Category: Games and Mechanics

Over the course of Magic, the look of cards has changed quite a bit – from art style to functionality.


The original cards from Alpha are actually differently shaped from regular cards. The corners are very rounded, and the borders have no real separation from the colored section of the border.


The Beta cards have the same corners as other older cards, and have a black/grey border between the border and colored section.


Unlimited was the beginning of the white borders, which has a small black line between the white border and the colored part of the card.


Revised is difficult to tell apart from Unlimited, but just irons out some kinks from Unlimited.

The reason I go through all of those is because Magic started with 4 revisions of it’s design in the first 4 sets.


Arabian Nights introduces the border we see for quite a while aside from the reprint sets, with a few minor changes.

wrathofgodrevised wrathofgod5th

After Ice Age, there was also a change to the white mana symbol, though isn’t too relevant.


8th Edition introduced the modern borders that we’ve known for quite a while. At this point, though, there were still white borders.


And here’s the border we had until M15.


The main difference between the M15 and all of the borders before is is that rares have a holographic sticker in the center of the bottom border of the card, which actually looks really cool on these newer cards.

Until next time,


Transform was a mechanic added in Innistrad and Dark Ascension, and was the introduction of double-faced cards.

The gimmick behind these cards is that they have no Magic: The Gathering card back.


They instead have two faces – a casting side, that represents the card in all zones. The casting cost, CMC, color, etc are all dependent on the regular face of the card,indicated by a Sun in upper left hand corner.


Mayor of Avabruck for example is a human lord that gives humans +1/+1 – but if no spells were cast this turn, he flips, which is where transform comes in.

Creatures with transform have several different ways to flip. Werewolves in particular have the most transform cards. Their human sides flip (and have to flip) the upkeep after any turn that no spells are cast.


Howlpack Alpha on the other hand is a Werewolf and Wolf lord – he gives +1/+1 to each creature of those types, and also makes 2/2 green wolf tokens during the end step. Similar to it’s human side, the werewolf flips the upkeep after each turn where 2 or more spells are cast.

The mechanic here is obviously very flavorful – if no actions are taken, a human has no choice but to become their darker, werewolf half, and the werewolf side takes a considerable effort from either player to flip back.

However, Transforming isn’t reserved for just the werewolves.

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From this card, Screeching Bat, we can see that Vampires don’t have to transform, and even these transformations aren’t one way. For 2BB, you can flip between a 2/2 flier or a 5/5 on the ground during the upkeep, which is always a nice option, between power and evasion. Flavorfully, it matches the old trope of vampires being able to transform into bats at will – which is actually one not often touched on in MTG.

There are plenty of other transform creatures, but the essence is this – if a condition is fulfilled or payed for, you get to transform the creature. Some, like the above, go back and forth.

elbrus withengar

Things like Elbrus, the Binding Blade into Withengar Unbound however can’t be reversed.

Now, will we see transform again? Well, it’s pretty likely, but it will have to flavorfully fit the block, or the individual card if they make a one-of in some set like the Commander decks or draft sets like Conspiracy.

Until next time,


Games and Mechanics – Convoke

Convoke was originally introduced in Ravnica: City of Guilds as the guild mechanic for Selesnya, but has actually been brought back in two other sets: Future Sight, and the Magic 2015 Core Set.


So what exactly does this mechanic mean?

Well, this:

Each creature you tap while playing this spell reduces its cost by 1 or by one mana of that creatures color.


Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.

The wording of the reminder text has changed over the years, but isn’t any different. To sum up, you can tap your creatures to help cast these spells.

On a creature like Autochthon Wurm from Ravnica for example, even a 15 drop (10GGGWW) can be a much lower, more manageable number for something this big – but why is this really fantastic?

On one hand, you have to tap your creatures to play spells, which means you have less creatures to attack or block with. Well, when it was originally created for Selesnya, they were also the guild known for using tokens. A lot. Even Return to Ravnica has Selesnya doing token shenanigans with Populate.

By having cards that make a lot of tokens, this mechanic was designed to use these tokens to play your larger creatures like Autochthon Wurm. Even when the mechanic returned in Future Sight, it was only on a few Green and White cards, that felt more like cards they just didn’t print in Ravnica rather than a revisiting of the mechanic.

