Last updated on September 8, 2026

Thunderbond Vanguard - Illustration by Carlos Palma Cruchaga

Thunderbond Vanguard | Illustration by Carlos Palma Cruchaga

Magic is squarely divided between its main paper medium and the digital platforms that capture the game and its mechanics online. Each has advantages and disadvantages over the other, but one of digital Magicโ€™s greatest strengths is the way it allows designers to experiment with cards and mechanics that canโ€™t exist in paper.

Though many of these mechanics are tied to the often-maligned Alchemy format on MTG Arena, many of them are actually fun and interesting uses of the digital space, if youโ€™re willing to engage in the formats where these sorts of cards are legal.

What Is a Digital-Only Mechanic in Magic?

Painful Bond - Illustration by Jodie Muir

Painful Bond | Illustration by Jodie Muir

Digital-only mechanics are mechanics that exist on cards made specifically for digital versions of Magic and aren't typically available on any paper cards. The most recent are the mechanics present in Alchemy sets on MTG Arena.

MTG has had various video game representations, like the 1995 MicroProse game (often remembered as Shanadalar), the 2001 Dreamcast game, and more. Those games conceived their own isolated mechanics, but the greatest contributor is MTG Arena.

Honorable Mention: Rebalanced Cards

Thereโ€™s a subset of digital cards exclusive to MTG Arena that are tweaked versions of existing cards. The purpose is to have a normal Standard version and an Alchemy version: The latter of these cards have been rebalanced for the Alchemy and Historic formats.

Not all cards are weaker after rebalancing. Some cards got stronger, either with a power/toughness buff or a new ability. Itโ€™s impossible to have this in paper (though some cards have been errataโ€™d), and rebalancing is a little hit-or-miss. Some players, especially competitive players, don't like having to remember the differences between the Standard and rebalanced Alchemy versions of these cards.

#14. Dreamcast: 2001 MTG Video Game-Exclusive Cards

These cards were created specifically for the MTG Dreamcast game released in 2001. There are 10 cards total, and they're only available in Japanese.

This mechanic revolves around generating random numbers to get certain benefits, which is interesting in a video game because you can easily generate random numbers and track those effects. Paper MTG has already adopted rolling dice to mimic the intent of these cards.

The critique with these astral cards is that the randomness is just novelty. That itโ€™s a gimmick. Players won't be excited to throw dice to determine if a 2/2 has islandwalk or plainswalk, or if a creature enters to deal 0 or 2 damage. Magic has evolved past that.

#13. MicroProse: 1997 MTG Video Game-Exclusive Astral Cards

There are 12 English-only cards created exclusively for the 1997 MicroProse MTG video game, and these cards also deal with randomness in a more interesting way than the 2001 Dreamcast ones. Necropolis of Azar makes creatures that can have power and toughness generated randomly between 1-3. Itโ€™s somewhat similar to Outlaws' Merriment, which can generate one of three different tokens at random every turn.

Generating random numbers isnโ€™t special or anything, and itโ€™s been done in paper MTG a couple times with dice and other methods. I could see a printing of cards like these in future Alchemy sets.

#12. Specialize

Specialize is a mechanic inspired by how characters in RPGs like D&D can follow multiple paths in character creation. There are 19 cards with specialize, and none of them are common. With specialize you can pay mana and discard a card to change your card to one of five different specializations, according to the color of the card or land that you discarded.

This mechanic was an alternative to โ€œchoose a backgroundโ€ from Baldur's Gate, which came to Arena as Alchemy Horizons: Baldur's Gate. It didn't make sense to have backgrounds, so the cards with that ability were changed into specialize creatures instead.

Specialize was heavily criticized and has not been reused outside its debut set. Complaints circled around having to know six different versions of a single card, as well as some of the specialized versions of a single card being wildly different than the others. The mechanic adds a lot of complexity, but not in a fun way, and it's impossible to mimic in paper.

