Colors of Mechanics
Comments
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
$
%
123
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Still loading...
ABCDEF
1
MechanicTextPrimarySecondaryTertiaryNote
2
-N/-0Target creature gets -N/-0 until end of turnBlueRed (Conditional)
3
-N/-N or -0/-NTarget creature gets -N/-N (or -0/-N) until end of turn.Black
4
"Kismet"VALUE your opponents control enter the battlefield tapped.WhiteGreen,Blue,Red (creatures)
5
+1/+1 counters-GreenWhite, sometimes BlueAll colors (depends on block mechanics)
6
Additional Combat StepThere is an additional combat phase followed by an additional main phase.RedWhite
7
Additional turnsTake an extra turn after this one.Blue
8
Anti Life gainDamage can't be prevented and/or players can't gain lifeRed (stop life gain)Black (punish life gain)
9
Anti-DiscardGreenWhite and RedBlue
10
Artifact destructionDestroy target artifactRed and GreenWhite
11
Artifact SynergyBlueWhite (Own permanents)Black
12
Attacks each turn if ableRed
13
Aura-based creature removalAuras that get rid of creatures, prevent them from attacking or blocking, etcWhiteBlueGreen
14
BouncingReturn target spell or permanent to its owner's hand.Blue
15
Can't be blocked~ can't be blocked.BlueBlack and Green
16
Can't block~ can't blockBlackRed
17
CantripAn instant/sorcery with "draw a card" after the main effect.All
18
Controlling a playerYou control target player during...Black, ArtifactOnly three cards with this effect have been printed so far - Mindslaver, Sorin Markov, and Worst Fears. Word of Command has been errataed to have this effect.
EDIT: Emrakul, the Promised End has it as well.
19
CounterspellingBlueWhite
20
Creature CopyingBlueBlackRed (sacrifice at end of turn)
21
Creature removalDestroy, exile, permanent tapping or preventing attack/blockWhite (conditional) and BlackBlue (Aura-based)White can remove creatures that have harmed or threated white and has access to removal that can be undone.
22
Creature TokensWhiteGreenRed, Blue, Black
23
CuriosityWhen ~ deals damage to a player, draw a card.BlueGreen
24
DauntThis creature can't be blocked by creatures with power 2 or less.GreenAnother R&D nickname.
25
DeathtouchAny amount of damage this deals to a creature is enough to destroy it.Black and Green
26
DefenderThis creature can't attack.Blue, WhiteRed, Green, Black
27
Direct damage~ Deals N damage to target RedBlackGreen (flying only), White (attacking/blocking creatures only)
28
DiscardCard advantage via "Target player discards N cards"BlackBlueBlue is a "distant second"
29
Double StrikeThis creature deals both first-strike and regular combat damage.White and Red
30
DrainingTarget player loses N life and you gain N life.Black
31
DrawingDraw N cards.BlueGreen (creature based), Black (draw has secondary costs)Red (Exile top of library, can play it this turn)
32
Enchantment destructionDestroy target enchantmentWhiteGreenIn theory, white is superior to green, but in practice it's not uncommon for they both to be equal.
33
ExileExile target VALUE. Remove target from the game.White (Usually with a drawback)
Black (Only creatures)
34
Exiling Spells on the StackBlueRed (your own)
35
ExtractionSearch target opponent's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles his or her library.BlackBlue, Red
36
FightEach deals damage equal to its power to the other.GreenRedWhite White being tertiary in fighting is based on a comment on Maro's tumblr and no cards have been printed with it.
37
Firebreathing{Cost}: ~ gets +1/+0 until end of turn.RedGreen
38
First StrikeThis creature deals combat damage before creatures without first strike.White and Red
Black (generally on Knights)
39
FlashYou may cast this spell any time you could cast an instant.GreenBlueWhite, Red (if needed), Black (if needed)
40
FlickerExile target VALUE you control, then return that card to the battlefield under your control.WhiteBlue
41
Flowstone{Cost}: ~ gets +1/-1 until the end of turnRedBlueBlack
42
FlyingBlue and WhiteBlackRed (for dragons and phoenixes)Green has some pseudo-flying effects i.e. "Flying on Your Turn" (Ledgewalker effects), and it occasionally gets actually flying creatures such as hornets (Hornet Nest, Hornet Queen) and the green dragons in DTK had flying. MaRo considers the hornets to be mistakes. MaRo is also kinda miffed about ledgewalker and other "totally not flying except it's the exact same as flying's reminder text" type of thing.
43
Flying HateDamage to flying, flying removalGreen
44
FogPrevent combat damage this turnGreenWhite
45
Free SpellsSearch library, play selected spell without paying its manacostGreenBlueRed
46
Graveyard removalExile target players graveyard.Black or WhiteGreenArtifacts
47
HasteThis creature can attack and {T} as soon as it comes under your control.RedBlackGreen
48
HexproofThis permanent can't be the target of spells or abilities your opponents control.Blue and GreenWhite (enabled conditionally, or player hexproof)
49
IntimidateThis creature can't be blocked except by artifact creatures and/or creatures that share a color with it.BlackRed, GreenWhite, Blue
50
Land Acceleration Search your library for a Land VALUE card and put it onto the battlefield (tapped). Then shuffle your library.Green (any)Black (swamps)White (plains), Blue (islands), Red (mountains)White "Acceleration" tends to be dependant on an opponent having more lands
51
Land destructionDestroy target landRedBlack, Green
52
Land Type ChangingAll VALUE are now VALUE. Optional: In addition to its other types.BlueBlackRed / Green
53
LandwalkThis creature is unblockable as long as defending player controls a VALUE.GreenRed, Blue or Black (Own land type)White (other land types)
54
Library order manipulationblue
Red and Green
Black
55
Life LossBlackoy
56
LifegainWhiteBlack ("draining", i.e., after causing life loss or damage) or GreenSomeone said "There is no design difference between green and white life gain besides lifelink"; But there are 123 non-white green cards mentioning life gain, and 322 non-green white cards mentioning life gain (287 of them without lifelink).
57
LifelinkDamage dealt by this creature also causes you to gain that much life.White and Black
58
Looting"Draw N cards, then discard N cards" or the reverseBlue (draw then discard), Red (discard then draw)
59
LureAll creatures able to block ~ creature do so.GreenRed
60
Mana Acceleration{T} : Add [Mana] to your mana pool.GreenArtifact
61
MenaceThis creature can't be blocked except by two or more creaturesBlackRed and Green
62
MillingTarget player puts the top N cards of his or her library into his or her graveyard.Blue, ArtifactBlack
63
PeekingLook at target player's hand.BlueBlack (when chosing to discard a card)
64
Protection from ARTIFACTSWhiteGreen
65
Protection from COLORThis creature can't be blocked, targeted, dealt damage, or enchanted by anything VALUE.White
66
Protection from CREATURESWhite
67
Protection from ENEMY COLORAllBut this ability itself doesn't appear frequently.
68
Protection from OTHER STUFFBlueIn theory. In practice, this type of protection is rarey seen.
69
ProwessThis creature gets +1/+1 until end of turn whenever its controller casts a non-creature spell BlueRedWhite
70
Pump, Self{Cost}: ~ gets +N/+N until end of turn.BlackGreen (Once per turn)
71
PunisherLet me do this or I punch you in the face.RedBlack
72
ReachThis creature can block creatures with flying.GreenRed
73
RedirectBlueRed/White (Creatures)
74
RegenerateThe 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.Black and Green
75
RitualAdd VALUE to your mana poolRedGreenBlack will still get this effect sometimes, but in a different way. For example, Liliana of the Dark Realms, Crypt Ghast and Nirkana Revenant.
76
Scry XLook at the top X cards of your library and put each card back on either the top or bottom of the library in any orderBlueRed and Green
77
Spell copyingCopy target instant or sorcery spell. You may choose new targets for the copy.