The main reason I’m writing this article now is that this is only a little after the M15 release, where the mechanic has returned in every color.


Return to the Ranks is a classic example of what Convoke does best, tapping its creatures to get more or better creatures out onto the board. With a solid token-generation card like Raise the Alarm returning to Standard, Return to the Ranks can become quite potent in a Weenie strategy. There are plenty of 2 mana or less targets that currently exist that would be great targets for this White reanimation spell.


Blue, for example, has Chief Engineer, which gives all of your artifacts Convoke. As creatures don’t need to have haste to tap for Convoke, you can easily use Chief Engineer to use your creatures to cast a lot of small creatures, rather than tapping a ton of creatures for one big one.


Stain the Mind on the other hand is a sorcery that bids your creatures to their knees to draw the power to harm your opponent and pull cards away from them.


Stoke the Flames is a pretty potent burn spell that allows you to tap down creatures that might as well be “eating” by opponent’s defending creatures anyway while dealing a direct blow to your opponent or a big creature that might be standing in your way. Also, its Convoke ability makes it more splash-able in multi-color decks due to the fact that its red requirements can be fulfilled through tapping red creatures.


The most classic example of Convoke, of course, is Chord of Calling, originally from Ravnica itself. Tapping down creatures is certainly a worthy price to pay to get one of your larger creatures straight from your deck out onto the board. It’s a mono-green Devotion staple and has been a huge piece in Modern Birthing Pod decks for a long time for a reason.

Essentially, Convoke fits well into any color with enough design work being put in – but it’s up to the player to use it wisely. Should you do it earlier and tap your creatures, or wait and hard cast it to keep a stronger board state? It’s a tricky mechanic, but used correctly, it’s extremely powerful and allows you to cast spells you may not otherwise have been able to cast.

Until next time.

– SolemnParty & Elspeth for the Win

Some of the things that don’t use the stack are referred to as State-Based Actions.

Now, what exactly is that supposed to mean? I’ve never seen this on a card!

Well, you hopefully never will. Unless we start having cards that specifically break the rules – but then again, we do this all the time. You’ll see what I mean.

Basically, these are the rules that deal with the common sense aspect of the game – having 0 life makes you lose, for example. I’ll be talking about the important parts of State-based actions, and why you should probably know what they do.

704.1. State-based actions are game actions that happen automatically whenever certain conditions are met. State-based actions don’t use the stack.

So we talked about the stack last time, and these actions don’t use the stack. Good to know.

704.2. State-based actions are checked throughout the game and are not controlled by any player.

This part may need a little bit more explanation.

704.3. Whenever a player would get priority, the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.

As you should remember from our article about the Stack, players pass priority when they’re done placing cards or abilities on the stack. This is the fastest the stack can react – whenever a player gains priority, all state based actions are monitored.

And below is a list of all things that are state based actions:

  • If a player has 0 or less life, he or she loses the game.
  • If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game.
  • If a player has 10 or more poison counters, he or she loses the game.
  • If a token is phased out or goes to any other zone than the battlefield, it ceases to exist.
  • If a copy of a spell or ability is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
  • If a creature has toughness 0 or less, it is put into its owner’s graveyard. Regeneration cannot replace this event.
  • If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.
  • If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
  • If a player control two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owner’s graveyards. This is called the “planeswalker uniqueness rule.”
  • If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the the “legend rule.”
  • If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ greveyards. This is called the “world rule.”
  • If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.
  • If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached fro mthat permanent. It remains on the battlefield.
  • IF a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.
  • If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
  • In a Commander game, a player that’s been dealt 21 or more combat damage by the same Commander over the course of the game loses the game.

These are all things that we just kind of know happen – and that’s how it’ll stay, hopefully.

Until next time,



The entire point of the stack is to make sure events occur in a logical order. But what doesn’t use the stack?

Well, these things:

  • playing a land;
  • tapping a permanent for mana;
  • unmorphing a creature;
  • phasing in and out at the start of the untap step
  • untapping at the start of the untap step
  • drawing a card at the start of the draw step
  • declaring attackers at the start of the declare attackers step
  • declaring blockers at the start of the declare blockers step
  • the active player discarding down to his or her maximum hand size at the start of the cleanup step
  • removing damage from permanents and ending “until end of turn” and “this turn” effects at the start of the cleanup step
  • exiling a card with suspend using its suspend ability

None of these abilities use the stack, and therefore can’t be responded to by any cards. Sometimes one of these will cause triggered abilities to trigger (which do use the stack) but they themselves cannot be responded to.