#11. Boon

Boons are delayed triggered abilities that exist outside the game. Players can recieve boons, and when a certain condition is met, often just casting a creature, the boon will trigger, give you a specific benefit, then disappear from the game.

Itโ€™s more of a reminder that an upcoming spell will have extra effects attached to it. There are comparable effects in paper Magic, but they rarely persist past a single turn cycle, whereas boons exist until their condition is met to trigger them.

These don't exist in paper for tracking reasons, though I could see a world where they just print reminder token versions of boons, the same way you might see a token for The Monarch or nightbound/daybound.

#10. Incorporate

Incorporate is really an extension of perpetual, though a more brain-mushing one. You add cost, stats, and traits to other cards, and while the game takes care of the representation, building and playing around it are aspects that become more complex.

Incorporating often adds an additional cost to a card, while also perpetually changing its color and color identity. It debuted in Alchemy: Murders at Karlov Manor and has since appeared sparingly in other Alchemy drops.

#9. Draft

Draftโ€”specifically the keyword action on MTG Arena, not the formatโ€”was introduced way back in Alchemy: Innistrad. It's always paired with the spellbook ability, and it allows the player to generate a card into some game zone from a selection of cards that weren't originally present in that player's deck.

This is an exceptionally high-variance mechanic, depending on the spellbook in question. Some spellbooks are gimmicks with a collection of throwaway commons mixed in with mega-bomb mythic rares, while other spellbooks like the one on Paradigm Shifter guarantee you're always drafting a banger, in this case one of the five Secrets of Strixhaven paradigm spells.

#8. Intensity

Intensity is a mechanic that debuted on three cards from Alchemy: Kamigawa Neon Dynasty. These cards have a โ€œstarting intensityโ€ with a number that their effect references, and the intensity can increase under certain circumstances. Intensity changes are perpetual, and some effects will increase the intensity of all cards of the same name.

Intensity wouldn't be too farfetched to see in paper Magic. We already have plenty of cards that use special types of counters to represent some sort of growing effect, though the perpetual nature of intensity means it can't exist exactly as-is in paper.

#7. Double Team

Double team is a simple mechanic that generates card advantage. If a creature with double team attacks, youโ€™ll conjure a copy of the creature into your hand without the double team mechanic (so that it wonโ€™t snowball). The original will also lose its own double team ability, so it's a one-shot mechanic for each card.

This was MTGA's answer to myriad in Alchemy Horizons: Baldur's Gate. Myriad doesn't have a meaninful effect in any MTGA format, so all instances of myriad were changed to double team, and some original Alchemy cards were given the ability. Double team has since appeared outside Baldur's Gate on cards like Amber-Plate Ainok, and the cards tend to be fairly strong.

#6. Turn Order Matters

Some Alchemy cards grant you a benefit if you werenโ€™t the starting player. This often manifests on taplands that enter untapped if you played second, and it includes great mana fixers like Desert Cenote, Forsaken Crossroads, and Captivating Crossroads.

Youโ€™ll also occasionally get cost reduction or bonus lifegain for being on the draw, which you can see on examples like Lonely End, Phantasmal Extraction, and Unnatural Summons.

This is actually a huge innovation that really helps with one of the most unfortunate truths of modern Magic, which is that the starting player has a huge advantage. These sorts of bonuses help the second player โ€œcatch upโ€ or stay at parity despite losing the die roll, and it helps to balance out the play vs. draw disparity. This mechanic could technically exist in paper, but it could be troublesome for competitive play if players arenโ€™t careful to track who played first (which can be easily lost in the midst of a long, drawn-out game).

#5. Conjure

Up until MTG Arena, tokens and copies only existed on the battlefield. But what if a copy of a card could exist in any zone, like your hand, graveyard, or library? Conjure does exactly that, and it opens a lot of design space.

Conjure is basically an evergreen digital mechanic, and appears in every Alchemy drop. It's a fun way to make past cards that haven't been relevant in quite some time playable again (see: Call the Crash), and it's produced some of the most evocative Alchemy cards with designs like Oracle of the Alpha and Galathul Galecaller.

