Magic: The Gathering/Gameplay Tropes: Difference between revisions

no edit summary
prefix>Import Bot
(Import from TV Tropes TVT:MagicTheGathering.GameplayTropes 2012-07-01, editor history TVTH:MagicTheGathering.GameplayTropes, CC-BY-SA 3.0 Unported license)
 
No edit summary
 
(34 intermediate revisions by 9 users not shown)
Line 1:
{{work}}
This page is for tropes that appear in ''[[Magic: theThe Gathering]]''{{'}}s gameplay (as opposed to [[Magic: theThe Gathering (Tabletop Game)/Flavor And Story Tropes|tropes that appear in its flavor and storyline]]).
----
* [[Action Bomb]]: Blowing oneself up is a favorite tactic of red cards, particularly among goblins. Examples include but are not limited to [http://magiccards.info/evg/en/46.html Mudbutton Torchrunner], [http://magiccards.info/sh/en/91.html Mogg Bombers], [http://magiccards.info/rav/en/151.html War-Torch Goblin], [http://magiccards.info/evg/en/43.html Ib Halfheart]'s suicide troops, and whichever schmuck ends up carrying the [http://magiccards.info/fe/en/114.html Goblin Grenade].
* [[All There in the Manual]]: The Gatherer Web site includes all rulings on cards. As the game goes on and rules get refined, the company almost constantly changes the way game abilities are printed on cards:
** This was particularly bad early on when the company was still learning what worked well in the game and there was no set standard on how to phrase anything, but every set introduces new rules terms and longstanding parts of the game may have their names or the related rules changed if necessary. The concept of the "exile" zone, for example, has been in the game since the veryvAery first set, but did not receive its current name until 2009. (Exiling cards is a way of removing them from play that's more final than most methods. It used to be called "removed from the game" but was renamed, partly because so many design ideas wanted to interact with cards that had been exiled or be used while the card itself was exiled, so "removed from the game" seemed more and more inaccurate.)
** The general rule is to rely on the most recent printed text of a card to determine what it does, even if someone is playing with an older copy on which its abilities are phrased differently. Without that rule, for example, casting [https://web.archive.org/web/20121104041537/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3842 three versions] [https://web.archive.org/web/20121104043659/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=14593 of exactly] [https://web.archive.org/web/20130630154742/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107278 the same card] would mean ''none of them'' could actually attack.<ref>This is because the first card prevents every creature type but Evil Eyes attacking. The second is a Horror, not an Evil Eye, so it can't attack. It says only cards called Evil Eye of Orms-By-Gore can attack (though it could potentially be read as saying only ''it'' can attack). The first card ''is'' called Evil Eye of Orms-By-Gore, so it can still attack. But wait! The third card says only "Eyes" can attack. The first isn't an Eye, it's an ''Evil'' Eye, and the third isn't an Evil Eye, it's an Eye. Therefore, ''none'' of the three can now attack.</ref>
** Subverted by the [[Lethal Joke Character|joke card]] [https://web.archive.org/web/20140307142610/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73967 R&D's Secret Lair], which explicitly bans using later printed text, errata or the rules to 'update' cards. It's, naturally, illegal in all competitive play, and rapidly makes friendly games very unfriendly.
* [[An Axe to Grind]]: As seen [[http://magiccards.info/query?q=axe+t<!-- 3A22equip%3A%22equip%22&v=card&s=cname here]] -->
* [[Animated Armor]]: The effect of [http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=220529 March of the Machines].
* [[Animate Inanimate Object]]: March of the Machines as well as the cards [http://magiccards.info/query?q=o%3Anoncreature+o%3Aartifact+o%3Abecomes+o%3Aan+o%3Aartifact+o%3Acreature&v=card&s=cname here] and [[http://magiccards.info/query?q=tezzeret+t<!-- 3A22planeswalker%3A%22planeswalker%22&v=card&s=cname here]] -->
* [[Animate Dead]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Is a card]. And there are many others like it.
* [[Anti -Air]]: A stock green ability is attacking, destroying, or disabling flying creatures [http://magiccards.info/10e/en/264.html Femeref Archers], [http://magiccards.info/arb/en/52.html Deadshot Minotaur], [http://magiccards.info/m11/en/190.html Plummet], and so on.
* [[Anti -Magic]]: Protection, various forms of untargetability, and counterspell and anti-counterspell effects often work this way.
* [[Army of the Ages]]: The basic premise of the game, with you as the summoner.
* [[Art Evolution]]:
** Due to both a preference for more detailed, elaborate art, and much more meticulous guidance given to the artists. When the company commissioned the art for the card [http://magiccards.info/al/en/23.html Lord of the Pit], they reportedly gave the artist a one-word instruction: "balrog". (This was years before the [[The Lord of the Rings]] movies were made.) Under the circumstances, it came out pretty well, but today artists get multi-paragraph descriptions of what the image on the card should look like, generally designed taking into account both exactly what the card itself does and the flavor and description of the world of the current set. Nowadays comprehensive style guides and concept art are made for each set, or consecutive block of set that share the same setting: for example, the goblins of the current Scars of Mirrodin and Mirrodin Besieged block have a large round head with a sharp snout and long pointed ears.
** In addition, the cards' frames themselves have been updated. All frames have become less blocky and are no longer of an equal width all the way around, and the texturing used in each has been changed.
** Many cards have related illustrations: basic lands in the same set are usually cut from a wide panorama, and for example the most recent [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205226 Holy Strength] and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205237 Unholy Strength] face each other vertically.
Line 21:
** On the back of every ''Magic'' card that will ever be printed <ref>not counting the double-faced cards which were released starting in 2011</ref>, players will find the word "Deckmaster." The Deckmaster brand ceased to exist in the mid '90s, but because every card has to be indistinguishable from the back, Wizards has to keep printing it.
** The word ''Magic'' itself; on the back of the card, the word 'Magic' is (and always will be) blue, despite the fact that the official logo has been yellow for years.
** Many card abilities. When the game was new, colors were very ill-defined. Many cards were placed in colors based only on where the creature in question lives or what it does, even if its abilities as a card are completely different from most cards of that color, but cards like that remain in that color now just because of the earlier ones. Look at a list of cards from most sets and compare it to descriptions of the colors and you'll always find a few cards that don't fit the description, but they're there because they are similar or identical to really common or famous or powerful cards that were printed back when the company was still figuring this stuff out.
** The Gatherer text for [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Winter%20Orb Winter Orb] returned to it an old, old rule; in old editions of ''Magic'', any Artifact could be tapped to "switch off" its effects, a rule intended to emphasise their status as sorcerous machines.<ref>Or at least it did, until, in true Wizards fashion, the Oracle wording was changed to reflect more recent behavior for artifacts. Now WnterWinter Orb no longer shuts off when tapped.</ref>
** [http://magiccards.info/query?q=!Braid+of+Fire Braid of Fire] was introduced when mana burn was a thing, giving it a flavor of an ever expanding fire that you will eventually lose control of and get hurt by. Now that mana burn is gone (as it only mattered in decks that were designed to focus on it), it's just mana acceleration.
* [[Artifact of Death]]: [http://magiccards.info/m11/en/208.html Jinxed Idol] is a good example. There are others.
* [[Asteroids Monster]]: [http://magiccards.info/m11/en/185.html Mitotic Slime]
Line 33 ⟶ 34:
** [http://magiccards.info/ala/en/210.html Lich's Mirror] allows you to start the game over with 20 life if you die with it in play. Of course, ''you'' start over with nothing in play, but your opponent gets to keep all the cards they already have out.
** ''Shadowmoor'' block had Persist, and ''Innistrad'' has Undying, both of which are abilities that return dying creatures to play with a counter on it (-1/-1 and +1/+1 respectively), if it didn't already have one.