By comparison, this is what does use the stack:

  • casting spells
  • activating non-mana abilities

While the stack seems complicated on its own, there is still a lot more out there. The next article I’ll be writing is state-based actions – all having to do with everything else the game has to offer.

Until next time,




The stack is the most important behind-the-scenes aspects of Magic – yet, it wasn’t always there.

Originally, things just happened. The stack as we know it today wasn’t added until 6th Edition, and was designed to deal with the crazy stuff that happens in the game.

Essentially, every card that is cast and every activated and triggered ability uses the stack, whether it be a creature, instant, sorcery, enchantment, or artifact. In response to a card being cast or an ability being activated or triggered, every player may respond as long as another player doesn’t hold priority.

Priority: the right to play a spell or ability, or take a special action. Players cannot play spells or abilities or take special actions at a time when they do not have priority. The player with priority may put as many spells or abilities on the stack as he/she wishes to, but before anything can resolve all players must pass priority without adding anything further to the stack.

For example, you can play a bunch of cards out of your hand without even passing priority – as long as you’re playing cards at instant speed and not sorcery speed.

Priority is probably the largest part of the stack, as it determines what order things get to happen, and the player with priority gets to decide the order on triggers.

Let’s say you have a 2/2 swinging at an opponent sitting at 12 life. They assume they can take the 2, and let your attack go through.

During the damage step of combat, you use a creature with flash from your hand – Briarpack Alpha.


So, at this moment, the stack is just Briarpack Alpha in response to the beginning of the combat phase. You don’t have anything else to say yet, so you pass priority, and your opponent has no counterspell. Briarpack Alpha resolves.

As Briarpack Alpha enters the battlefield, his enter the battlefield ability triggers, amd you target your attacking 2/2 to make him a 4/4. With nothing else, you pass priority.

Your opponent responds to the ability by dropping a Doom Blade on your 2/2, which is now a 4/4.


Your opponent passes priority, and then you play Ranger’s Guile.


So on the stack at the moment is Briarpack Alpha’s enter the battlefield ability on the bottom of the stack, then Doom Blade, and then Ranger’s Guile on top. You pass priority, and they have no response to your Ranger’s Guile, and your creature becomes hexproof and gets +1/+1. As your creature is now hexproof, their Doom Blade loses its target and fizzles. Then, finally, Briarpack Alpha’s ability resolves, and your opponent will soon be taking a 5/5 hexproof beater to the face.

The next thing we’ll talk about are things that do not use the stack – in part 2.

Until next time.



You can find part 1 of the Evergreen series here.

You can find part 2 of the Evergreen series here.

indestructible: This card cannot be destroyed by card effects or lethal damage.

First Key-worded: Darksteel

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Indestructible has been around since Alpha on only one card; Consecrate Land. It makes your cards literally indestructible – they can’t be destroyed. They can, however, still be exiled or returned to your hand or deck. It’s fairly straight forward when it comes to what it does.

There are also a few cards, including Consecrate Land, can grant indestructible. The most notable are Avacyn, Angel of Hope, Darksteel Forge, and the new Sliver Hivelord.

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These cards grant indestructible to a significant amount of your board – whether it be the whole thing,  all of your artifacts, or all of your slivers.

Intimidate: This creature can only be blocked by artifact creatures or creatures that share a color with it.

First Key-Worded: Zendikar


Intimidate is a kind of evasion that was granted to Red and Black in Zendikar block, essentially giving them unblockable against everything but their own colors, and artifact creatures. In fact, Intimidate was introduced to replace Fear – a mechanic that was identical except it made the creature able to be only blocked by Black and artifact creatures, rather than creatures that share a color and artifact creatures. Again, another straight forward mechanic.

Landwalk: Creatures with _____walk cannot be blocked by players that control lands of that land type.

First Key-worded: Alpha


Landwalk is actually several abilities put together: Plainswalk, Islandwalk, Swampwalk, Mountainwalk, and Forestwalk. These aren’t the only ones, though – there’s also Legendary landwalk, and nonbasic landwalk, printed on a few cards.

