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We Ranked EVERY Keyword of Magic: The Gathering
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- Опубликовано: 18 авг 2024
- Are trample & flying really so good? Why is storm so bad? We rank all 237 mechanics in magic.
Find Jamin's list here: bit.ly/44tDLqh
00:00 F Tier
08:32 D Tier
22:22 C Tier
32:28 B Tier
43:30 A Tier
54:47 S Tier
1:03:47 S+ Tier
_______________________________
!Opinions expressed in this video are those of the author/video creator and not necessarily Cardmarket.
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Find Jamin's list here: bit.ly/44tDLqh
Banding love? Anyone?
@@matteorossi1172what banding does is genuinely kind of cool in any creature heavy format, like limited. It's just not quite interesting enough to be worth the giant text box to get it to work in the rules. It's easier to explain what it does flavorfully than to cite the rules for it, minds like Chains of Mephistopheles
@@matteorossi1172 Banding is very cool for its ability to do things like preventing Trample damage
I also love that Wilds of Eldraine has a punch spell that has Banding's wording - "Any number of enchanted creatures you control and up to one other creature you control deal damage equal to their power to target creature you don't control."
@@abbygaleforcewind from now on, I will always play a Mishra's war machine in all of my commander decks
Islandhome is LEGIT. :D
Raid not only teaches you to attack, it also teaches you to play spells in the second main phase, a great mechanic in my opinion.
Said no blue player ever.
Ah, but what about a Dimir player? Things like Kaito Shizuki's +1. @@thomassynths
@@thomassynths as a person whose blue decks are all aggro decks gotta disagree.
@@thomassynths What is Merfolk?
@@Graatand Alex Trebek: This creature type is a disgrace to its original color.
Storm and Dredge are both S+ and F- at the same time.
they're s+ if I'm playing them, f- if you're playing them.
Strorm is better than dredge. It unlocks a unique playstyle. Graveyard decks exist minus dredge.
Dredge as a mechanic is kind of lame. There's no real way to balance self-milling mechanics because it end up feeling really sacky.
Storm, at least, is an easy S mechanic... Wizards just did a really bad job balancing it because they seemed not to take into account how quickly you can build mana and draw/search effects.
Storm is actually fun and flavorful, just overtuned. Wizards has done a lot to make storm a fun and balanced Izzet archetype with janky fun cards like Thousand Year storm, and also expanded it to other design space like ooze tokens with Aevee. That's completely different than dredge, which is just broken and completely wrecks the basic rules of the game. I mean, replacing every card drawn with multiple cards in the bin is such an absurd play patter that often means you don't even have to play lands.
Yeah giving Storm an F killed me taking this video seriously. It's an S+ mechanic in the right hands.
I like Fear because the creature can still be blocked by an artifact creature because robots can't feel fear.
would be nice if menace had this downside too for flavor reasons but i get why they didnt go that way
But fear sucked back in the day if you were a non black player. The artifact thing didn't matter so much it was your other friends who were at a disadvantage to the black player.
Day/Night is the best example of a cool mechanic that plays great on Arena and miserable in paper. It's like the shift to "bottom in a random order" over "any order" since that makes Arena move faster and can mess up playing in paper.
This is so true
I totally agree with Day/Night, but how does „any order“ mess up paper? Imo it makes the game fo faster in both digital and paper, because arranging the bottom of your library never matters and costs a lot of time.
@@djentleman37now I have to make sure to remember and take the time to randomize it, where before I would just put it down there in whatever order it happened to be in when I was done looking at it
I don't even think it's good on Arena. It's a clunky mechanic that ends up catching people off-guard the majority of the time.
@@djentleman37 I was saying the shift from "any order" to "random order" was bad for paper, as you can forget to shuffle cards you put on bottom. The "in a random order" just removes a step for resolution in Arena, but leads to potential rule violations in paper for something nearly completely irrelevant.
Shelob doesn't have reach because she lives in a CAVE.
Giant Spider is clearly weaving a web between TREES.
Bats.
Shelob also has an arm span wide enough to reach some treetops lol. That's almost always the Reach criticism; the thing is simply too big not to be able to reach creatures that smaller creatures can reach. Because we overwhelmingly move on the horizontal plane (excluding things like swimming and flying of course) which informs our vertical displacement by the grading of the landscape, creatures that hang low to the ground but can much more easily access vertical movement often appear smaller to us bipeds than they actually are. Tarantula's don't look all that tall until they start scaling a vertical surface. Shelob would tower several meters in her normal stance and probably dozens of meters if, for example, reaching vertically.
@@kylegonewildIt's always wild to pump some horrendous amount of mana into a neverwinter hydra, with the art that makes it look mountain-sized with a statline to boot and have a dragon fly straight over it.
@@ArrzarrinaThat gave me a good laugh: thanks.
