Domain in MTG: Rules, History, and Best Cards
Domain is a threshold mechanic that counts the types of basic land you have in play. Let’s delve into domain’s, uh, domain, and explore just what makes it click.
Read moreDomain is a threshold mechanic that counts the types of basic land you have in play. Let’s delve into domain’s, uh, domain, and explore just what makes it click.
Read moreToday we’ll be talking first strike. This evergreen keyword can change the course of any combat and may just give you the advantage you need. So, let’s dive in and answer many of the burning questions you may have.
Read moreDominaria United brought back a number of popular mechanics, including sagas and kicker, but it also introduced a few new ones like enlist. Unfortunately, it’s not the most elegant mechanic from a rules perspective. So today, I’ll be flexing my...
Read moreMagic consistently tries out new keyword mechanics. Some of these are successful and go on to become evergreen mechanics, while others prove too difficult to understand or sometimes even too powerful to continue getting printed. Then there are...
Read moreBest cards, plural, may be overstating this keyword ability a bit: as it turns out, there’s exactly one card with the fortify keyword in all MTG. The same is true for fortification, the artifact subtype associated with the fortify keyword...
Read moreLife is an important resource in Magic. We’ve seen how using your life total as a resource can break the game countless times over the years, from Necropotence to Gitaxian Probe. Lifegain is an underappreciated stratagem, and the history of...
Read moreFor years, green players have had to look to other colors for interaction with opponents’ creatures. What if the opponent has a utility creature that must be destroyed? Enter fight effects, which have become one of the main characteristics of...
Read moreCards in MTG have an essential problem tied to the mana system. If I fill my deck with cheap cards, I won’t have power in the late game. If my card is all expensive cards, I risk not getting to the late game alive. Kicker aims to solve this...
Read moreFuture Sight dropped a ton of new mechanics that R&D were interested in testing out but couldn’t commit to designing an entire set around. Frenzy was one of these short-lived, one-off mechanics that would never again see the light of day.
Read moreOptions in a game are always good, and entwine is one of those mechanics where the more options you have, the merrier. Cards that are flexible in their mana cost and their use are always good in my book.
Read moreWhile haunt is a keyword ability that’s often seen on creatures, it can be placed on any type of card. When a permanent or a resolved spell with haunt goes to the graveyard, you exile it, targeting a creature. When this creature dies, the ability...
Read moreReturn to Ravnica introduced five new mechanics to Magic: The Gathering, one for each of the ally-colored guilds featured in the set. Designers were determined to get Azorius () right this time after the huge air-ball of a mechanic that was...
Read more