* [[Awesome but Impractical]]: Many cards have spectacular, awe-inspiring effects that will almost certainly win you the game - '''if''' you ever get enough mana to actually cast them before your opponent kills you, '''and''' your opponent doesn't have a counterspell or some other cheap, efficient answer. For specific examples, see [[Awesome but Impractical/Tabletop Games/Magic: The Gathering]].
* [[Awesome Yet Practical]]: The game designers like powerful, tournament-dominating cards to be exciting and fun to play, so it's common to see exciting and fun cards intentionally pushed up in power level. Planeswalkers are a great example: their characters are designed to be the face of the game, so the developers make sure to give them powerful abilities. [http://magiccards.info/wwk/en/31.html Jace, the Mind Sculptor] in particular quickly gained a dominating presence in multiple tournament formats.
* [[Back Stab]]: The "Prowl" ability of Rogues in ''Morningtide'' functions as one of these.
Line 42 ⟶ 43:
** Personified in the ''Rise of the Eldrazi'' expansion, where gigantic monsters are the theme of the set.
** See also [[Serial Escalation]].
* [[Blessed Withwith Suck]]: Many of the extremely mighty creatures (Darksteel Colossus, Serra Avatar, ...) have an ability that puts them back into the deck every time they hit the graveyard. Sounds great, until you realize that this is a deliberate safety measure to prevent players from discarding and reanimating them, thus circumventing paying their steep cost.
* [[Blood Knight]]: [http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=130715 Blood Knight]. There's also his predecessor, [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221568 Black Knight].
* [[Boogie Knights]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9742 Knight of the Hokey Pokey] gets a bonus if you do the Hokey Pokey!
Line 50 ⟶ 51:
** The trope also applies to ''Duels of the Planeswalkers'' and its sequel. While you can unlock any and all of the cards in the game through gameplay, you can also buy DLC that unlocks the thematic decks of the planeswalkers featured in the game. Doing this unlocks all the cards in that deck, meaning you can now use them to customize yours.
* [[Card Battle Game]]: Most video game adaptations, including the Microprose ''Shandalar'' game and ''Duels of the Planeswalkers''.
* [[Cave Mouth]]: The card Howling Mine looks like this most of the time, [[Depending Onon the Artist]].
* [[Cast Fromfrom Hit Points]]:
** Aside from the infamous Channel-Fireball combo, planeswalkers fall under this as well: Some of their ability require the removal of loyalty counters. These same counters effectively act as their life totals; once they're out of counters, they're gone. Most also invert this trope by having abilities that ''give'' them loyalty counters as well, as well as a few with abilities that do nothing to their counter totals.
** More recently, there are the cards that use Phyrexian mana symbols from ''New Phyrexia'': For each Phyrexian mana symbol in a cost, you can pay 1 mana of the specified color, or 2 life.
Line 57 ⟶ 58:
** Gerrard is the hero of the ''Weatherlight'' saga, which spanned across years of the storyline. When he was eventually printed as a card, it was laughably underpowered.
** Karona, who emerges in Onslaught block as a [[Physical God|physical manifestation of Dominaria's mana]] formed from the [[Fusion Dance|fusion]] of the powerful and iconic legends Phage the Untouchable and Akroma, Angel of Wrath, is far less useful than she has any right to be as well--so much so that head designer Mark Rosewater [http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr232 publicly apologized] for how lame she was:
{{quote| That card is an embarrassment to card design. I actually had zero to do with the card and I'm still embarrassed. We took two iconic beloved cool legends and combined them into a pile of, well a word I'm not allowed to use on this site. Of all the balls dropped with the design of legendary characters, this is one near the top of the list. My humblest apologies.}}
* [[Chekhov's Gun]]:
** You know those useless snow-covered lands from ''Ice Age''? Not so useless as of ''Coldsnap'' -- 11 years later!
Line 68 ⟶ 69:
* [[Creator Cameo]]: Richard Garfield himself [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74250 has a card] in ''Unhinged''.
* [[Critical Existence Failure]]: A common adage among players is that the only life point that matters is your last one. It was this revelation that made [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194977 Necropotence] decks powerful.
* [[Cursed Withwith Awesome]]: Skullclamp was originally +1/+2 and "When equipped creature dies, draw two cards." Then it became +1/+1. Then it became +1/-1, meaning you can turn any creature with one toughness into two cards. [[Gone Horribly Right|Players took notice.]]
* [[Cute Is Evil]]: [[Played for Laughs]] with the ''Unglued'' card [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9779 Infernal Spawn of Evil], along with its sequel from ''Unhinged'', [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73981 Infernal Spawn of Infernal Spawn of Evil]. As a bonus, it's also a joke about [[Actor Allusion|card artist Ron Spencer only drawing hideous monsters]].
* [[Damage Over Time]]: Several cards deal damage during a player's "Upkeep" step, in contrast to most cards which can only deal damage once at a time.
* [[Dangerous Forbidden Technique]]: Applies to a few combo decks, especially combos that are [[Cast Fromfrom Hit Points]]. (Channel-Fireball is a good old-school example: you pay all of your life, but the resulting fireball kills your opponent in one shot.) What makes them so dangerous is the likelihood that if they fail to kill the opponent dead then and there, the [[Cherry Tapping|Cherriest of Taps]] will be your doom.
* [[Death Is Cheap]]: Or rather, "being removed from the game is cheap". Most permanents and spells that are destroyed, discarded or otherwise gotten rid of go to the graveyard zone by default, but ever since the game was new a few abilities here and there send their targets or themselves to the "removed from game" zone. But such effects have slowly become more common over the years, and two cards were printed that retrieved any card that had been removed from the game, and variations on the effect like suspend have proved very powerful and popular. So in a 2009 rules change, the description of the "remove from game" effect was changed to "exile", to reflect the fact that there's a good chance it hasn't been "removed from the game" at all.
** Mocked by the unhinged card "AWOL", which first removes an attacking creature from the game, and then takes that creature from the "removed from the game" zone and puts it in a state called "absolutely-removed-from-the-freaking-game-forever".
* [[Depending Onon the Writer]]: Or rather, Depending On The Design Team. For entire sets. The company is always struggling to deal with [[Gameplay and Story Segregation]], and exactly how the game is supposed to represent an actual wizards' duel. At the moment they seem to have settled on a balance the company likes, but it still changes a little with every new set, partly as they iron out tiny details and partly as another potential way to add variety to the game. A few examples of the ways this goes back and forth:
** Early in the game, many big blue creatures (like [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3939 Sea Serpents]) could attack players that didn't control any islands only with difficulty, if at all, to symbolize that they were natural aquatic monsters and therefore couldn't leave the water. That effect still appears occasionally, but is much rarer now, partly because designers have decided it's less fun to have creatures with such severe restrictions on attacking and partly because the idea that lands actually represent physical terrain on which creatures are fighting [[Voodoo Shark|raises more questions than it answers]].
** Creature types have come and gone and been standardized several times. At the moment, humans are the [[Jack of All Stats]]: represented more or less equally in all colors but with no Human-specific racial bonuses. Most colors have one "weenie" race (Elves for green, goblins for red, for example) full of small, cheap, quick and/or utility creatures, one "large flier" race (Dragons for red, demons for black, angels for white), and a few other creature types that are much more common in one or two colors than the rest. The thing is, this leaves many creature types from fantasy stories or previous Magic sets unused just because that design space is already taken. Orcs, for example, appeared in early sets, but they eventually fell into the niche of "like goblins, just a little taller" and stopped being used soon after that. Merfolk didn't appear for a long time for the same reason that sea monsters' inherent weakness was dropped, but as soon as designers figured out that they could be bipedal - sort of like [[Fish People]] but not as ugly - they were brought back.