But, can't you fly over the trees?
A 1 hour upload? Yes please! It would be kind of fun to see Jamin update this list a few weeks after a new mechanic comes out, to keep a running list of every one of them.
Ok but would this not be the best usage of RUclips Shorts ever? A little snapshot of every mechanic when it comes out - like a shorts series! I'm so about this idea XD
Or have people vote on them too would be fun
I absolutely love 1 hour videos. They would be even better if it were made as a podcast. (ie: the mechanic was verbally named instead of only shown on the screen)
That said, with content like that, I would even love 2 hour videos or longer, as I could just listen to it while travelling. I hope the Cardmarket team will consider a podcast among things they could try. It would not take up much more resources and if you keep it audio only, there isn't a lot of editing needed. I would certainly enjoy listening to Karl, Jamin and Thoralf rambling about magic related subjects. (possibly even a bit of commentary on other interesting media)
Ward is basically kicker, but forced on your opponent. S++ imo
everything is just kicker, duh!
@@lordmatz3435 Or Horsemanship!
@@SalterThe or haste
@@deadded5793or deathtouch
Hexproof was a step backwards from shroud. No clue why they thought it was the "fixed version". Ward is a massive improvement over both of them.
I actually really like that they made the Decay mechanic. In a time when game designers are running out of ideas for new mechanics but will never stop trying to make new ones, focusing on unique DOWNSIDE keywords adds INFINITE more design space for cool stuff. I see the Defender keyword as the precedent for it in Magic, and proof that those abilities can even become endearing to players, rather than always feeling bad that your creature has a noticeable weakness. (Also, in a narrative sense, characters are most interesting when they have flaws!)
one of the worst parts of power creep for me has been seeing downsides disappear entirely, and great cards with downside flavor being overshadowed by strictly better versions by virtue of not having downsides, turning downsides into upsides is also super fun so it's a shame this design space is withering.
a great example is demons, demons used to be amazing but with huge downsides, now 90% of demons are all upside, at worst you might lose 1 or 2 life to draw a card or something.
Ward deserves S+. It fixed hexproof and makes creatures not just die to removal. Especially since it's not just mana, like the 3/3 in standard that's a two for one
yea that’s the best thing about ward is that it opens a lot of space for unique wardings
You say it's a two-for-one until someone flying loxodon smiter, or some other card that goes to the field if an opponent's effect discards it.
I think "fixed" is a pretty generous way of putting it, even a Ward 2 can be kinda rough sometimes, and some of these unique Wards might as well be hexproof. They're very similar mechanics that often have similar play patterns, I guess Ward is a little more flavorful.
Reason not to put Ward into s+ is lack of flavor because WOTC just puts it randomly on cards, with deathtouch, flying or even first strike you usually are able to argue why that creature has it, but ward is just slapped on creatures that would be worse without it.
Ward is so annoying. It's often meaningless if you're doing well and have the resources to pay it, or just as good as hexproof (and therefore way too common) if you're a little behind and struggling to pay it. If they could just dump ward in the trash and go back to carefully using hexproof, I'd be a lot happier.
My very first modern deck was Aura Swap. I think you misunderstood the mechanic. It allows you to swap this aura from the battlefield with an aura from your hand, So you could enchant your Bogle or Invisible Stalker with Arcanum Wings and pay 3 mana to swap it with Eldrazi Conscription and attack with a 11/11 Trample Annihilator 2 on T3 or 4.
Yeah he got it reversed
Yeah, I think Aura Swap is a mechanic that would be great to bring back, especially in an enchantments matters set. Maybe if/when we go back to Eldraine after Wilds, it would be a very good mechanic to use thematically. I think the main problem was there was only one card with it.
The fact that Eldrazi conscription is the only aura you would ever want to swap to was the problem with it. I think that if it had been reversed and the one in your hand had to have aura swap, it would have had more design space.
@@seandun7083 Conscription was the best aura to swap with but not the only one worth it. Corrupted Conscience or Colossification are also good gotcha cards for the "archetype", it's just that it plays best as a combo piece than a value one, but I imagine it was designed as a value mechanic where you'd attack with your evasive creature, and after no blocks were declared, you'd swap the Flying for a buff or double-strike or maybe an aura with combat damage triggers.
@@seandun7083colossification was my personal favorite to instant speed win with commander damage in tuvasa
Flash is S+! It feels so good, and the thing that makes magic feels special compared to other card games is the ability to fight on the stack. It opens up so much design space and interesting creatures. It's also not just kicker :D
its kicker 0 mate, get your facts straight
Flash is problematic and breaks the fundamentals of the game. It is at best an A but I could see it being way lower. That and Hexproof are probobly the worst ever greens.
