Affinity for (type) - This spell costs 1 less to play for each (type) you control
Amplify # - As this card comes into play, put a +#/+# counter on it for each (creature of the same sub-type) you reveal in your hand.
Banding - This creature can attack as one unit with other creatures with banding. Any creature blocking or attacking one of the band does so for the entire group. The controller of the group distributes the damage done to it.
Buyback # - You may pay an additional [cost] as you play this spell. If you do, put this card into your hand instead of into your graveyard as the spell resolves.
Cycling # - You may pay # and discard this card from your hand to draw a card. Play this ability any time you would play an instant.
Double strike - This creature deals both first-strike and regular combat damage.
Echo - At the beginning of your next upkeep after this permanent comes under your control, sacrifice it unless you pay its mana cost.
Fading # - This creature comes into play with # fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.
Flanking - Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.
Flashback # - You may play this card from your graveyard by paying [cost] rather than paying its mana cost. If you do, remove this card from the game instead of putting it anywhere else any time it would leave the stack.
First strike - During combat, creatures resolve first strike damage first. Creatures without first strike that survive the initial damage then deal their regular damage.
Flying - Creatures with flying can only be blocked by other flying creatures.
Haste - This creature may attack and tap the turn it comes under your control.
Horsemanship - Creatures with horsemanship can only be blocked by other creatures with horsemanship.
Imprint - When this card comes into play, you may remove a (specified) card from (hand/game/etc). The removed card is imprinted on this card.
Indestructible - "Destroy" effects and lethal damage don't destroy it.
Kicker (cost) - If you paid the kicker cost, (creature gets specifed ability).
(Land)home - This creature can't attack unless defending player controls a (land type). When you control no (land type), sacrifice this creature.
(Land)walk - This creature is unbockable as long as defending player controls a (land type).
Madness (cost) - You can play this card for its madness cost at the time you discard it from your hand.
Modular # These are artifact creatures that come into play with that number of +1/+1 counters on them, and when they die, those counters go to another creature you control.
Morph (cost) - You may play this face down as a */* creature for #. Turn it face up any time for its morph cost.
Phasing - This card is removed from the game every other turn, and brought back into play the turn following its removal.
Protection from (color) - Creature can't be blocked by (color) or be targetted by (color) spells. It receives no damage if blocked by (color) creatures.
Provoke - When this attacks, you may have target creature defending player controls untap and block it if able.
Rampage # - Whenever this creature becomes blocked by two or more creatures, it gets +#/+# until end of turn for each creature blocking it beyond the first.
# Regenerate - Return card just sent to graveyard back to play.
Shadow - This creature may block or be blocked by only creatures with shadow.
Threshold - (Specify creature ability). Play this ability only if seven or more cards are in your graveyard.
Trample - If the attack value of this creature is greater than the defense values of the creatures opposing it, the extra attack damage is received by the controller of the opposing creatures.
Unblockable - self evident (eg. [blah] is unblockable)