Line 81 ⟶ 82:
* [[Ditto Fighter]]: A standard ability for the Shapeshifter creature type.
* [[Early Installment Weirdness]]: ''Alpha'' and the first few expansions contained...
** ...some truly bizarre mechanics that either weren't followed up upon or were dropped early. Examples include [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=603 flipping cards over in the air], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=813 dividing creatures into two different groups that can't ever meet], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=980 subgames] and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1147 playing for ante].
** ...cards with effects which are now considered uncharacteristic of their color, such as [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108812 blue direct damage] and [http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=957 red damage prevention].
** ...issues with balance; cards tended to be either [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=692 insanely powerful] or [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1345 extremely weak].
** ...[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202586 rather informal wording] which seems strange when contrasted with modern cards.
** ...cards based on [[Public Domain Characters]] and stories, with flavour text quoting things like [[The Bible (Literature)|The Bible]] or [[William Shakespeare]] plays, as opposed to creating an original story and basing the cards around that. Even the first expansion was based entirely off of characters and themes from ''[[Arabian Nights (Literature)|Arabian Nights]]''.
* [[Elemental Rock -Paper -Scissors]]: The Color Wheel is probably the most well-known non-traditional version in gaming.
* [[Equivalent Exchange]]: A key part of the game, every spell you cast or ability you activate has some sort of exchange going on. Even the most simple of cards require you to generate mana and fill precious deck slots with the given cards to work. Some more elaborate spells ask for more tangible costs such as [[Cast Fromfrom Hit Points|life payments]], discarding cards, or sacrificing permanents. Most of the game's problems have come from cards doing far more in return for what you paid for them...
* [[EverythingsEverything's Better Withwith Chickens]]: ''Unglued'' had a lot of fun with chickens, which would be out of place in any normal expansion.
* [[EverythingsEverything's Better Withwith Penguins]]: ''Unhinged'' brings us the rather unusual [https://web.archive.org/web/20081002013213/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=73956 Curse of the Fire Penguin], which turns a creature into a penguin. And it's contagious.
* [[Everythings Nuttier With Squirrels]]: According to Mark Rosewater, the game has squirrels because [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr30 the designers thought they were cool].
* [[EverythingsEverything's Squishier Withwith Cephalopods]]:
** When the folks in charge got tired of Merfolk, they decided to try replacing them with the Cephalid squid-folk for a while in the ''Odyssey'' block. Squids are cool, right?
** [http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/mm/60 Mark Rosewater's description] of the origin of [http://magiccards.info/zen/en/53.html Lorthos, the Tidemaker] (the legendary Octopus from ''Zendikar'') fits the trope quite well.
* [[Evil Plan]]: The casual format "Archenemy" has one player as the, well, [[Evil Overlord|Archenemy]] who sets [[Evil Plan|Schemes]] in motion, against a coalition of players.
* [[Exactly What It Says Onon the Tin]]: the enchantment cards [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Fear Fear], [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Lifelink Lifelink] and [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Vigilance Vigilance] give the enchanted creature the abilities ''Fear'', ''Lifelink'', and ''Vigilance'' respectively.
* [[Expansion Pack]]: In a sense; each set is an expansion to the ever-widening game, though each block can be played independently as well.
* [[Fan Nickname]]: [[Lampshaded]]. [https://web.archive.org/web/20090511071338/http://ww2.wizards.com/gathererGatherer/CardDetails.aspx?name=Morphling Morphling] earned the nickname "Superman" for its high power level at the time. So when the designers made an enchantment that could give Morhpling's abilities to any of your creatures, they called it [https://web.archive.org/web/20090218201351/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=43581 Pemmin's Aura]--an [[Significant Anagram|anagram]] for "I am Superman."
* [[Fan -Speak]]: Magic players have created an extensive vocabulary of slang terms and technical jargon. [[Useful Notes/Magic: theThe Gathering/Useful Notes|This]] Useful Notes pages has some examples.
* [[Fastball Special]]: [http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=191094&type=card Stone Giant], among others, can be tapped to hurl a creature into the air to attack your opponent directly or block an enemy flyer. This is generally not a survivable experience for the creature.
* [[Fate Worse Than Death]]: Exiling or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19789 locking down] a creature against a [[Death Is Cheap|reanimation]] deck or (lock down only) commander in EDH.
* [[Field Power Effect]]: Various spells that boost and debuff creatures.
* [[Flavor Text]]: Famous for it.
Line 108 ⟶ 110:
** From the ''Fifth Dawn'' set comes the four Stations (Blasting Station, Grinding Station, Salvaging Station, and Welding Station), which can deal infinite damage when you have them all in play. According to Magic's R&D, it was the first "I win" combo they ever made intentionally.
* [[Gambit Pileup]]: Due to the nature of the stack, players can find themselves fighting a mini battle in which they're undoing each other's move, for example:
{{quote| '''Player 1:''' Shock on Player 2's Merfolk Looter.<br />
'''Player 2:''' Unsummon on Player 2's Merfolk Looter.<br />
'''Player 1:''' Counterspell on Player 2's Unsummon.<br />
'''Player 2:''' Counterspell on Player 1's Shock.<br />
'''Player 1:''' Counterspell on Player 2's Counterspell. }}
:: And so on. If they do this by piling the cards onto each other (or playing online), then the trope is being played literally.
* [[Gambling Game]]:
** Originally, the official default way of playing the game was called Ante: At the start of the game players would put a random card from their deck on the table, and the winner of the game would keep the ante cards. There are a handful of cards that interact with the Ante mechanic, and must be removed from the deck prior to playing a non-Ante game. Ante proved wildly unpopular, resulting in non-Ante becoming the official default playstyle; WotC stopped printing Ante Cards, and Ante format Sanctioned Events are not allowed. Even so, official Ante rules do exist as of September 24, 2021: "each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone."
** The tourney-exclusive format Grandmaster plays a starter deck trimmed from 60 cards down to 40 cards. Grandmaster tourneys were run with an 8-player bracket: the winner of a match obtains their opponent's deck - which can be used to improve or rebuild their own during the rest of the tournament - and after the first match, the remaining players would have a 60 card minimum. The winner of the tourney gets to keep all the cards they won.
** Mini Masters was initially a variant of Grandmaster, and carried over the same card-claiming rules in its earliest incarnations.
* [[Game Breaker]]: <!-- NOTE TO EDITORS: Yes, there is a separate page for GameBreaker/MagicTheGathering, but please DON'T link to it here, as the examples on it are subjective. You can find it linked on the YMMV subpage. The section on this page is for IN-UNIVERSE and PLAYED WITH examples only. -->
** [[Lampshaded]] on [http://magiccards.info/tr/en/36.html Deep Analysis], whose art depicts the famously powerful (in its heyday) [http://magiccards.info/ud/en/134.html Masticore] with the flavor text "The specimen seems to be broken."
Line 119 ⟶ 125:
* [[Gameplay and Story Segregation]]:
** Early sets tried to avert this to a degree with mechanics such as islandhome, which stopped sea-based creatures from attacking opponents who don't control an island, and causing them to cease to exist if their controller controls no islands. This was a rather clumsy and unpopular solution, and R's current policy is to ignore moments of [[Fridge Logic]] in favour of gameplay. (After all, [[A Wizard Did It|you are a wizard!]])
** Another common example are Equipments, a subtype of Artifacts that can be, well, [[Exactly What It Says Onon the Tin|equipped]] to your creatures. Often it works well, almost as often it results in humongous axes being wielded by a little bird, or magical armor being worn by a ''tree''. Indeed, under certain circumstances you can end up putting cranial plating on a mountain.
