Schlagwort-Archiv: card pool

My Limited Card Pool: White Non-Creature Spells

This is the fourth entry in a series where I comment on and explain my choices for my limited card pool in detail. (Here’s the first, here the second, and here the third.)

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

White Non-Creature Spells

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

Eland Umbra is just more special than Hyena Umbra, being one of very few auras boosting toughness, but not power, and still being playable. (Chosen by Heliod is another.) I use Umbras only in White and Blue, a common and an uncommon in each color, because the green Umbras do not convince me. I like these cards simple and elegant, with the ability to save the creature from destruction being an important feature. Drawing cards or untapping lands distracts too much from that – if I want that effect, I use an aura which focusses on it, like Keen Sense. The more generic green choices do not play well or are too powerful.

I’d love to simply mirror Bad Moon, but Crusade is a little worse, and Honor of the Pure a little better. So, having to choose, I give the stronger pump spell to White, which tends to be a lot friendlier to creatures than Black overall.

Selecting enchantments which are strong enough to matter, but not too strong if an opponent can not remove them is tricky, but especially important, since only White and Green are really well suited to deal with enchantments, and Red and Black have practically no way. Auras, obviously, can be dealt with indirectly, but global enchantments can not. One of those which makes sense to me as a high-end play is Martyr’s Bond. It obviously has a large impact, but is not an auto-win, and there might be ways to play around it.

Auras which aren’t very cheap need to be powerful to offset their inherent disadvantage, but still should not win a game too fast on their own. That’s why I got rid of Armored Ascension, which is somehow acceptable in a two-color deck (but less interesting and balanced than Serra’s Embrace) – in a monocolored deck, however, it will often kill an opponent in two swings out of nowhere. Since the whole point of such a card is to reward a player for being as monocolored as possible, it makes no sense to keep it around for other environments.

Buyback has been cited by WotC as causing repetitive play issues, but is essentially a variant of a permanent with an activated ability which sits in a player’s hand. That makes it harder to interact with, but certainly not more repetitive. I have one or two buyback spells in each color, because they are both useful as normal, cheap spells, or mana sinks in the lategame, and are thus excellent fits for some environments (they go very nicely with landfall, for example).

I already explained in my former entry how cantrips and cards with cycling help to thin out decks and fill the graveyard. Instants and sorceries with these mechanics can also serve to increase the ratio of these card types in decks while providing compensation for a lower creature count – there’s always some tension here with an instery theme, and these cards help to alleviate it.

While reliable removal is important in a cube, I cut the most efficient versions from my pool (among more general reasons, to help auras a little), especially outside of Black, which is supposed to be the strongest in that aspect to compensate for its deficiencies in others. So, no Swords to Plowshares, Path to Exile, Lightning Bolt or Flame Slash. White, however, still has a lot of conditional (like Condemn) or undoable (like Journey to Nowhere) removal.

Flashback is another mechanic supporting a graveyard theme. Since there are several of those, I do not need high numbers in each.

There are roughly a million Wrath of God variants, but the original is still the best – I do not at all like the idea that regenerating should save a creature from the ultimate creature removal spell, and four mana is fine in limited, since breaking that card’s symmetry needs a lot more work here than in constructed. Planar Cleansing is a good companion/alternative, sitting in a clearly distinct mana slot, and having a clearly broader effect (although, unfortunately, it allows for regeneration).

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My Limited Card Pool: White Lands and Creatures

This is the second entry in a series where I comment on and explain my choices for my limited card pool in detail. (Here’s the first, and here’s the second.)

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

White Lands & Creatures

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

This entry might be especially long, since I’ll say something about many cycles spanning several colors.

About the lands:

Daru Encampment is part of a small cycle of tribal supporting lands I use. They’re especially useful because they’re of little interest to drafters not going for that theme, but also not worthless if that theme fails to manifest fully. A general note about tribal: Each tribe has 6 supporting commons and 3 supporting uncommons/rares, so that the average number of these cards showing up in the draft pool of a typical cube is five (6* 2/3 + 3* 1/3). (I treat red and black goblins as different tribes, so that I can use them either separately or together.)

Kjeldoran Outpost is a nice card for a land theme, but it is also the closest thing I found for a generic token producer.

The cycle featuring Secluded Steppe fulfills several roles: For one thing, they are a great option for advanced drafters to subtly improve their deck by taking a land which gives them a little flood protection instead of a redundant spell. They also lend some support to a threshold theme, as well as to cards like Cartographer or Grim Discovery. Then there’s the effect of thinning one’s deck (of course, you need a couple more cycling cards and/or cheap cantrips for it to become noticeable), which might become important in a cube where you want to give drafters a little extra help to find synergy cards.

Vivid Meadow and its ilk are a cycle of mana fixers intended for environments encouraging players to draft mostly monocolored decks (but with the option for a few splashes), in contrast to mana fixers for „normal“ environments, where two-colored decks are the norm; or for pronouncedly multicolored environments.