@@vicdark8807playing at instant Speed Is part of the fundamentals of the game, flash doesn't break anything
Blue should not have flash on creatures, otherwise it is fine.
@@vicdark8807 found the hearthstone player!
I saw a couple missing:
For Mirrodin!
Shield Counters (maybe not a keyword mechanic but they need rules explanations idk)
Spell Mastery
They also missed ability counters from ikoria
I think they also missed Boast from Kaldheim
Is "Planeswalk" too specific to be mentioned?
"Saga", while not actually a keyword, worth discussing I think
The ring tempts you and squad
They literally mentioned triple strike and didn’t cover its ranking. 9 power for 5 mana is bonkers
Menace was very cool - it was an R&D masterpiece because it supplied evasion to black an/or red, which previously relied on fear and intimidate.
I love intimidate. But only in multi colour draft enviroments.
I kinda like the "soft evasion" abilities. It's a cool upside that is still easy to interact with and usually doesn't involve overcosting the creature
Ok hot take but I think Addendum is A tier. It works perfectly for the flavor of Azorius, being ABLE to do things whenever they want, but CHOOSING to do things in a strict, scheduled way, and the mechanic itself offers choices that no other mechanic really does: that being when do you want to cast this spell
I think the biggest problem with this mechanic is that there was never a good card with it, at least from what I can remember from the standard at the time
Agreed, but it definitely seems like it could a card printed in a modern horizons set with a new and unique twist
Maybe on a creature?
Honestly, I think cleave would also be a cool fit for either Azorius or Dimir for similar flavour reasons.
I hate addendum for the following reasons:
- It incentives you to play your cards in a worse, less fun way. Flash is one of my favorite mechanics and I think most of the coolest things you can do in magic rely on the stack and responding to things at instant speed. It felt super lame in it's draft format.
- It's terribly named. An "Addendum" is an an extra piece of material such as an edit, correction or additional information put usually at the END of a document. The mechanic addendum makes you play your cards in the MIDDLE of your turn.
The name has an Azorius feel because its a term referring to documents used a lot in law, but it should've been called something else.
There's a card called "Closing Statement" from Strixhaven that costs 2 less if you cast it during your end step. It's the only card in magic that has done this. IMO this is more appropriate to call Addendum.
@@ericmilligan6603 Addendum does feel like a bad name. More like an effect that would be added on if a card had been played before it this turn, or maybe specifically you had played at least one card before it this turn. You could even have a scalability of power with Addendum X: If you've played X cards this turn get [extra effect]
Horsemanship is S-tier for the flavor win that is Sun Quan. The real life man spent a huge amount of the Three Kingdoms era just trying to get horses for his army, even when his advisors told him it was a terrible idea
Horsemanship is S-tier because it's the better flying.
why was it a terrible idea?
@@alicepbg2042they thought it was
"We're old, some things we cant care about anymore" is just a good statement for living a good life as well
Even though it makes me sad.
Can we now get a video where Jamin explains why he put certain mechanics that you guys disagreed with into certain tiers?
BACKUP IS NOT JUST A +1 COUNTER MECHANIC. There i said it. It plays amazing. It's like exert. It sounds matching what it does. and the transfer of abilities is amazing AND not to mention so much design space to explore. It's the best mechanic that came out of 2023 the very list imo. Up there with Battle. They have to play the backup commander deck. even at stock was fun.
I agree hands down the best ability from 2023 and maybe even the last couple of years
I say switch exert and backup rating.
I think it would be really cool to have a video with the 3 of you guys, in which you take all the mechanics you changed tiers and Jamin can explain why he put them in that tier originally.
For Toxic and Poisonous I think there is a mechanical difference in that Poisonous is a triggered ability. It's like the difference between lifelink and "if this creature deals combat damage, gain life equal to the amount of damage dealt" or something. One of them just happens and the other goes on the stack and the ability can be countered. I think, at least. It's like a very minor niche thing to come up, but I think it is there.
Yes, that's correct. Toxic is just an effect of damage, like lifelink or infect.
Also there is more than just the Sliver with Poisonous. (At least one Aura irc)
Snake Cult Initiation@@yaenne888
@@yaenne888I looked it up, you're right, Snake-Cult Initiation. Those are the only two though, and they're both future sight "future" cards
I like the new implementation of phyrexian mana in the completed planeswalkers pay life and get it out earlier, but with a weaker effect (less loyalty in this case)
Vanishing and fading are different. Vanishing the creatures dies when you remove the last counter and fading the creature dies when you cannot remove a counter(ex:tangle wire)
Ok so fading is vanishing with one extra turn
that's why vanishing is B and fading is F I guess.
They're the same with one number adjusted to make it a little more intuitive. You're technically right there's a difference, but they're the same otherwise and could both contain all cards of each other's mechanics with just what amounts to a typo correction in the text box.