* [[Glass Cannon]]:
** Many combo decks, as well as many linearly-focused decks like the Affinity deck of the ''Mirrodin'' era, are incredibly powerful if the opponent has no way to interact with them, but vulnerable to being completely shut down by a single "hoser" card that can disrupt them in the proper way.
Line 129 ⟶ 135:
** A less "meta" example is the Orzhov guild from ''Ravnica'' block, whose primary strategy is to gradually "bleed" the opponent by combining lifegain effects with repeatable incremental damage.
* [[Griefer]]: The ''New Phyrexia'' expansion was [[Intentional Trope|intentionally designed with Griefing in mind]], and contains many cards that are intended to make your opponent feel bad. For example, [http://magiccards.info/nph/en/23.html Shattered Angel] takes something they normally feel happy about (getting more mana) and makes them feel bad about it (by making you gain life every time they play a land); there's a similar dynamic with cards like [http://magiccards.info/mbs/en/21.html Consecrated Sphinx], [http://magiccards.info/nph/en/25.html Suture Priest], [http://magiccards.info/nph/en/87.html Invader Parasite], and so on.<br /><br />And while most sets have spells that kill or disable your opponent's stuff, in ''New Phyrexia'' they have added effects that rub your victory in their face, as with [http://magiccards.info/nph/en/40.html Numbing Dose], [http://magiccards.info/nph/en/99.html Victorious Destruction], [http://magiccards.info/nph/en/43.html Psychic Barrier], [http://magiccards.info/nph/en/110.html Glissa's Scorn], [http://magiccards.info/nph/en/58.html Enslave], [http://magiccards.info/nph/en/41.html Phyrexian Ingester], etc.<br /><br />Or, as development team member Tom LaPille [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/ld/140 puts it]:
{{quote| Our vision of ''New Phyrexia'' -- as created by Aaron Forsythe and Ken Nagle, the two players in R&D with the strongest griefing tendencies -- is one of all-upside [[Griefer|griefing]] that leaves your opponent not knowing what they're supposed to do and feeling a little bit violated. Phyrexia doesn't destroy all the creatures on the battlefield; it destroys all the creatures on the battlefield and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name{{=}}Life<!-- 27s20Finale%27s%20Finale rips some out of your library to boot]]. Phyrexia doesn't just exile a permanent. It [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name{{=}}Exclusion%20Ritual disallows the opponent from casting every other copy]]. -->}}
* [[History Repeats]]: Literal example in the ''Time Spiral'' block, which brought back lots of old cards and themes as part of its "time" gimmick.
* [[Hit Points]]: 20 for each player to start, though it can get very low, very high, and some cards even let the player [[Determinator|keep going]] [[Only Mostly Dead|with 0 or less]]. Creatures also have these (in the form of toughness), but theirs reset each turn as long as they take less-than-fatal damage. Planeswalkers have Loyalty points which work a lot like the player's hit points.
* [[Hive Mind]]:
** The sliver race. Slivers don't just have Haste, their abilities generally read like "All Slivers have Haste"; there is at least one sliver for every ability with a name and even some slivers with no ability, they just exploit others'. Naturally there was also the [[Hive Queen|Sliver]] [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5233 Queen], to which succeeded the [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45166 Sliver Overlord], to which succeeded the [[Hive Mind]] itself, [https://web.archive.org/web/20090519073631/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=136146 with its newfound consciousness].
** The Selesnya Conclave apparently also has a weak Hive Mind of some sorts. Hinted at by the Convoke mechanic.
* [[Homage]]:
** The subjects of the [http://magiccards.info/od/en/157.html Repentant Vampire] and [http://magiccards.info/od/en/23.html Gallantry] cards from ''Odyssey'' are ''[[Angel (TV)|Angel]]'' and ''[[Buffy the Vampire Slayer (TV)|Buffy the Vampire Slayer]]'', respectively.
** [http://magiccards.info/tp/en/97.html Time Warp] has the flavor text "[[Rocky Horror Picture Show|Let's do it again!]]"
* [[I'm a Humanitarian]]:
** [http://magiccards.info/isd/en/125.html Village Cannibals], a Human creature which gets a +1/+1 counter when another Human creature dies, "eating" their corpse.
** [http://magiccards.info/ex/en/75.html Spike Cannibal], which eats all the other Spikes when it enters the battlefield.
* [[In Memoriam]]: The ''Planar Chaos'' card [http://magiccards.info/pc/en/140.html Timbermare] [https://web.archive.org/web/20110611031214/http://www.starcitygames.com/php/news/article/13483.html was designed in honor of the memory of Marilyn "Mare" Wakefield], wife of pro player Jamie Wakefield (who was well-known for playing green stompy decks that used cards like Timbermare). Marilyn loved horses.
* [[Instant Awesome, Just Add Dragons]]: One of the unwritten rules of ''Magic'' expansions is that there ''must'' be dragons in every set. Even in ''Ravnica'', where dragons are extinct, there's dragons anyway. Why? Because dragons are awesome.
* [[Instant Awesome, Just Add Ninja]]: Pretty much as soon it was decided that the ''Kamigawa'' block would be based on medieval Japan, ninjas inevitably snuck in (and went on to be one of the most popular aspects of the set in which they appeared). The longer version of the story is [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr158 here].
* [[Instant Win Condition]]: While there's plenty of combos and such that can win in one good punch, there's a fair amount of individual cards that provide you with alternate win conditions:
** [http://magiccards.info/od/en/182.html Winning ten coin flips]
Line 161 ⟶ 167:
** [http://magiccards.info/ia/en/283.html Flipping a coin to decide the winner of the game]
** [http://magiccards.info/uh/en/41.html Learning the alphabet]
* [[Intentionally Awkward Title]]: The name of the game itself. You can either call it "Magic" (and risk confusion) or "Magic: The Gathering" (which is harder to say). The reason it's called "The Gathering" is because this was the planning name for the old ''Alpha/Beta/Unlimited'' sets. Richard had planned sequels named "Magic: Ice Age" (which was eventually released as ''Ice Age'' block) and "Magic: Menagerie" (which was released as ''Mirage'' block). However, the game was so popular that the company demanded an expansion pack much earlier than expected, resulting in ''Arabian Nights'' and, eventually, the "sets" we know and love today; however, the requirement that every card have identical back sides means that we're still stuck with "Magic: The Gathering" as the full name. ([[They Changed It, Now It Sucks|Not to mention a million angry fans would descend upon Wizards' offices in hordes if they ever changed it.]])
* [[Interface Screw]]: The preview of the [http://wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/396 Rise of the Eldrazi] set did this to your browser!
* [[Joke Character]]: Variation: each block typically contains at least one entirely awful card, deliberately put there just for the people who love to try and make it work. The game is such that they usually can.
* [[Junk Rare]]: There are a lot of these, usually [[They Plotted a Perfectly Good Waste|on purpose]]. Mark Rosewater, the head designer, wrote a lengthy [[Justified Trope|justification]] of the practice titled [https://web.archive.org/web/20090602111149/http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr9%2Fdaily%2Fmr9 "Rare, but Well Done"], in which he discusses in great detail why this trope exists.
* [[A Kind of One]]: It was common in the game's early days for creatures to have unique creature types based on their names, leading to types like "Aladdin" or "Uncle Istvan". Most of them are now defunct, but a couple of these odd one-of types had the honor of later being upgraded into their own races: notably, Atog and Lhurgoyf. Some just stayed as one-ofs, like the solitary Brushwagg.