Mechanically speaking, Landwalk is identical to unblockable except for the conditions under which the ability works – they have to control a land of the type the walk is looking for.

Lifelink: Whenever this creature deals damage, you gain that much life.

First Key-worded: Future Sight


Lifelink is one of the most important mechanics when it comes to Tempo – being able to gain life while on the offense is very powerful. Primarily in White and Black, any time that a creature with lifelink deals damage, you simultaneously gain that much life.

One of the important things to note about Lifelink is that it gains you life based on how much damage is dealt. If, for example, Griselbrand blocks or is blocked by a 1/1 flier, you would gain 7 life, not 1. It’s based on the amount of damage that creature deals, not based on the amount of damage that is relevant.

Protection: This [object] cannot be blocked, targeted, dealt damage, or enchanted by anything of this [quality].

First Key-worded: Alpha

Protection is the clunkiest mechanic remaining in the game to this day. MTGSalvation makes a good point of mentioning the mnemonic for remembering what protection does: DEBT.

Damaged by sources with the given quality (all such damage is prevented)
Enchanted or equipped by permanents with the given quality
Blocked by creatures with the given quality (if it’s a creature)
Targeted by spells of the given quality, or abilities with sources of the given quality.

Protection feels like some kind of hybrid between intimidate and selective shroud – it’s less complicated than it is clunky.


For example, White Knight has protection from black – which is common, as most color have protection from their enemy colors. This creature cannot be blocked by black creatures, damaged by black creatures or spells, targeted by black spells or abilities, or enchanted with black enchantments. But of course, any other color can hurt White Knight.

Regeneration: The next time this creature would be destroyed this turn, it isn’t. Instead, tap it, removal all damage from it, and remove it from combat. 

First Key-worded: Alpha

Regeneration is still the most complicated mechanic in the game. Generally an activated ability, Regeneration allows creatures to avoid death – in the most complicated ways possible.


The wording however is straight forward. Namely, “if this would be destroyed.” What many beginning players don’t understand that Regenerate is used before it dies, not after it goes into the graveyard. It’s a replacement effect – if being the operative word. This effect protects you from just destruction – being exiled or being given -x/-x does not give you the option to regenerate as these don’t “destroy” the card – it just puts them into the graveyard as a “state-based action” – something that I’ll talk about next in the series.

Honestly, I think the main problem with regenerate is the lack of reminder text on these card. As it is an evergreen keyword, it rarely gets reminder text despite being a complex ability.

Trample: If a creature you control 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.

First Key-worded: Alpha

Trample is another one of those abilities that has been around since the beginning that is fairly straightforward. Most of the time, this means that you deal damage equal to the toughness of all blockers, any left over damage goes to the defending player or planeswalker.

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For example, a Pelakka Wurm –  a 7/7 trample – attacks a player with 6 life. That player then has the choice to block with either a 1/1 Reassembling Skeleton or a 2/2 Shimmer Myr. Usually, you would choose to block with the 1/1 as a “chump block” (another term I will go over in another article) as you lose the least power and block the 7 damage due to the fact Reassembling Skeleton can return itself to play later. However, due to the fact that Pelakka Wurm has trample, if the player was to only block with the 1/1, he would lose – as he would take 6 trample damage. Now the player can either block with Shimmer Myr in order to take 5 damage and survive, or block with both creatures and take 4.

Most of the time, it’s generally better to just take the trample hit than to chump block part of the damage – sacrificing creatures to prevent a little damage usually isn’t worth it unless you’re killing the creature.

Vigilance: Attacking doesn’t cause this creature to tap.

First Key-worded: Champions of Kamigawa

Vigilance is another ability that has been around since the beginning, but wasn’t key-worded until as late as Champions of Kamigawa.


This is another straight forward ability – you can attack and still be open to block your opponent’s creatures. Like Lifelink, it’s a tempo ability – you can hit your opponent and they can’t necessarily attack back due to still being open for blocks.

Now, to clear up some minor confusion I’ve seen before, even if a creature has vigilance, it still can’t attack the same turn it enters – some people think that as it doesn’t tap to attack, it is able to attack the same turn it enters. Just a minor mistake I’ve seen before.