About the creatures:

Exalted is just a mini theme now, centered in White, with one card each in the other colors except Red, where there isn’t one, and Cathedral of War. There’s still room for another card in White, but only if the design convinces me completely.

The amount and rarity distribution, as well as the nature of support cards for an artifact theme differs from color to color. After Blue, White is supposed to lend itself the best towards a heavily artifact themed deck.

White and Green are the only colors which are able to support an enchantment theme. (White playing well with – and also against – both artifacts and enchantments might be one reason the amount of White cards in my pool is slightly higher.) Blue offers some aura-themed stuff, but as I already mentioned, that doesn’t really play that well. I still hope that Theros block will offer something usable in Blue, Red and Black (other than enchantments themselves, which are already plenty). Actually, even the selection in White and Green isn’t THAT great so far, but enough to work with (barely).

I’m not too happy with Favored Hoplite as the white representative of heroic (a bit too explosive and too hard to kill), but was even less happy with Wingsteed Rider, which was the only double-colored card in the cycle, and also the only one which was both decent without ever triggering and impressive when triggering a few times (and thus overpowered overall). Here, the next two sets will likely present a better option, though.

I use Soul’s Attendant over Soul Warden, because that trigger is forgotten so often, and in casual, neither having to always remind your opponent, nor NOT having to remind him of a mandatory trigger seems a good solution (one is incredibly annoying, one feels too much like rules-lawyering).

Landfall is another smaller theme, and I took care to somehow balance it out, so that it is not nearly completely about aggression, as it was in Zendikar, but in White, the only acceptable candidates clearly tend towards offense.

I decided to make all double-colored creatures for two or three mana at least uncommon: not all of them – like Chapel Geist – really feel uncommon, but most do, and I needed more uncommons overall (because most designs I really like are printed as commons). Bumping all color-intensive creatures up to uncommon is another piece of the puzzle of making sure beginning players will end up with an at least playable deck.

Let me talk about Leonin Skyhunter as a prime example of an absolutely perfect design which still did not make the cut anymore: Mistral Charger isn’t any less perfect, but more important, and Skyhunter is too similar to it. The Charger and Spectral Rider together cover all of the spectrum where the Skyhunter fits in.

Soulbond is another of those mini themes which simply does not need large numbers. It is also, like exalted, one of those themes which manifests in 4 colors, which is terribly unaesthetic. I used to avoid that on principle, but came around when I realized that this forced me to leave out too many interesting cards. By the way, I really don’t think it would be too hard to find a flavor for a black soulbond card, but this is unlikely to ever happen.

While I like shadow, I reduced that theme continually until it only featured three uncommons each in White, Black and Blue, which is enough because shadow works better on just a couple of cards instead of constituting an omnipresent theme. Since Soltari Foot Soldier really only makes sense as a common, I replaced it with Lantern Kami.

Wall of Essence showcases that I do not reject creatures with defender in general, but want to make sure that they play a very specific role. The generic defenders are colorless, to be useful to any drafters who find themselves wanting such a card, but I chose the colored ones to be high profile (and thus uncommon or even rare).

Another theme, which is the strongest in White and Black (and thus maybe also responsible for those two colors featuring the most cards in my cube), is color matters. Since I do not use hate cards, this means all those cards only refer to their own color, which makes them generically useful, but especially interesting in mulicolor environments, and especially powerful in (near) monocolor environments, where they serve to draw players into such a strategy in the first place.

Azorius Justiciar is the sole white representative with detain. As much as I love Azorius Arrester (which was, for reasons I still do not fully understand, one of the most undervalued cards in Return to Ravnica draft): Between the Justiciar, Niblis of the Urn and Red’s Goblin Shortcutter, there is just not enough space in the crunch for the Arrester. White has access to a rather large part of the color pie, and I had to fight hard against myself not to include each interesting design in my pool, leaving too little room for the other colors. The Shortcutter is an excellent limited card on its own, so White shouldn’t one-up (more like two-up, actually) it.

I had to be careful with my selection of threshold cards. I do not use graveyard hate anymore (not the least because there is no good way to do that), and thus have to make sure I avoid cards which take over a game too easily, like Nomad Decoy or Cabal Torturer. I wonder if WotC will ever revisit threshold and improve the selection available to me…

A word about Indomitable Ancients: This is what a dedicated high-toughness aggro stopper should look like! So, if you feel you would miss one of those horrible Siege Mastodon / Thraben Purebloods / Silent Artisan type creatures, which WotC seems to be so fond of, in a cube: Here’s for you.

Knight of Obligation is a common for frequency reasons. Extort is a theme which should show up often enough that it makes sense for players to tune their deck with it in mind sometimes.

Loxodon Partisan wasn’t my first choice for the white battle cry creature, but Accorder Paladin was too similar (and in my opinion, inferior) to Daring Skyjek, which is very likely to show up in the same cube. It also has the same mana cost as Goblin Wardriver, so I decided to mix things up a bit. I ended up happier with the card after thinking a bit about it than I had expected at first, because White now has a somehow generic 5-mana creature, which is both useful on defense and offense, and not nearly as boring as WotC’s standard 3/5 for 5 mana.