* [[Kingmaker Scenario]]: Frequently crops up in multiplayer games when [[Alice and Bob|Bob]]'s position is too weak to win the game, but strong enough to pick a side and swing the game in favor of either [[Alice and Bob|Alice]] or [[Alice and Bob|Carl]] at his whim.
Line 173 ⟶ 179:
** Giant Spider was crowned the winner of the long-running "Core Set Survivor". As of ''Magic 2012'', it's [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/718 the one card that's been in every single core set] since ''Alpha''. Its flavor text for the printing that sealed the deal:
{{quote|''"The wild is always changing, but it does have a few constants."''|''Garruk Wildspeaker''}}
* [[Laser -Guided Amnesia]]:
** [http://magiccards.info/wwk/en/31.html Jace, the Mind Sculptor]'s ultimate ability wipes the target's mind clean by deleting their entire library and temporarily blocking access to their hand.
** Cards like [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233041 Surgical Extraction] and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=215103 Memoricide]. The latter allows you to name a card and exile all of your opponent's copies of that card--out of their hand, graveyard, and library. The former allows you to do the same with a card already in that player's graveyard.
Line 182 ⟶ 188:
** Cards from the silly, silver-bordered sets ''Unglued'' and ''Unhinged'' aren't tournament-legal, but can be surprisingly effective at the kitchen table.
* [[Living Weapon]]:
** [[http://magiccards.info/query?q=o<!-- 3A22living%3A%22living+weapon%22&v=card&s=cname The "Living Weapon" mechanic.]] -->
** [http://magiccards.info/5dn/en/119.html Ensouled Scimitar] and [http://magiccards.info/an/en/75.html Dancing Scimitar]
* [[Loads and Loads of Loading]]:
Line 191 ⟶ 197:
** Some cards really, really stretch the limit of readability with complicated one-off abilities. Like [http://magiccards.info/4e/en/243.html Tempest Efreet] and [http://magiccards.info/ia/en/296.html Ice Cauldron].
** The game rules themselves. The Comprehensive Rulebook is available for download from Wizards of the Coast in PDF form. The document is 185 pages long and grows a little with each new set released.
** The infamous Mindslaver card created a whole new section of the rulebook dictating how to handle taking control of your opponent's turn. To date only it and Sorin Markov uses said rules (and neither are very expensive cards).
* [[Lost in Translation]]:
** The Japanese version of Yawgmoth's Agenda was mistakenly translated as Yawgmoth's Day Planner.
Line 197 ⟶ 203:
** The Spanish version of the M11 card Disentomb mistranslated "Return target creature card from a graveyard to your hand" as "Return target creature card from your graveyard to ''play''". ''That'' would make the card significantly ''better''.
** The Portuguese version of Stoic Rebuttal does... well, ''nothing''. Stoic Rebuttal a simple counter spell that costs 1 less mana to cast if you have 3 or more Artifacts. Too bad when they translated it, they forgot the whole "counter a spell" part. Ooops.
* [[Luckily, My Shield Will Protect Me]]:
** [http://magiccards.info/ds/en/139.html Shield of Kaldra] is the big daddy, an indestructible shield that makes the bearer indestructible as well. Lesser shields and shield-wielders include [http://magiccards.info/arb/en/11.html Shield of the Righteous], [http://magiccards.info/som/en/136.html Accorder's Shield], [http://magiccards.info/mt/en/4.html Burrenton Shield-Bearers], [http://magiccards.info/di/en/12.html Haazda Shield Mate], and [http://magiccards.info/roe/en/46.html Stalwart Shield-Bearers].
** Inverted with [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83730 Pariah's Shield], which magically draws all attacks to its bearer.
* [[Luck Manipulation Mechanic]]:
** [http://magiccards.info/mi/en/190.html Krark's Thumb] and [http://magiccards.info/ug/en/43.html Goblin Bookie], allow you to re-flip a coin if you lose the flip.
** Rearranging the top few cards of your library is a staple ability that appears most commonly on blue cards (like [http://magiccards.info/m10/en/69.html Sage Owl]). Related abilities include [http://magiccards.info/query?q=o%3Ascry&v=card&s=cname Scry], [http://magiccards.info/query?q=o%3Afateseal&v=card&s=cname Fateseal], and [[http://magiccards.info/query?q=o%3Aclash+<!-- 28e3Amt%28e%3Amt%2Fen+or+e%3Alw%2Fen%29&v=card&s=cname Clash]]. -->
* [[Luke Nounverber]]: A common naming convention.
* [[Playing Withwith Fire]]: A large portion of Red, described in detail throughout this page. Also, [http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=109752 Jaya Ballard] and her pupil, the lesser planeswalker [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205958 Chandra Nalaar].
* [[Let's Mock the Monsters|Let's Mock Our Own Monsters]] every un-set.
* [[Loophole Abuse]]:
Line 214 ⟶ 220:
** It's possible to attack your opponent's lands, denying them their mana.
** The "Mana burn" mechanic that left the game with the Magic 2010 rules changes is, ironically, not an example.
* [[Mana Drain]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1491 Mana Drain], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3903 Drain Power], and [https://web.archive.org/web/20071103211232/http://ww2.wizards.com/gatherer/CardDetails.aspx?id=25567 Mana Short], among others.
* [[Man -Eating Plant]]: [http://magiccards.info/dk/en/38.html Carnivorous Plant]
* [[Mega Manning]]:
** Several shapeshifters can copy the abilities of defeated foes; [http://magiccards.info/rav/en/202.html Dimir Doppelganger] and [http://magiccards.info/lw/en/105.html Cairn Wanderer], for example.
** [http://magiccards.info/di/en/110.html Experiment Kraj] copies all the abilities of creatures that have +1/+1 counters on them.
* [[Metamorphosis]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226755 Delver of Secrets/Insectile Aberration]. Starts as a human scientist, morphs into [[Exactly What It Says Onon the Tin|an insectile aberration]]. According to [[Word of God]], it was inspired by ''[[The Fly]]''.
* [[Metagame]]: Probably the best-known instance; decks that dominate one tournament can get curbstomped in the next due to metagame changes.
* [[Mook Maker]]: A staple effect. Examples included but are ''definitely'' not limited to: [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Breeding%20Pit Breeding Pit], [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Kjeldoran%20Outpost Kjeldoran Outpost], [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Thallid Thallid], [http://gatherer.wizards.com/Pages/Card/Details.aspx?name=The%20Hive The Hive], [http://magiccards.info/on/en/309.html Riptide Replicator], ''[http://magiccards.info/ts/en/263.html Sarpadian Empires, Vol. VII]'', [http://magiccards.info/mbs/en/117.html Myr Turbine], and many, many more.
* [[Multiple Demographic Appeal]]: The minds behind Magic R&D have actually created three psychographic profiles -- "Johnny", "Timmy", and "Spike" -- representing three different demographics for the game. See [https://web.archive.org/web/20080925103817/http://www.wizards.com/Magicmagic/Magazinemagazine/Articlearticle.aspx?x=mtgcom/daily/mr220%2Fdaily%2Fmr220 Timmy, Johnny and Spike Revisited]. Simply put: Timmies love to play cool cards, Johnnies love to design cool decks, and Spikes love to win. Since then, the flavor gurus created two more profiles -- "Vorthos", who likes the flavor aspect of a card, and "Melvin", who likes the mechanical aspect of a card.
* [[My Defense Need Not Protect Me Forever]]: It's common for slower strategies to establish defenses in the early game just to buy time to reach the later stages.
* [[No Ontological Inertia]]: If you are playing in a multiplayer game and you die, all the cards you own disappear from the game. This is primarily so that you don't have to stick around until the end of the game just to get back the enchantment you put on somebody else's creature.