I’m not sure what I’ll do next, but you can expect another Games and Mechanics article very soon.

Until next time,


Games and Mechanics – Evergreen, Part 2

If you haven’t already, you should read part 1 of this series, here.

So far, we covered half of the current evergreen mechanics, and we’re going to talk about less today, but several of the most important ones.

Flash: You may cast this spell anytime you could play an instant.

First key-worded: Time Spiral

Time Spiral block is the source of a lot of mechanics, but Flash may be one of the most relevant. There are a lot of important cards with flash that see a lot of competitive play, such as Deciever Exarch and Snapcaster Mage

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While these creatures don’t seem particularly powerful, the fact that they have Flash is what make them viable. Snapcaster Mage allows you to reuse your counterspells out of your graveyard, and Deciever Exarch flashes in to stop combat and prepare for the Kiki-Jiki or Splinter Twin combo.

Flash is seen mostly in Green and Blue, but does spread into all of the colors from time to time, and even into artifacts.

There are also cards that can give your cards Flash:


To elaborate on Flash, it basically makes everything you play an instant spell. While this may not always be relevant, it’s more that it gives you the advantage of being able to surprise your opponent, or even just deter them because you might have a surprise waiting for them.

Imagine this: all you have is a tapped Shimmer Myr, and 6 open mana. Your opponent sees you open and takes a swing at your with his Precinct Captain, hoping to score some quick damage to get a 1/1.


But, then they see you tap your mana and drop this on the table:


You just ate his Precinct Captain, prevented his token making, and gained 6 life out of nowhere.

Flying: This creature can only be blocked by creatures with flying or reach.

First Key-worded: Alpha

Flying is one of the staple mechanics of Magic, and was the beginning of evasion in the card game. As the ability implies, flying makes it so creatures on the ground can’t block you – unless they have Reach!


Reach: This creature can block creatures with flying as though it had flying.

First Key-worded: Future Sight

Reach is generally only in green, due to the fact that Green rarely gets flying creatures.


As it’s been around since the beginning of the game, it’s the most used mechanic in the game, it has 1813 individual cards that have flying, spread among the 5 colors. While it is primarily found in white and blue, it’s in every color to some extent, with cards like red dragons such as Balefire Dragon in red, black demons such as Rune-Scarred Demon in black, and very few fliers in green – only consisting of small birds and insects, like Birds of Paradise or Bayou Dragonfly.

Haste: This creature can attack and tap the turn it comes into play under your control.

First Key-worded: Sixth Edition

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Haste has also been around since the beginning of the game, but wasn’t key-worded until much later in 6th Edition. Haste allows your creature to ignore summoning sickness – the clause that causes creatures not be able to do much the turn it comes into play. More specifically, creatures with summoning sickness cannot attack or use tap abilities – which haste specifically negates.

Red is the primary color for Haste, due to the “hasty” nature of most red creatures, especially goblins. Black and Green can both occasionally get Haste, on creatures like Skullbriar, the Walking Grave or Bloodghast.

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Haste can also be granted in essentially any color through artifact usage, the two most popular being Lightning Greaves and Swiftfoot Boots, which are staples in Commander.

Hexproof: This creature can’t be the target of spells or abilities your opponents control.

First Key-worded: Duels of the Planeswalkers 2012/Magic 2012

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Hexproof has always been an aspect of Trolls, making them invulnerable to your opponent’s magic by having them unable to be countered. For a while, it was called “troll-shroud” as the current mechanic had been Shroud.

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While mostly like Hexproof, Shroud made it so neither player could target creatures with these abilities, while Hexproof prevents just your opponent from targeting it.

The mechanics of Hexproof are fairly simple – permanents with Hexproof cannot be the target of your opponent’s spells or abilities. For example, they cannot play a Doom Blade on your Thrun, the Last Troll, because he is Hexproof. Similarly, your opponent cannot use a Planewalker’s ability, like Gideon Jura, whose -2 destroys a tapped creature.

Due to the amount of detail the few mechanics here needed, I’ll be breaking this into yet another part.

Until next time,


Games and Mechanics – Evergreen, Part 1

An Evergreen mechanic is any mechanic that is usable in any set. In fact, you can find a list of them here.