So reword Vanishing 3 as Fading 2. Too many redundant mechanics make the game more difficult than it should
Unless you have something that cares about counters, they are functionally the same.
Gravestorm is actually sick. I play a ton of Bitter Ordeal in EDH and would love more cards with the mechanic.
Right? Bitter End wouldnt be $10 if it was f tier
@@underpaidoverworked4250i don't think you understand how this ranking works
@@xolotltolox7626 it doesnt work, their opinion of some of these keywords is garbage
I know there wasn't time to get into it more and it's been talked to death, but I find Banding to be very easy to understand thematically. It's when it interacts with other mechanics and keywords that it becomes too complicated. But the idea of having a horse creature with trample and a spearman with first strike, and now the spearman rides the horse and they have first strike and trample makes perfect sense and really fits White.
Yeah once people see it a couple of times it's not too hard to grasp, the rules wording is just super intimidating.
Banding is also very (too?) strong in creature combat, and makes opponents trade math too hard
The flavor of banding is amazing, and it's really easy to explain with an example, but the rules text is just a mess.
And it's also not that good overall.
I think another thing people tend to forget is that if you block with 2+ creatures that have banding you still get to assign combat damage instead of the attacker. That can lead to some much more favorable combats
@@snoozbuster I tell people to think of Banding kinda like Odric except instead of choosing *what* blocks you choose *how much* each thing blocks, and it works whether you're attacking or blocking. Not perfect but it's a starting point.
9:08 I disagree. I think if R&D had listened to vision design and kept Phyrexian mana on permanents only, we would never have had this huge of an issue with it. It's the cantrips that abused it too hard, with the one exception being Birthing Pod (which was aggressively costed). Are any of the other cards relevant?
Cards where you could pay Phyrexian mana for the abilities as well teeter on the edge of too good or too bad. Norn's Annex seems flexible but rarely does it save you. Hex Parasite and Vault Skirge aren't the most relevant cards but if they had 2023 power creep stapled on or the ability was more value over a very niche role then they would be too pushed imo. It's hard to find the sweet spot with this mechanic where it feels rewarding enough without being way too good.
Did you miss mental misstep being banned to the shadow realm
I disagree. First: There is only one "cantrip" amongst those cards, but Mental Misstep and Cranial Extraction can also be huge problems at times. Second: Immolating Souleater can also be a problem at times because even just phyrexian fire-breathing can be a headache. The mechanic is certainly very interesting and arguably very flavorful, but it's also really busted at its core. And sure, any such mechanic can (and often has been) watered down to such an extent that it no longer matters, but that doesn't take the danger away from stronger designs inherent within that design space.
I think Phryrexian mana is strong but as long as it's on abilities or permanents it's fine. I think fireballing people with Souleater has story potential and I think Birthing Pod is awesome but it's borderline unplayable nowadays even in Commander
I like Bloodrush. Combat tricks that can be creatures is a good design - if you lack creatures, you can use the combat trick as a creature!
It's basically channel but more restrictive. I think channel being above it makes sense
Backup *is not* just a +1/+1 ability, it is really cool! Giving an ability to other creatures is fun and gives a lot of fun choices! Connive is fantastic, Blitz is cool and my favorite "sometimes haste" ability.
Agreed. Backup is great and very versatile. They could make cards with backup 0 .. to illustrate what else can be done with it than +1/+1 counters..
Poor Fading, being stuck in F when Vanishing got promoted to B.
It's especially weird because creatures with Fading actually last one round longer than creatures with Vanishing of the same value.
Partner with is far better than regular partner in my opinion. It allows for more interesting and pushed designs, without breaking things by letting them partner with tymna, Malcom, rograkh or thrasios. Also, it still has a gameplay meaning in 1v1 magic.
Not to mention the effect it can have on deck building in two-headed giant.
There's also the fun side effect of letting people shuffle if they want.
It's also faaaar more flavorful than normal Partner
The thing with "Partner with" is that they could stop 4 color decks using 2 dual color commander
Partner is my least favorite EDH mechanic of all time. To me, the format is about building thematic decks around specific concepts meeting specific restrictions. Open-ended partners are just the antithesis of that, and push you towards things like 4color goodstuff piles bc they tend to have just generically useful effects. Partner With completely rectifies this by giving you multiple commanders designed to work with each other while maintaining the usual restrictions otherwise. If the multicolor partners never existed (especially the glaring ones like Thrasios), I might like them more, but even then I still find individual commanders or parter with duos far more interesting in terms of deckbuilding.
Spectacle is awesome in the same way Raid is - it teaches you to wait until second main to cast your spells after swinging, but it’s just a bit sneakier about it than Raid!
Fuse should be S+, and Split should be just below it. Having 2 cards in one is great, really exciting to let you choose like that. But Fuse feels like you're a real wizard, casting the exact spell you want! It's basically 3 spells in one!