* [[Non -Elemental]]:
** Artifacts, with a few exceptions, are colorless.
** Eldrazi. Again. Is there any trope they don't fall under?
* [[Not the Intended Use]]: Rampant. Unsummoning your own creatures, countering your own cards to reduce hand size, using a [http://magiccards.info/query?q=War+Barge&v=card&s=cname War Barge] on your opponents' creatures and then destroying the barge to kill the creatures, ripping up your [http://magiccards.info/query?q=Chaos+Orb&v=card&s=cname Chaos Orb] before you activate it...
* [[Not Using the Z Word|Not Using The D Word]]: References to demons were removed after a few [[Moral Guardian|Moral Guardians]] complained; this carried on for a while with cards being called "horror" or "beast," before demons started appearing again. This is why the ''Unglued'' card "Infernal Spawn of Evil" has the text "summon <s>demon</s> beast" and vice versa for the ''Unhinged'' card "Infernal Spawn of Infernal Spawn of Evil."
* [[Oddly -Named Sequel 2: Electric Boogaloo]]:
** The ''Portal'' expansion was followed by ''Portal Second Age'' and ''Portal: Three Kingdoms''.
** Head Designer Mark Rosewater has a little fun with it [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/106 here], with a fake announcement for ''Homelands 2: Grandmother's Return''. He also laments that his suggestion for ''Portal 2: Electric Boogaloo'' was rejected.
Line 237 ⟶ 243:
* [[Portmanteau]]: Seen occasionally in card names like "Blightning" and "Deadapult".
* [[Power At a Price]]: A major theme for Black. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207891 Phyrexian Negator], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201129 Cosmic Horror], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189885 Xathrid Demon]...one commentator [http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=207891 here] describes the entire Suicide Black ethos as "tearing off your own arm so you can beat your opponent over the head with it."
* [[Power Creep]]: Of a sort. Creatures started rather poorly and rose in power and usefulness over time (compare Alpha's [http://magiccards.info/al/en/103.html Force of Nature] to Zendikar's [http://magiccards.info/zen/en/187.html Terra Stomper], both 8/8 green creatures), while some early spells were considered too powerful and weaker versions were released to replace them ([http://magiccards.info/al/en/55.html Counterspell] vs. [http://magiccards.info/m12/en/47.html Cancel]). Cards that experience either are often considered "[https://web.archive.org/web/20140216103446/http://wiki.mtgsalvation.com/article/Strictly_better strictly better/worse]".
* [[Powers Asas Programs]]: Creature enchantments are this. As are equipment; yes, it's possible for a bird to carry three swords, a shield, and armor clearly designed with humans in mind. Could they be [[Morph Weapon|Morph Weapons]]? It sounds like something [[A Wizard Did It|a Planeswalker could do]], but we might never know.
* [[Power Equals Rarity]]: An interesting case. Although many rares are more powerful than their common or uncommon counterparts, powerful cards are not exclusively rare. Additionally, rarity is used to balance Limited formats (in which players build decks out of a random or semi-random pool of cards). And this is only scratching the surface--whole essays can ([https://web.archive.org/web/20090602111149/http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr9%2Fdaily%2Fmr9 and have]) been written on the guidelines the designers use to determine rarity.
* [[Practical Taunt]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39890 Taunting Elf] causes all of the defending opponent's creatures to block it when it attacks.
* [[Quad Damage]]:
Line 246 ⟶ 252:
* [[The Power of Friendship]]: The aptly-named Ally creature mechanic, which benefits from the presence of other Allies.
* [[Random Effect Spell]]:
** ''[[Magic: theThe Gathering]] Online'''s "Vanguard" has several Vanguard avatars which pull random effects like these. Most prominently, Momir Vig allows you to pay X mana to make a copy of a random creature that also costs X mana, spawning an entire alternative format called Momir Basic, where players build a deck using only mana sources and a Momir Vig avatar and battle with randomized creatures from all over ''Magic''. Jhoira of the Ghitu has a similar effect for instants and sorceries; likewise with Stonehewer Giant and equipment.
** The [http://magiccards.info/query?q=o%3Acascade+e%3Aarb&v=card&s=cname Cascade] ability from the ''Alara Reborn'' expansion allows you to cast a random spell from your deck for free. There are [http://tinyurl.com/4xzj6eh a variety of spells with similar randomizing effects.]
** [http://magiccards.info/ug/en/45.html Strategy, Schmategy] has you roll a six-sided die to determine which of five totally unrelated abilities you'll get when you cast it. To up the ante, one of the options is "Roll the die two more times."
* [[Rated Mfor"M" for Manly]]: They tried to do this by kicking [http://www.rebeccaguay.com/ Rebecca Guay], one of the artists who draws the portraits for the cards, because her art was "too girly". After widespread criticism from fans, they reinstated her. This was lampshaded in the ''Unhinged'' joke set with the cards "[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Persecute%20Artist Persecute Artist]" and "[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Little%20Girl Little Girl]".
* [[Recursive Acronym]]: K.O.T.H. for "Koth of the Hammer."
* [[Redshirt Army]]:
Line 263 ⟶ 269:
* [[Rule of Cool]]:
** Both Johnnies and Timmies will play cards just because they do something cool, though for different reasons.
** Also sometimes used to justify breaking the rules of card design. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Form<!-- 20of20the%20of%20the%20Dragon Form of the Dragon]] does a lot of things that, in terms of game mechanics, red spells don't normally do. It's okay, though, because the card TURNS YOU INTO A DRAGON! -->
** [http://www.wizards.com/magic/Magazine/Article.aspx?x=mtgcom/daily/jm38 This quote] regarding [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=143024 Dragon Roost] sums things up:
{{quote| "Is there a downside?" <br />
"It's pretty expensive." <br />
"Who cares? You're making DRAGONS!" }}
* [[Sadistic Choice]]:
Line 273 ⟶ 279:
** [http://magiccards.info/rav/en/217.html Perplex]: if you want to keep your spell, you'll have to discard your hand...
** Effects that cause your opponents to sacrifice a creature (Or any permanent, really). One of them must die...make your choice.
** Played with in the card It That Betrays, which possesses an ability that forces your opponent to sacrifice two permanents whenever it attacks. While this is true of all Eldrazi, It That Betrays resurrects said permanents under your control. Now not only do they choose who they have to let go of, but also watch as it's reborn into your service.
** A number of schemes in Archenemy allow the villain to offer an opponent a choice between "you take a ''big'' effect" and "each of your allies takes a ''smaller'' effect.
** There are a few blue cards, such as [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247186 Fact or Fiction] and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194971 Gifts Ungiven], that invert this to an extent--instead of forcing your opponent to choose what they want to lose, it forces them to choose which of a selection of cards they want you to gain.
** Even before New Phyrexia, the Mirrans had Painful Quandary, which, every time an opponent casts a spell, requires he either discard a card or lose five life. Remember, that's a quarter of your starting life.
** This is the basis of the "Owling Mine" deck type. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247316 Howling Mine] makes them draw an extra card while [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88799 Ebony Owl Netsuke] damages them for having too many cards in their hand. This forces opponents to either effectively waste cards or take damage. The deck was once popular enough people would actually sideboard [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88817 One With Nothing], a card which had no purpose but to discard your hand.
* [[Samurai]]: Seen in the ''Kamigawa'' block.
* [[Scunthorpe Problem]]: The problem with Assault Strobe and Cumulative upkeep on the Gatherer site. Yes, they're going that far.
