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.
*cascade
When you cast this spell, exile cards from the top of your library until you
exile a nonland card whose converted mana cost is less than this spell's
converted mana cost. You may cast that card without paying its mana cost.
Then put all cards exiled this way that weren't cast on the bottom of your
library in a random order.
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*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.
*extort
Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses
1 life and you gain life equal to the total life lost this way.
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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.
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*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. 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.
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*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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*unleash
You may have this permanent enter the battlefield with an additional +1/+1
counter on it. This permanent can't block as long as it has a +1/+1 counter
on it.
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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.