Fuse is S+ because it's real kicker.
Makes my day when y’all upload
Yes
I don't know if Carl is either a really smooth talker or if Thoralf is easily swayed. Either way, fun video!
Banding is criminally underrated and always gets dissed for how "complicated" it is when things like Mutate exist
Change my mind
You guys nailed the ninjutsu point, my first magic deck ever was a yuriko commander deck I built on a budget... ahh, remember when you used to have a budget for magic cards? good times....
I’m with Carl, Bloodrush is so fun and underrated, especially because it gives the creature’s abilities to the creature you’re targeting, not just their power/toughness. Love it. The modality solves a big problem that normal combat tricks have, where they’re dead cards if you don’t have a board.
Banding wasn't that complicated. Also at that time damage distribution was totally different so you just picked how many points went where. Therefore getting to assign your opponents 6 damage at 2 apiece spread across your 3 3/3s was actually VERY powerful. And horsemanship > flying in every way because of the rarity of horsemanship and there is no "reach" equivalent. It might as well say "unblockable" 99% of the time
still annoyed we never got swimming/burrowing as variants on flying/horsemanship.
Y’all really slept on Backup. The possibilities are so broad and beautiful. Ability to add any creature ability they can print onto any other creature!
Agreed, it's much more than 1/1 counters
It's basically sorcery speed ninjutsu in a way, and fixed ETB put counters on creatures to be not only fun but flavorful. I want to see it again. S
35:22 i'd drop it to C just Because the Amass Army not having Trample is a massive flavor fail.
The larger flavor fail is that your army consists of one creature...
@@Kettwiesel25 someone wants it to be a pack rat token
@@Snailing_Suika No I just want to have the choice to put the counters on a new creature.
@@Kettwiesel25 Play changelings! While no creature has Army as a creature type printed in the typeline, if you somehow control multiple Armies, you can just choose any of them. Any way of giving the type to a creature works - changeling is the easiest one.
Assist in that card was specific for 2HG (two headed giant) as the format for the set called Battlebond and was meant to be used with your teammate.
Love Two-Headed Giant. Needs a whole deck built around it, though. You literally can't cast it without "any color" mana rocks, at least until they finally release Hazel basic lands.
Yeah I think it should have been rated a little higher because it was specifically designed for limited team formats and was excellent for what it did there
I understand why fateful hour was ranked so low, but honestly i love the concept. Especially when paired with other keywords. Like they could make a card with convoke and make the fateful hour effect untap all creatures tapped to pay this card's mana cost.
Agree. I love a good comeback story or game!
They didn’t even discuss the real problem with it, that being that it can easily create terrible gameplay where neither player wants to risk putting the other under that threshold. There are so many dogwater cards that become insanely good when they’re turned on, so it’s just a case of you can’t win either way.
I don't know if it's still played, but cards like Huddle Up where you are doing it with one other player are probably meant for Two Headed Giant. Your teammate helps you pay, and then you both draw two cards, netting your team 4 cards.
Dredge absolutely belongs in F tier because it is game-warpingly powerful.
I'm interested.. How it has been "abused"?
@@Jawzah Well, to start with, Vintage had a deck called "Manaless Dredge" that abused the mechanic in combination with Bazaar of Baghdad to mill the entire deck in one turn, there have been a whole lot of decks in legacy and vintage that combine dredge with Bridge from Below to do ridiculously unfair fast kills, and Golgari Grave-Troll has been banned in modern since its inception specifically to prevent Dredge from breaking the format. The biggest problem with Dredge is that it activates any time you would draw a card by any method. Mark Rosewater has said that Dredge was a huge mistake on Wizard's part. Dredge is usually fine in casual Magic, but it has a long history of doing horrifically unfair things in competitive magic.
@@kevinmorris9362 Dredge 0 would be a strongish ability - you could trade random card to returning the dredgeable card from the graveyard.. I'm not sure if the number in it that gives self mill was originally supposed to be a "cost" or at least a "limiting factor" - so you could not dredge cards indefinitely because you would lose to milling yourself out. But it's easy to see it can be turned into a benefit by putting cards that benefit from being in graveyard -like other cards with dredge in deck.. Or maybe it was supposed to be a benefit from the beginning - I don't see self mill really working as a cost.. But in that case it's weird that they did not put any actual costs to the ability - like paying mana and/or life..