RedBlueRecently, its been made so red copies spells you control and blue copies in general
78
StalkingThis creature can't be blocked by more than one creatureGreenDoesn't have an in-game name, name taken from Stalking Tiger
79
Stealing (permanent)"Gain control of target VALUE" or "You control enchanted THING"BlueBlack (only creatures)Red
80
Stealing (temporary)"Gain control of target VALUE until end of turn"RedBlueBlack
81
Super Trample~ may assign combat damage as if it wasn't blockedGreenRed used to get the ability to have its creatures deal damage to creatures the defending player controlled when they attacked; this ability may have been subsumed by fight. See Butcher Orgg, the Laccoliths, and Cyclops Gladiator.
82
TapTap target permanent.Blue (does not untap during the next untap step)White, Red(Creatures)Seems like red is getting this effect lately, dunno if coincidental one-offs.
83
TrampleIf this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.GreenRed, BlackAll (huge creatures)
84
TutoringSearch your library for a VALUE card and put that card into your hand. Then shuffle your library.BlackBlue (instants, artifacts), Green (lands, creatures), White (enchantments, Equipment), Red (sorceries, dragons)
85
Two-HeadedRedGreen
86
Uncounterable~ can't be countered.Green (creatures), Red (instants/sorceries)Blue
87
VigilanceAttacking doesn't cause this creature to tap.WhiteGreen
88
89
90
91
92
93
94
95
96
97
98
99
100
Loading...
 
 
 
Evergreen mechanics
Nonevergreen mechanics