magarena/resources/magic/data/keywords/English.txt

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#
# Magarena keywords glossary.
#
# A blank like will be ignored.
# A line starting with...
# '#' will be ignored.
# '*' is the keyword definition.
# '@' is a list of card names (semi-colon delimiter) demonstrating the keyword.
# none of the above is assumed to be the keyword description.
#
*Absorb N
If a source would deal damage to this creature, prevent N of that damage.
@Lymph Sliver
*Affinity for [...]
This spell costs you {1} less to cast for each [...] you control.
@Frogmite;Razor Golem
*Amplify N
As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can't reveal this card or any other cards that are entering the battlefield at the same time as this card.
@Kilnmouth Dragon
*Annihilator N
Whenever this creature attacks, defending player sacrifices N permanents.
@Artisan of Kozilek;Ulamog, the Infinite Gyre;Eldrazi Conscription
*Aura Swap [cost]
[cost]: You may exchange this permanent with an Aura card in your hand.
@Arcanum Wings
*Awaken N—[cost]
You may pay [cost] rather than pay this spell's mana cost as you cast this spell.
If this spell's awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.
@Earthen Arms
*Banding
Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.
@Timber Wolves
*Bands with other [...]
Any creatures named [...] can attack in a band as long as at least one has "bands with other [...]" Bands are blocked as a group. If at least two creatures named [...] you control, one of which has "bands with other [...]," are blocking or being blocked by the same creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.
@Adventurers' Guildhouse
*Battle Cry
Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.
@Accorder Paladin
*Bestow [cost]
You may cast this card by paying [cost] rather than its mana cost.
If you chose to pay this spells bestow cost, it becomes an Aura enchantment and gains enchant creature. These effects last until one of two things happens: this spell has an illegal target as it resolves or the permanent this spell becomes, becomes unattached.
@Nighthowler;Celestial Archon
*Bloodthirst N
If an opponent was dealt damage this turn, this permanent enters the battlefield with N +1/+1 counters on it.
@Battering Wurm
*Bloodthirst X
This permanent enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.
@Petrified Wood-Kin
*Bushido N
Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.
@Hand of Honor
*Buyback [cost]
You may pay an additional [cost] as you cast this spell.
If the buyback cost was paid, put this spell into its owners hand instead of into that players graveyard as it resolves.
@Lab Rats;Walk the Aeons
*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 spells converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that werent cast on the bottom of your library in a random order.
@Captured Sunlight
*Champion an [...]
When this permanent enters the battlefield, sacrifice it unless you exile another [...] you control.
When this permanent leaves the battlefield, return the exiled card to the battlefield under its owners control.
@Lightning Crafter
*Changeling
This object is every creature type at all times.
@Moonglove Changeling
*Cipher
Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of this card without paying its mana cost.
@Shadow Slice
*Conspire
As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it.
When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.
*Convoke
For each colored mana in this spells total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spells total cost, you may tap an untapped creature you control rather than pay that mana.
*Crew N
Tap any number of creatures you control with total power N or more: This vehicle becomes an artifact creature until end of turn.
*Cumulative Upkeep [cost]
At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you dont, sacrifice it.
*Cycling [cost]
[cost], Discard this card: Draw a card.
*Dash [cost]
You may cast this card by paying [cost] rather that its mana cost.
If this spells dash cost was paid, return the permanent this spell becomes to its owners hand at the beginning of the next end step.
As long as this permanents dash cost was paid, it has haste.
*Deathtouch
Any amount of damage this deals to a creature is enough to destroy it.
*Defender
This creature can't attack.
*Delve
For each generic mana in this spells total cost, you may exile a card from your graveyard rather than pay that mana.
*Dethrone
Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.
*Devoid
This object is colorless.
*Devour N
As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.
*Double Strike
This creature deals both first-strike and regular combat damage.
*Dredge N
As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand.
*Echo [cost]
At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].
*Emerge [cost]
You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.
*Enchant [...]
This card can only be attached to an [...].
*Entwine [cost]
You may choose all modes of this spell instead of just one. If you do, you pay an additional [cost].
@Incite War;Wail of the Nim;Solar Tide
*Epic
For the rest of the game, you cant cast spells.
At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.
*Equip [cost]
[cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.
*Escalate [cost]
Pay this cost for each mode chosen beyond the first.
*Evoke [cost]
You may cast this card by paying [cost] rather than paying its mana cost.
When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices it.
*Evolve
Whenever a creature enters the battlefield under your control, if that creatures power is greater than this creatures power and/or that creatures toughness is greater than this creatures toughness, put a +1/+1 counter on this creature.
*Exalted
Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.
*Exploit
When this creature enters the battlefield, you may sacrifice a creature.
*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.
*Fabricate N
When this creature enters the battlefield, put N +1/+1 counters on it or create N 1/1 colorless Servo artifact creature tokens.
*Fading N
This permanent enters the battlefield with N fade counters on it.
At the beginning of your upkeep, remove a fade counter from this permanent. If you cant, sacrifice the permanent.
*Fear
This creature can't be blocked except by artifact creatures and/or black creatures.
*First Strike
This creature deals combat damage before creatures without first strike.
*Flanking
Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.
*Flash
You may play this card any time you could cast an instant.
*Flashback [cost]
You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.
If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.
*Flying
This creature can't be blocked except by creatures with flying or reach.
*Forecast — [cost]
Play this ability only during your upkeep and only once each turn.