@@Jawzah One of the concepts of Dredge was that, as you dredged cards, you would hit more dredge cards, potentially giving you more options. It also allowed you to recur threats against control matchups. The problem with Dredge is that it interacts with every single card that likes the graveyard, which allows for some really unhealthy deck design. Especially with how fast it can make things. Heck, even before Bridge from Below and Nacromoeba were prented in Future Sight, Ichorid and Yawgmoth's Will made dredge a complicated issue in older formats. And as bad as Hogaak summer was, if Grave-Troll had been legal it would have been FAR worse. Decks that make use of Dredge would not run a card with Dredge 0. The fact that it doesn't put anything in your graveyard means that you can't set up any future plays. The problem with Dredge is that being able to put your cards into the graveyard for free will always have means by which it can be exploited.
I’m just starting this video, and I can’t describe how much I’ve needed this, especially as someone who’s only been playing for five years, to see alllll the mechanics laid out in one place xD
Just know that we are missing one 😅 spell mastery was somehow clicked over. If you look it up, let me know what rating you would give it :)
@@CardmarketMagicspell mastery definitely goes in a
@@CardmarketMagicI think you missed "For Mirrodin!" too(maybe you missed more, but this one is from the top of my head) - kinda like Living Weapon, but waaay more flavorful
Alliance from New Capenna is also missing, basically the creature version of Landfall and Constellation. I assume it would be put in roughly the same spot as Landfall.
@@CardmarketMagic Not sure the qualifications for what you're ranking, but all the Transformers mechanics were also missing. "more than meets the eye", "convert", and "Living Metal" (which is a neat way to make a vehicle a weapon on your turn only)
Storm is the best mechanics they ever realeased. Broken? Maybe. But it's also extremely fun. I have aetherflux reservoir for making storm too casual.
Hi, great video ! You forgot to mention Read Ahead, which might be one of my favorite key words in recent years. It's actually really cool to have the choice when playing a saga.
Hope to see more cool content like this in the futur!
I think you misread Aura Swap - Aura Swap lets you swap it with a different aura in your hand. IE, for 3 mana you could put a Colossification on your already tapped, attacking, and unblocked creature and smash face for an additional 20 damage
Carl speaking against vehicles. A man after my own heart (also like 99% great takes)
I’m gonna defend Phasing. Permanents that have Phasing as a keyword pretty much universally sucks. It’s definitely hard to track. But having “Phase Out” as a combat trick or soft removal is really cool. It doesn’t trigger enter/leave/dies abilities, but it also doesn’t mean you lose auras or equipment.
And the difference between “Council’s Dilemma” and “Will of the Council” is how the voting results work. “Will of the Council”, like on Council’s Judgement, means you do the thing that was voted for most. “Council’s Dilemna”, like on Tivit, means you do one of each thing that was voted for.
I chuckled a bit when I saw the final list, they talked about a mechanic they are bringing back in a set that isnt out yet but didn't rate the "for mirrodin!" Mechanic
For Mirrodin! is essentially just a new take on Living Weapon tho
Well done!
You went through all keywords and also through the editing to make that long video very watchable! The sorting itself is actually pretty neat, and it felt nice to see again so many bad mechanics from when I was a kid.
I am putting a pin on this one for when I'll be teaching Magic to my kid !
I like the contrast and conflict on some of these between ranking based on flavor and based on gameplay impact
That's actually the part of the video I found frustrating, because they switched between rating based on how it feels to play against, play with, personal preference and how objectively good a mechanic is between mechanics xD
I like the concept of radiance and love to see a variant being used to push power level in mono colored decks in commander.
If banding is too complicatied initiative is as well. its an F
eminence in A but protection in D/F... You can interact with it at all. Protection at least has some corner cases.
I had a lot of fun in the Time Spiral Standard abusing Trickbind with Vanishing creatures, like Calciderm. When you remove the last counter, you Trickbind the "sac me" trigger. You now have that vanishing creature around permanently. I paired it with some Blick/Rescue mechanics and used counter magic to try to get good value out of the early game.
The difference between Fading and Vanishing is Fading triggers when your turn starts, and there are no Fade Counters. Vanishing triggers when the last Time Counter is removed.
1:03:49 fuse deserves to be as high or higher than split cards, adding the ability to play both, particularly when the first part would make the second part better, was huge
Companions were balanced really well for limited. It was amazing you could first pick one and warp your draft picks to make it work. Lurrus and yorion were just to generically good for constructed. I hope they make more niche companions.
I actually like Bushido for being an anti-creature ability instead of just extra damage. I would rate it alot higher from a design perspective.
I wish there was a video of Jamin explaining his thought-process to contradict your changes in his list
My 1 gripe is bushido, it was so cool in kamigowa block. You have a 1/1 but he’s actually a 2/2 if he’s blocked or blocks that’s pretty cool as an early game mechanic.
Fun list! Would be fun to build “theme decks” for each mechanic to see how they play each other
Imagine they made 250+ single keyword based decks and had a battle Royale
I know most people found banding to complicated. I thought it was pretty cool!
It's easy to describe in a generic sense, but difficult to word in a way that works with the complexity of the game as a whole, thus making it feel more complicated than it really is.
