magarena/resources/magic/data/keywords.txt

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*battle cry
Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
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*bushido
When this creature blocks or becomes blocked, it gets +1/+1 until end of turn.
*buyback
Pay an extra cost to have spells with buyback return to your hand so you can play them again.
*champion
When this creature enters the battlefield exile another creature you control. When this creature leaves the battlefield,
that card returns to the battlefield.
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*changeling
This card is every creature type at all times.
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*cumulative upkeep
Pay an increasing upkeep cost for this permanent. Sacrifice it when you don't pay the upkeep cost.
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*deathtouch
Creatures dealt damage by this creature are destroyed.
You can divide this creature's combat damage among any of the creatures blocking or blocked by it.
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*defender
This creature can't attack.
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*devour
You can sacrifice other creatures when a creature with devour comes into play for various benefits.
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*double strike
This creature deals both first-strike and regular combat damage.
*exalted
Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
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*fading
This creature comes into play with fade counters, losing one each turn until it has none and is sacrificed.
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*fear
This creature can't be blocked except by artifact creatures and/or black creatures.
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*first strike
This creature deals combat damage before creatures without first strike.
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*flanking
Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.
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*flash
You may cast this spell any time you could cast an instant.
*flying
This creature can't be blocked except by creatures with flying or reach.
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*haste
This creature can attack and tap the turn it comes under your control.
*hexproof
This creature can't be the target of spells or abilities your opponents control.
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*forestwalk
This creature is unblockable as long as defending player controls a Forest.
*indestructible
"Destroy" effects and lethal damage don't destroy this.
*infect
This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.
*intimidate
This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.
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*islandwalk
This creature is unblockable as long as defending player controls an Island.
*lifelink
Damage dealt by this creature also causes you to gain that much life.
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*living weapon
When this equipment enters the battlefield it'll be attached to a 0/0 black germ token.
*metalcraft
This card gains abilities or bonuses if you control three or more artifacts.
*modular
When this artifact creature goes to your graveyard, you can put its +1/+1 counters on another artifact creature.
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*mountainwalk
This creature is unblockable as long as defending player controls a Mountain.
*persist
When this creature is put into a graveyard from the battlefield, if it had no -1/-1 counters on it,
return it to the battlefield under its owner's control with a -1/-1 counter on it.
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*plainswalk
This creature is unblockable as long as defending player controls a Plains.
*protection from ~
This creature can't be blocked, targeted, dealt damage, equipped or enchanted by anything ~.
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*reach
This creature can block creatures with flying.
*regenerate
The next time this creature would be destroyed this turn, it isn't.
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Instead tap it, remove all damage from it, and remove it from combat.
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*shadow
This creature can only block or be blocked by other creatures with shadow.
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*shroud
This can't be the target of spells or abilities.
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*soulshift
When this creature dies, you may return a Spirit card from your graveyard to your hand.
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*swampwalk
This creature is unblockable as long as defending player controls a Swamp.
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*threshold
This card gains abilities or bonuses if you have 7 or more cards in your graveyard.
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*totem armor
If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.
*trample
If this creature would deal enough damage to its blockers to destroy them,
you may have it deal the rest of its damage to defending player.
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*vanishing
This creature comes into play with time counters, losing one each turn until it has none and is sacrificed.
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*vigilance
Attacking doesn't cause this creature to tap.
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*wither
This deals damage to creatures in the form of -1/-1 counters.