*Fortify [cost]
[cost]: Attach this Fortification to target land you control. Activate this ability only any time you could cast a sorcery.
*Frenzy N
Whenever this creature attacks and isnt blocked, it gets +N/+0 until end of turn.
*Fuse
You may cast one or both halves of this card from your hand.
*Goad [...]
Until your next turn, that creature attacks each combat if able, and attacks a player other than you if able.
*Graft N
This permanent enters the battlefield with N +1/+1 counters on it.
Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.
*Gravestorm
When you cast this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.
*Haste
This creature can attack and {T} as soon as it comes under your control.
@Ankle Shanker;Lightning Elemental
*Haunt
When this creature dies, exile it haunting target creature.
*Hexproof
This permanent can't be the target of spells or abilities your opponents control.
*Hidden Agenda
As you put this conspiracy card into the command zone, turn it face down and secretly name a card.
*Hideaway
This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.
*Horsemanship
This creature can't be blocked except by creatures with horsemanship.
*Indestructible
Damage and effects that say "destroy" don't destroy it.
*Infect
This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.
*Ingest
Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.
*Intimidate
This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.
*Investigate
Put a colorless Clue artifact token onto the battlefield with "{2}, Sacrifice this artifact: Draw a card."
*Kicker [cost]
You may pay an additional [cost] as you cast this spell.
*[Type] Landwalk
This creature can't be blocked as long as defending player controls a [type].
*Level Up [cost]
[Cost]: Put a level counter on this permanent. Activate this ability only any time you could cast a sorcery.
*Lifelink
Damage dealt by this creature also causes you to gain that much life.
*Living Weapon
When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.
*Madness [cost]
If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.
*Megamorph [cost]
You may cast this card face down as a 2/2 creature for {3}. Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.
*Melee
Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.
*Menace
This creature can't be blocked except by two or more creatures.
*Miracle [cost]
You may cast this card for its Miracle cost when you draw it if it's the first card you drew this turn.
*Modular N
This comes into play with N +1/+1 counters on it. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.
*Morph [cost]
You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.
*Multikicker [cost]
You may pay an additional [cost] any number of times as you cast this spell.
*Myriad
Whenever this creature attacks, for each opponent other than defending player, you may put a token that's a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at the end of combat.
*Ninjutsu [cost]
[Cost], Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.
*[Subtype] Offering
You may cast this card any time you could cast an instant by sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the sacrificed permanents mana cost.
*Outlast [cost]
[cost], {T}: Put a +1/+1 counter on this creature. Outlast only as a sorcery.
*Overload [cost]
You may cast this spell for its overload cost. If you do, change its text by replacing all instances of 'target' with 'each'.
*Partner
You can have two commanders if both have partner.
*Persist
When this permanent 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.
*Phasing
This phases in or out before you untap during each of your untap steps. While it's phased out, it's treated as though it doesn't exist.
*Poisonous N
Whenever this creature deals combat damage to a player, that player gets N poison counters.
*Protection [quality]
This can't be blocked, targeted, dealt damage, or enchanted by anything [quality].
*Provoke
Whenever this attacks, you may have target creature defending player controls untap and block it if able.
*Prowess
Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
*Prowl [cost]
You may cast this for its prowl cost if you dealt combat damage to a player this turn with a [subtype].
*Rampage N
Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.
*Reach
This creature can block creatures with flying.
*Rebound
If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.
*Recover [cost]
When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.
*Reinforce N — [cost]
[Cost], Discard this card: Put N +1/+1 counters on target creature.
*Renown N
Whenever this creature deals combat damage to a player, if it isn't renowned, put N +1/+1 counter on it becomes renowned.
*Replicate [cost]
When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.
*Retrace
You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.
*Ripple N
When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.
*Scavenge [cost]
[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to this card's power on target creature. Scavenge only as a sorcery.
*Shadow
This creature can block or be blocked by only creatures with shadow.
*Shroud
This permanent or player cant be the target of spells or abilities.
*Skulk
This creature can't be blocked by creatures with greater power.
*Soulbond
You may pair this creature with another unpaired creature when either enters the battlefield. They remain paired for as long as you control both of them.
*Soulshift N
When this creature dies, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand.
*Splice onto [type] [cost]
As you cast an [type] spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.
*Split Second
As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.
*Storm
When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies.
*Sunburst
This enters the battlefield with a (+1/+1 or charge) counter on it for each color of mana spent to cast it.
*Surge [cost]
You may cast a spell for its surge cost if you or a teammate have cast another spell in the same turn.
*Suspend N — (cost)
Rather than cast this card from your hand, you may pay [cost] and exile it with N time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.
*Totem Armor
If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.
*Trample
This creature can deal excess combat damage to defending player or planeswalker while attacking.
*Transfigure [cost]
[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only any time you could cast a sorcery.
*Transmute [cost]
[cost], Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.
*Tribute N
As this creature enters the battlefield, choose an opponent. That player may have this creature enter the battlefield with an additional N +1/+1 counters on it.
*Undaunted
This spell costs {1} less to cast for each opponent.
*Undying
When this creature dies, 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.
*Unearth [cost]
[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.
*Unleash
You may have this creature enter the battlefield with a +1/+1 counter on it. It can't block as long as it has a +1/+1 counter on it.
*Vanishing
This creature/Aura enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.
*Vigilance
Attacking doesn't cause this creature to tap.
*Wither
This deals damage to creatures in the form of -1/-1 counters.