@@cameroncorrado3935 Sure, especially considering that back then most keywords were very simple compared to banding
Monarch got skipped over and it was a super fun mechanic.
It also forces the whole game around it and punishes slow/creature light decks way too hard.
I think Fortification should be an evergreen artifact tipe, because it has so much potential. Imagine something like "Fortified land has: 'tap to add three mana of a single color'' or 'tap to put target land on top of you library". The posibilities are endless.
Imo the reason why fortify doesn't work when equipment does is cause land destruction is not very prevalent or enjoyable in modern magic.
The complexity that equipment brings is that it is reusable and requires creatures on your board, and your opponent can interact with the equipment by trying to take down your creatures to either prevent you from equipping, or making you lose on tempo.
In the case of fortify, since most decks dont destroy lands, there's very little that separates a card with fortify compared to an aura other than the niche case of a mana sink with requiping it.
TLDR; fortify is not interactive and might as well just be an aura.
A whole hour of Cardmarket content, today is a good day! 😄
I love the way how Karl just took control the whole time
Banding is so good, and pretty intuitive, even if it has a lot of reminder text.
That's what I tried to say in an earlier comment. Even back in the day though, a lot of magicplayers didn't agree.
I think the new iteration of Phyrexian mana with the compleated mechanic and the flip cards from MoM was pretty cool. The first time around it was totally stupid though of course haha
The difference between vanishing and fading is that vanishing sacs when the last counter is removed, fading does it when you cant remove a counter
That is the difference, but in practice it means vanishing 2 is the same as fading 1 in almost every scenario
Mill player here. It made me laugh and smile so hard the way you described the mill players mentality. It is straight up a mini game inside of the real game and that is what we are here for. 😂
Yeah and if it doesn't go your way you guys concede at like turn 3, Gitrog says hi btw.
@@WhatisAPaladin Imagine being so salty that you have to reply with bile when someone is just celebrating something they like about the game. Sounds like you’ve been a victim more than a few times. Maybe just put a Gaea’s Blessing in your deck and take a chill pill, my dude. It’s just a game. ☮️
Improvise was missed and I believe is an easy S+ it feels a lot like convoke but for artifacts with the exception that it can’t make colored mana. It creates some efficiencies and sneaky game play with cards like metallic rebuke
When I first tried magic around a decade ago, I got a premade that was centered around island walking, with storm tide leviathan as it’s big creature.
My more experienced brother was playing black market vampires.
So anyways I’m glad to be learning about magic now and enjoying these videos!
I feel like a lot of these mechanics just got bad ratings because WOTC was way too conservative with them and never wanted to make cards based on those mechanics too powerful...
So you end up with something like forecast, which could be really cool, repeatable value... And there's exactly one forecast card good enough to be in a niche deck in modern. (But it's really cool in that deck!)
Infect is an F tier mechanic. It was too powerful, much too swingy, and has caused a lot of cards to be banned that otherwise wouldn't in a number of formats.
Toxic is fun in standard, im glad they brought poisonous back. Its the only deck that keeps pace with standard RDW and it doesnt fall apart when your ops start gaining life. Its pretty hilarious to play a 4 color aggro deck with all the Phyrexian tribal lands, and ive seen someone reach #311 on ladder with a toxic phyrexian tribal deck
The thing with Banding that most people forget are the defensive applications when multi-blocking.
Only one of the creatures have to have Banding when group blocking, and you can choose where the damage goes - ideally either splitting the damage so they all live, or just having one creature effectively be a chump blocker while you potentially trade up.
Still a very awkward mechanic, but not AS bad as people remember it being.
My go to for hilarity is this example:
Playerr A: I swing at you with Blightsteel Colossus for 11 poison.
Player B: I block with Benalish Hero. Due to banding I'll just put all 11 damage into my hero and thus no excess so no poison counters.
Dredge is S+, designed by Richard himself. Best mechanic ever
I thought Gravestorm could be a cool mechanic together with Dredge. But there's only one Gravestorm card and it sucks!
edit: DREDGE IS COOL >:(
I think Afflict has some interesting design space, particularly with more aggro/combat damage cards.
One of my favorite cards of all time is wildfire eternal - a 1/4 with afflict 4 and the ability that, if it isnt blocked, you may cast an instant or sorcery for free from hand. It forces a fun mental game, where your opponent either takes 4 and denies a potential spell, or takes one and prays you dont have a game-ender in hand.
I think the only big disagree is Eminence in A, it really should not be higher than C. The Commander designers have explicitely called it a mistake in its first incarnation and are very careful with reprinting it. It gives you an ability starting turn 0 with zero cost and actively deincentivises you from casting your Commander. Its an incredibly cool concept but the execution, balancing issues and going against the point of the format make it hard to justify A.