* [[Serious Business]]: [[Tournament Play]]. This makes sense, because Wizards of the Coast provides some ''serious'' prize support. A single tournament can net the winner upwards of $40,000, and they've given away over $25 million in total cash prizes since they started running major tournaments. Several players have lifetime winnings in excess of $100,000, and that doesn't count minor tournaments or free plane trips to exotic foreign locales (though admittedly, you're there to play Magic, so perhaps "dreary foreign convention centre floors" would be more accurate). Of course, this trope often appears in full force even when there isn't a pile of cash at stake.
* [[Serial Escalation]]:
** Early expansions made a game of one-upping each other, with every other expansion introducing a new "largest creature in the game." First there was the 8/8 [http://magiccards.info/al/en/103.html Force of Nature] in ''Alpha'', then the 9/9 [http://magiccards.info/aq/en/11.html Colossus of Sardia] in ''Antiquities'', then the 10/10 [http://magiccards.info/dk/en/29.html Leviathan] in ''The Dark'', then ''Ice Age''{{'}}s 11/11 [http://magiccards.info/ia/en/89.html Polar Kraken], and finally the 12/12 [http://magiccards.info/mr/en/280.html Phyrexian Dreadnought] in ''Mirage''. The process was spoofed in ''Unglued''{{'}}s [http://magiccards.info/ug/en/28.html B.F.M. (Big Furry Monster)], a 99/99 creature so big that he takes up two cards and wears "[[Continuity Nod|krakens and dreadnoughts for jewelry]]", and it was nostalgically revisited in ''Coldsnap'', which introduced [http://magiccards.info/cs/en/37.html Jokulmorder], a 12/12, as a nod to the set's gimmick of supposedly predating ''Mirage''. <br /><br />It didn't stop there. In ''Legions'' there was the 13/13 [http://magiccards.info/le/en/130.html Krosan Cloudscraper], followed by the 9/14 [http://magiccards.info/rav/en/191.html Autochthon Wurm] in ''Ravnica'', and finally the 15/15[http://magiccards.info/roe/en/4.html Emrakul, The Aeons Torn] in ''Rise of the Eldrazi''.
*** It didn't stop there. In ''Legions'' there was the 13/13 [http://magiccards.info/le/en/130.html Krosan Cloudscraper], followed by the 9/14 [http://magiccards.info/rav/en/191.html Autochthon Wurm] in ''Ravnica'', and finally the 15/15 [http://magiccards.info/roe/en/4.html Emrakul, The Aeons Torn] in ''Rise of the Eldrazi''.
** ''Unglued'' had cards with both [http://magiccards.info/ug/en/53.html the longest] and [http://magiccards.info/ug/en/36.html the shortest] names in the game at that time. Not to be outdone, ''Unhinged'' introduced [http://magiccards.info/uh/en/107.html a card whose name is so long it wraps completely around all four sides of the card] and [http://magiccards.info/uh/en/23.html a card with no name at all].
** ''Unglued'' also contained the card(s) with the largest mana cost, the aforementioned [http://magiccards.info/ug/en/28.html B.F.M.], whose 15 black mana symbols stretched across the entire top line of the card. Once again, ''Unhinged'' decided to top it with [http://magiccards.info/uh/en/121.html Gleemax], a card which costs 1,000,000 mana. Yes, that's one million mana. I hope you brought your [http://magiccards.info/uh/en/124.html Mox Lotus].
* [[Set Bonus]]: The "Urzatron", the Kaldra equipment cycle, and quite a few others.
* [[She Cleans Up Nicely]]: [http://steveargyle.deviantart.com/gallery/#/d2xtmfi Chandra] manages to be quite lovely when she's not covered in a 3-inch layer of ash.
* [[Shout -Out]]:
** The Time Spiral set consisted entirely of cards that referenced other cards printed earlier. For an comprehensive list to [[Reference Overdosed|(most of?) the call-backs]] check: [https://web.archive.org/web/20120717024008/http://wiki.mtgsalvation.com/article/Time_Spiral/Trivia Here], [https://web.archive.org/web/20130509010729/http://wiki.mtgsalvation.com/article/Planar_Chaos/Trivia here] and [https://web.archive.org/web/20120716142440/http://wiki.mtgsalvation.com/article/Future_Sight/Trivia here].
** Nevinyrral's Disk is a direct reference to the "Warlock's Wheel" from [[Larry Niven]]'s ''[[The Magic Goes Away (Literaturenovel)|The Magic Goes Away]]'' series.
** The unreleased ''Unglued 2'' set was slated to contain a card called [[Jeopardy (TV)!|"Jeopardy"]], with [http://media.wizards.com/images/magic/daily/arcana/658_jeopardy.jpg this art].
** The flavor text of the ''Tempest'' card [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4737 Time Warp] is "[[The Rocky Horror Picture Show|Let's do it again!]]"
** The card [http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=220378 Creepy Doll] is, by admission of [[Word of God|MaRo]], a reference to the [[Jonathan Coulton]] song of the same name.
** [http://magiccards.info/isd/en/184.html Grave Bramble] was inspired by [[Plants vs. Zombies]]. Its playtest name was "Tall-Nut."
* [[Spell My Name Withwith a Blank]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74252 _____]
* [[Strategy Guide]]: Very common online; as the game constantly changes, it's essential for even the most basic [[Tournament Play]].
* [[Strategy Schmategy]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9784 This card] is the [[Trope Namer]].
Line 300 ⟶ 308:
** The Eye of Ugin acts as this for the Eldrazi.
** A variety of minor artifacts like [http://magiccards.info/5dn/en/157.html Summoner's Egg] and [http://magiccards.info/ul/en/130.html Quicksilver Amulet] fill this role.
* [[Switch -Out Move]]:
** The "Ninjutsu" mechanic, which lets you swap one attacker for another, mid-combat.
** [http://magiccards.info/gp/en/22.html AEtherplasm] does this whenever it blocks.
Line 311 ⟶ 319:
* [[There Is No Kill Like Overkill]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=134740 Shivan Meteor] is a prime example.
* [[Too Awesome to Use]]: The very first edition included the ante system, which allowed the winner of the match to ''take some of the loser's cards''. This made players very reluctant to add very rare, powerful cards to a deck.
* [[Took a Level Inin Badass]]: [[http://magiccards.info/query?q=o<!-- 3A22flip%3A%22flip%22+%28e%3Asok%2Fen+or+e%3Abok%2Fen+or+e%3Achk%2Fen%29&s=cname&v=card&p=1 Flip cards]], [[http://www.magiccards.info/query?q=!Figure+of+Destiny Figure of Destiny]], and [[http://www.magiccards.info/query?q=o%3A%22level+up%22&v=card&s=cname leveler creatures]] turn it into a game mechanic. -->
* [[Tournament Play]]: Sponsored by the game's creators.
* [[Transformation Is a Free Action]]: The Morph capacity. Free in term of timing as it don't use the stack so one can't do anything to respond its use.
* [[The Un -Reveal]]: Mark Rosewater loves to do this. For example, he once replaced most of the words in a spoiler laden paragraph with [[SMURFINGSmurfing|the word "goblin"]].