These are the barebones basics of the game, and I’ll be going over each of them in the order they appear in the linked list.


Deathtouch: Any amount of damage this deals to a creature is enough to destroy it.

First Key-worded: Future Sight

Deathtouch modifies what is referred to as “lethal damage,” or the damage required to kill a creature. For example, lethal damage for a 4/4 is 4 damage. What deathtouch does is make that number 1, no matter what. This creature just needs to be able to do 1 damage to the creature it’s fighting to kill it.

Defender: This creature can’t attack.

First Key-worded: Betrayers of Kamigawa

Defender is less of an ability and more of a hinderance. Creatures with Defender are completely unable to attack, but are generally limited to just Walls and other things that tend to have 0 power. Originally, Defender was not an ability – it was a side effect of being the creature type Wall. However, now it’s also on non-walls, like Pride Guardian and Wakestone Gargoyle. These creatures are generally designed to be just defensive creatures (hence the name of the ability) but is also sometimes used as a temporary limitation.


Guardian of the Ages is one of those cards – it’s a 7/7 defender until an opponent attacks you, and then it loses defender and gains trample.

Double Strike: This creature deals damage in both first strike and normal combat.

First Key-worded: Legions

This needs a little bit more explaination,

First Strike: This creature deals combat damage before creatures without first strike.

First Key-worded: Alpha

First Strike damage takes place before normal combat damage. So for example, a 7/2 blocks a 2/1 first strike. The 2/1 deals damage before the 7/2 creature, and kills it as the creature only has 2 toughness. As the 7/2 is already dead, the 2/1 survives.

Now, to explain double strike, we’ll use a very similar scenario. a 7/4 blocks a 2/1 double strike. First strike combat occurs, and the 2/1 deals two damage to the 7/4. The 7/4 now has 2 damage on it. Then, we go into regular combat. The 7/4 deals 7 damage to the 2/1, but the 2/1 deals another 2 damage to the 7/4, which kills the 7/4, and the 2/1 dies to the 7 damage from the 7/4.

Now, keep in mind that double strike does not let you hit the player after you kill their creature, unless that creature has trample. Many players think that a 2/2 double strike killing a 2/2 lets you kill the creature and then hit the player for 2 damage. This isn’t true – and a lot of people will try to trick you with this. The creature with double strike is completely safe from that 2/2, but the creature is also still blocked.

Enchant states what an Aura targets when it comes into play, and was first key-worded in Alpha.

For example, most auras have “Enchant Creature,” which allows the aura to attach itself to a creature. Fairly straight forward.

Equip N: Attach to target creature you control. Equip only as a sorcery. 

First Key-worded: Mirrodin

Equip is the activated ability that appears on Equipment that allows you to attach the equipment to your creatures. (Used equip a little too much in that sentence…) Equipments give benefits to the equipped creature, much like Auras. The difference between equipments and auras, however, is that equipments stay in play after the equipped creature is destroyed.


Lightning Greaves for example is an equipment straight out of Mirrodin. A 2-drop artifact with the benefit of giving Haste and Shroud (which I’ll mention later), and has an equip cost of 0.

Fight: [Something] and target creature fight.

First key-worded: Innistrad

Fight was actually originally from Onslaught block, but took a very long time to get key-worded. It causes two creatures to literally fight. More specifically, the creatures each deal damage equal to their power to each other, just like regular combat. Personally, my favorite card that causes fights is Ulvenwald Tracker. For a cost, he forces two creatures to fight, and at only 1 green.


This is, however, only part one of the evergreen articles. There will be one more, talking about the rest of the evergreen mechanics.

Until next time,






So, for those of you who saw the old site, I had a segment called Games and Mechanics, where I talked about some of the more complicated parts of the game. Mostly talking about complicated abilities like Banding.

Well, I’m bringing it back.

Due to the fact that the game is booming, there need to be guides like this out there. Whether it be mechanics, keywords, or just slang within the community, I’ll be doing my best to have the answers to the questions like “what’s tron?” or “what’s the stack” or “why is banding so damn complicated?”

This doesn’t mean I won’t still be doing Commanding Opinion, of course – I plan on still doing 5 of those a week, and most likely 2-3 of these a week as well. Once we’re out of the M15 spoiler season, I can guarantee that.

Until next time,


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