#4. Spellbook

Spellbook is one of my favorite digital-only mechanics. It resembles mechanics in other digital card games. The only criticism is that too many digital-only cards have mechanics that generate guaranteed card advantage, like seek, double team, and conjure.

You draft a card from a limited spellbook, which usually has cards related to the spell that generated the effect. Cursebound Witchโ€™s spellbook is composed of black witch-themed spells and creature sacrifice, while Sliver Weftwinderโ€™s spellbook is unsurprisingly full of sliver creatures.

Can spellbook be done on paper? Lesson and learn do something similar, but the randomized nature of spellbooks is hard to replicate in paper.

#3. Heist

Heist debuted in Alchemy: Outlaws of Thunder Junction, and it provides a theft effect that sifts through three cards in your opponentโ€™s library and allows you to exile one face down. You can cast that card for as long as it remains exiled using any color of mana.

Heist always selects three nonlands, and it doesnโ€™t actually pull those cards out of the library; it simply shows them to you and allows you to select one. Thereโ€™s no shuffling afterwards, similar to seek.

Heist gained a reputation for being broken, warranting a nerf on Grenzo, Crooked Jailer, and trickling down into the lower-rarity cards like Thieving Aven and Impetuous Lootmonger. Itโ€™s just an incredibly powerful ability, sort of like the equivalent of a Ponder that digs through an opponentโ€™s library and never bricks on lands.

#2. Perpetually

Perpetually is one of the simplest implementations of a digital-only mechanic, and it makes a lot of sense. Take the concept of +1/+1, -1/-1, or level up counters to the next step and you have permanent alterations to a card, or what MTG Arena calls perpetually.

Perpetually is fun in the sense that you can have permanent alterations to a card in different zones. For example, a card can perpetually get -1/-1, even if it's in the graveyard or in your hand. It can also be used as punishment like Painful Bond, a commonly played card in Historic Alchemy. You draw cards, but the cheaper cards gain a perpetual life loss ability.

Perpetually is so simple that lots of digital cards have it, and it can even be used in conjunction with other mechanics like boons and intensity. Perpetually is unlikely to appear on paper cards, though Unfinity came close with the use of stickers on cards for permanent changes. Thereโ€™s a way, but itโ€™s probably restricted to the casual and kitchen table realm.

#1. Seek

Seek grabs a random card from your deck that fulfills a certain criteria and places it in a different zone. It can be a nonland card, a land card, a card with mana value 2 or less, or something else entirely. You donโ€™t know exactly what youโ€™re getting, you just know the subset of cards it'll be seeking from.

I find seek to be one of the best digital mechanics because it combines effects already present in Magic. Seek is versatile and basically never fails to find something useful if you've built your deck with seek cards in mind. You wonโ€™t encounter the tutor problem of games becoming scripted because thereโ€™s always a combo to get.

Seek can't really exist in paper in a meaninful way, mostly because of the way it randomly pulls cards out of the library. Tutors and cascade cover this space just fine in paper.

Wrap Up

March Toward Perfection - Illustration by Brian Valeza

March Toward Perfection | Illustration by Brian Valeza

Digital-only mechanics are highly polarized, and most players (especially paper MTG diehards) don't like them and would prefer that they didnโ€™t exist. Iโ€™m all for experimentation, and at these point we've even seen some โ€œAlchemy-onlyโ€ cards sneak into paper Magic via Mystery Booster sets (granted, with an acorn stamp). There's probably even room to introduce mechanics like boons and intensity into future paper Magic sets.

Are there digital-only mechanics youโ€™d like to see make a paper appearance? Is there an effect thatโ€™s better than Iโ€™ve let on? Let me know in the comments below or chat with us in the official Draftsim Discord. And if youโ€™re playing MTG mainly on Arena, you have to check out Arena Tutor. It tracks your collection, helps you draft better, and more.

Stay healthy, and I'll see you next time!

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