{{quote| ''Goblin of the Goblins'' is going to be a goblin built around the Goblin goblins, all of which have no goblin and are goblin. For example, there are two Goblins at goblin, the goblin of which is 7/7. All of the Goblins have a new goblin called goblin. Goblins with goblin have a goblin; whenever a goblin with goblin goblins, the goblin goblin must goblin that many goblins. The Goblins are very goblin but there are goblins that can create 0/1 goblins called Goblin Goblin that can be goblin to goblin one goblin goblin to your goblin goblin and will help you be able to goblin the Goblins. In addition, the goblin has a new goblin called goblin goblin. You may spend goblin on goblin with goblin goblin to improve their goblins and goblins. This Limited goblin is much goblin than the one in ''Goblin''.}}
** This is what it actually says:
{{quote| ''Rise of the Eldrazi'' is going to be a set built around the Eldrazi creatures, all of which have no color and are giant. For example, there are two Eldrazi at common, the smaller of which is 7/7. All of the Eldrazi have a new keyword called annihilator. Creatures with annihilator have a number; whenever a creature with annihilator attacks, the defending player must sacrifice that many permanents. The Eldrazi are very expensive but there are cards that can create 0/1 tokens called Eldrazi Spawn that can be sacrificed to add one colorless mana to your mana pool and will help you be able to cast the Eldrazi. In addition, the set has a new ability called level up. You may spend mana on creatures with level up to improve their stats and abilities. This Limited environment is much slower than the one in ''Zendikar''.}}
* [[Urban Legend of Zelda]]:
** Throat Wolf, a creature that supposedly had "firstest strike". This was before cardlists were available...
** The guy who tore up his Chaos Orb, inspiring the ''Unglued'' card "Chaos Confetti."
* [[Uriah Gambit]]: Abyssal Persecutor prevents its controller from winning the game as long as it's in play, so you'd better have one of these planned.
* [[Video Game Stealing]]: A decent number of cards let you gain control of an opponent's cards, which includes being able to steal equipment their creatures are using. Bronze Tablet has this effect in the Microprose game (the only place it will see use in due to the legality of ante), allowing you to steal cards from the deck of opposing enemies and ''keep them after the duel''.
* [[What Kind of Lame Power Is Heart Anyway]]:
* [[We Have Reserves]]: A creature can only block one attacker at a time. If your numbers are overwhelming enough and your opponent weak enough you can win by attacking with all your creatures, even if most of them die in the process. This is especially true in token focused decks which specialize in overwhelming numbers.
* [[What Kind of Lame Power Is Heart, Anyway?]]:
** [http://magiccards.info/lg/en/118.html Shelkin Brownie]'s special ability is to remove the "Bands with other" ability from creatures. In the history of ''Magic'', there are ''two'' cards with the "Bands from other" ability: the 1/1 tokens created by [http://magiccards.info/lg/en/108.html Master of the Hunt], and the ''Unhinged'' card [http://magiccards.info/uh/en/106.html Old Fogey], which is illegal in every format and only has the ability as a joke (the only creatures he can band with, aside from creatures that have the regular Banding ability, are other copies of himself). Oh, plus a cycle of lands that are serious contenders for "Worst card in the game" and probably shouldn't count. Good old Shelkin Brownie, keeping the world safe from four-mana 1/1s and legendary lands that don't produce mana!
** The infamously bad card [http://magiccards.info/lg/en/186.html Great Wall] is an enchantment that stops creatures with the Plainswalk ability. At the time of its printing, this included exactly two cards, both of them craptastic: [http://magiccards.info/lg/en/203.html Righteous Avengers], a 3/1 for 5 mana with no other abilities; and [http://magiccards.info/ch/en/5.html Giant Slug], which could only gain Plainswalk by paying 5 mana a turn. Good thing we built that wall, right?
* [[Useless Item]]: Battle of Wits makes you win the game if you have 200 or more cards in your library. Most formats have no maximum on deck size, so it's difficult to pull off and predictable (since nothing else uses a deck that big) in most formats, but not useless. In formats like ''Commander'', which requires decks have exactly 100 cards, it's useless.
* [[When I Was Your Age]]: The Unhinged Parody set has [http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=74235 Old Fogey] and its accompanying flavor text.
** Two combos exist that could theoretically allow it to be played. Both amount to summoning nigh-infinite cards from outside the game, shuffling them all into your deck, then playing battle of wits. These have two problems 1: Having a nigh-infinite number of creatures on the battlefield pretty much wins the game anyways, especially as virtually all board wipes are banned in Commander. Shuffling them into your library then playing Battle of Wits is extraneous. 2: Commander's rules state limitations on pulling cards from outside the game have to be agreed upon by all players before the game starts, so you can only pull these off if all opponents let you.
{{quote| These kids today with their collector numbers and their newfangled tap symbol. Twenty [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=600 Black Lotuses] and 20 [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3871 Plague Rats]. Now that's real '''Magic'''.}}
* [[When I Was Your Age]]: The Unhinged Parody set has [http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid{{=}}74235 Old Fogey] and its accompanying flavor text.
{{quote| These kids today with their collector numbers and their newfangled tap symbol. Twenty [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid{{=}}600 Black Lotuses] and 20 [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid{{=}}3871 Plague Rats]. Now that's real '''Magic'''.}}
* [[Wooden Stake]]: [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226880 Wooden Stake].
* [[Xanatos Gambit]]:
Line 335 ⟶ 347:
** Various creatures have effects if they're blocked, punishing the blocking player. Of note is [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46080 Slith Strider], which has an ability that triggers when it's blocked, and one that triggers when it deals combat damage to a player.
** [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194256 Ichorclaw Myr]: Take the attack and gain a [[Nonstandard Game Over|poison counter]] (possibly more if it gets buffed), sacrifice a low-toughness creature to absorb the attack, or have a big beastie suffer a sizable, permanent power/toughness loss.
** [http://magiccards.info/query?q=!Phyrexian+Obliterator Phyrexian Obliterator cruelly employs this trope]. While its earlier counterpart, Phyrexian Negator, actually encouraged the opponent to deal damage to it so that the controller would have to sacrifice something, Obliterator turns that around and makes it so that whoever's responsible for the damage has to sacrifice permanents. It can be a pain for your opponent to get rid of without causing its ability to go off. Oh--it's also an undercosted trampler, so they'll have to block it and/or destroy it, or it'll destroy them in 4 turns flat.
* [[Yeah! Shot]]: Used in [http://www.wizards.com/mtg/images/daily/events/ptdka12/sat_304.jpg a photo] from the official coverage of Day 3 of the Pro Tour: Dark Ascension tournament; it's a group shot of the Top 8 all in mid-jump.
* [[Your Mind Makes It Real]]: The entire point of the Illusion tribe of creatures. They can kill other creatures and deal damage to players and planeswalkers just like any other creature, but if they are targeted by ''[[Weaksauce Weakness|anything]]'', [[Puff of Logic|they die.]] [citation needed]
* [[Zerg Rush]]:
** As mentioned above, aggro decks, especially "weenie" decks. Most (in)famous are Goblins (the Little Red Men), White Weenie (soldiers, knights, and birds of prey), and the ''Mirrodin'' block's Ravager Affinity (a rapid-fire Game-Breaker-laden deck which can inflict sudden death very rapidly on a good opening hand).
** [http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/deck/636 Kuldotha Red]. Capable of (potentially) producing as many as seven creatures in turn one.
** Single-card examples include [https://web.archive.org/web/20090504031744/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=83292 Swarm of Rats], among others.
** Saproling decks are based around generating absurd amounts of 1/1 tokens with relative ease; a [https://web.archive.org/web/20131022161620/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89116 Doubling Season]/[https://web.archive.org/web/20130203034953/http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174975 Mycoloth] combo and a sacrifice of five cratures will generate 40 1/1 tokens per round, each of which the player will gleefully sacrifice for a variety of benefits.
* [[Zombie Gait]]: Evoked with some of the ''Innistrad'' zombies. [http://magiccards.info/isd/en/97.html Diregraf Ghoul] is a good example--it comes into play tapped to represent its slow gait. M11's [http://magiccards.info/m11/en/115.html Rotting Legion] does the same thing.
 
{{reflist}}
[[Category:Magic the Gathering (Tabletop Game){{ROOTPAGENAME}}]]
[[Category:GameplaySplit TropesTrope Lists]]
[[Category:Magic The Gathering]]