Changeling is amazing for limited environments that care about tribes. It makes it easier to find members for your tribe. In constructed it's a bit redundant most of the time, but can be helpful if you're building a wacky tribe without much support.
Aura Swap, doesn't say "only as a sorcery", it just says do it, and you do it for that cost, so it gives you Flash and potentially reduces the cost for any other Enchant creature card in hand to that one creature. I'm sure there's gotta be some cheeky plays you could make there, like it suddenly has infect, or gets +1/+1 for every land you control, or double strike, or something.
Everyone talks about how banding is "so hard to understand", but it's literally just "when you declare attackers/blockers, banding creatures can combine into a single 'attacker'/'blocker'". It's an intuitive mechanic; it's just not consistently _useful_ enough outside of, like, draft and other similar formats where combat tricks actually win games.
"Jamin likes counting" is such an incredible burn
I like the idea of aura swap because if you wanted to run a very good but very high cost aura, you may be able to bypass its cost by using an aura with aura swap (even running it with the wrong color maybe). I don't know that it would have any use, but I like the idea of it very much.
Partner is one of the worst things to happen in Commander. Like Companions, you basically start with an extra card in your hand but with even less deckbuilding restrictions. There are many high tier decks out there with no intentions to cast their second commander and just include them for the extra color. It promotes homogeneity and goodstuff decks which are all anathema to the concept of Commander in the first place.
Yall skipped my favorite mechanic in all of magic... Magecraft! It is like prowess but with much cooler effects. Easy S+.
Cumulative upkeep with creative use was very nice. Braid of fire, Aboroth, Glacial Chasm, Thought Lash. Just based on those cards I would place it at least D. Basically all the ones that didn't actually need you to pay mana.
Counrargument: Mystic Remora is another such card. It is a very powerful effect, but doesn't stick around forever and requires investment if you want to keep it for more. Definitely more balanced than Rhistic Study or even stuff like Parallel Lives or Smothering Tithe. It's when the Cumulative Upkeep cost starts becoming "Sacrifice a creature" or similar stuff that it gets idiotic.
The only Afflict card I like was Eternal of Harsh Truths. It's Afflict was HIGHER than its power, but if it connected you drew a card. Fun dilemma.
I keep pausing this to read the mechanic text and it produces so many great reaction faces
Love seeing the run length of this video! Would love to see more long-form content ❤
mutate is my favorite mechanic, but i strongly agree, the non-human restriction is weird and cumbersom
I say it again: Cumulative Upkeep is one of my favorite mechanics in the game. It works fine as a downside, but you can mess with the counters (the opponent can proliferate it, you can play solemnity to get around the downside, flicker it to reset the counter etc.)
But most importantly there is so much cool design space:
- Cards with alternate upkeep costs (Jötun Grunt, Wall of shards)
- Cards that become stronger the more counters are on them (cover of winter)
- Cards where it is a tradeoff (Clacial Chasm, you pay more and more life to prevent damage)
- It can be an upside (Braids of Fire)
I just think there is so much cool stuff to do with cumulative upkeep. Granted, most of it doesn't work that well in constructed or shorter games, but in commander or in draft (I only played Wall of shards in draft to be fair) it was really fun. It promotes decision making and is a skillcheck and I really like that
I love the cumulative upkeep on Braid of Fire. That cars is amazing to drop in round 2!
Y'all are some of the best Magic CCs on the planet. As an old school player who can't find time to play paper magic, you give the content with the context for what Magic is all about and have great chemistry. Keep it up. Love your videos.
Thank you :) that's very kind of you to say
I wonder why Yamin put outlast in A. I was specifically looking for it when they went through all the counters abilities in C and wondered if it had been forgotten 😂
Yamin! Answer us!
Decayed deserves A or maybe even S because it ONE of the few mechanics that didn't change the cost of a card and fuelled an archetype, e.g. sacrifice.
WotC always push Red/Black into sacrifice without ever providing the fuel in draft, e.g. a heavy amount of tokens. Decayed, did it perfectly, free token that can't block and even sacc'ed itself if you needed a death trigger.
Yeah it's a really nice mechanic that is very flavorful and works well in aristocrats. It feels way better than making sacrificial goats
TLDR: Banding is just Warhammer 40k 5th Edition Wound Allocation. It's not even that difficult.
6:44 the difference between Fading and Vanishing is that Vanishing creatures must be sacrificed the moment you remove the last counter, while Fading creatures must be sacrificed the moment it is asked to remove one and you can't. That means Blastoderm can stay in play even if it has no counters. It's a huge difference. Fading creatures stay on the board 1 turn more than Vanishing creatures.
Phyrexian and Hybrid Mana are literally what enabled me to play a Mono Black(ish) Lurrus in Commander 1v1 without losing too much consistency.