Luminous Angel is a bit weak for my taste in the 7-mana slot – it really should be 5/5 – but it will do until a better design comes around. (Job description: A bit stronger, but not too strong; generically useful; and not too similar too other, more important cards in my card pool.)

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My Limited Card Pool: Non-Creature Artifacts (Unaffiliated)

This is the second entry in a series where I comment on and explain my choices for my limited card pool in detail. (Here’s the first.)

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Non-Creature Artifacts

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

The generic cards in this list are mostly made up of mana artifacts and removal. Because interaction is essential to good gameplay, stuff like Brittle Effigy or Icy Manipulator is common, and Ratchet Bomb and Nevinyrral’s Disk will almost always make my cubes (remember that single rares show up with the same frequency as uncommons in my cubes, 1/3). I really wish there were a few more, reasonable designs of colorless cards which can deal with enchantments (for artifacts, there are at least a few options), but there aren’t, so I will always have to be extremely careful with enchantments in my cubes – they must be a relevant part of it, but cannot be too poweful, since they’re so hard to get rid of for some colors. Since Theros block has enchantments as a major theme, there’s a small chance that will change with the next two expansions, but I’m not holding my breath.

I trimmed my equipment selection to mostly include only very basic effects, because I found those to play best – equipment is already offering a lot in its most basic form, and I wouldn’t want to use more complicated equipment instead of simple stuff, but there’s not enough space in a cube for too much equipment. Even very simple equipments, like [Trusty Machete[/card], already became a victim of the crunch, since I only need so many choices.

A few card-specific notes:

Chimeric Mass is a bit annoying, since it will often be a creature with charge counters on it (instead of simply using +1/+1 counters), and I wish there were a cleaner version, but it will do.

It always annoys me when a colorless card needlessly (for flavor reasons) produces colored tokens, like Orochi Hatchery, because in some environments, this makes it color-affiliated (if there’s Kaysa in it, for example), but usually it isn’t. There’s no better choice, though.

I consciously chose Neurok Hoversail over Cobbled Wings, because re-equipping from an attacker to a blocker shouldn’t be too cheap.

Aeolipile is superior to Moonglove Extract, because it is one one hand less clumsy (the point of such cards is to be put on the board pre-emptively for secureness, so cheaper is better), but on the other hand creates what R&D calls „shields-down moments“, allowing the opponent to avoid its effect when you’re completely tapped out.

I avoid indestructible whenever possible (it prevents interaction and is slightly confusing), but it’s not too big a deal on Darksteel Pendant, which provides an important basic function.

Mind Stone clearly edges out Guardian Idol, since drawing a card is better flood protection than providing a clumsy 2/2. Prophetic Prism teams up with it and Millikin for my choice of two-mana artifacts. Coldsteel Heart had for some time been the only snow card in my cube, but I finally got rid of it after I realized I actualy preferred to separate acceleration and mana fixing.

Titan Forge and Lux Cannon are newcomers in my pool. I was looking for a couple more high-end cards for control decks and found these, which play differently from simply expensive cards, because they’re not as attractive for ramp strategies, and specifically reward you for dragging the game out. That’s a pretty small niche in my cubes, but I feel two rares are just right to potentially fill it.

Medicine Bag is the last survivor of a couple cards which I had previously used specifically as discard outlets. See, I knew I forgot something when I listed my guidelines: I got rid of madness, all hellbent cards except Keldon Megaliths, spellshapers, and most discard outlets. Mechanics which specifically encourage you to empty your hand are nearly as bad as those which encourage you to keep it full, madness is rather complicated and confusing, and spellshapers make for repetitive play (and are usually extremely annoying to play against). The whole complex of these mechanics didn’t convince me anymore, and thus I only kept a few select cards which could stand on their own. (The Bag still somehow supports threshold, obviously, but that is not important.)

Seer’s Sundial, although featuring landfall, is now my „generic“ card-drawing artifact. I finally got rid of Jayemdae Tome, which no one, including me, ever used. In the really early limited days, there was a time when the Tome was quite useful, but nowadays, and especially in my cubes, paying 12 mana for an Inspiration is just beyond awful. Cannon and Forge seem to have similar egregious initial investments, but at least produce an impressive effect impacting the board; helping you to win where the Tome might just have gotten you closer to decking yourself.

I wasn’t too happy with my overall selection of high-end colorless creatures, so I included a couple more high-end non-creature artifacts instead. Minion Reflector, Mirari, Mindslaver, Staff of Nin and Aladdin’s Ring are my toys of choice for lategame or ramp decks here, with Mindslaver intended for cubes in the top segment of the power level spectrum.

Some important cards I removed are Serrated Arrows, which are overpowered, and Spine of Ish Sah, which is too expensive to fulfill the role I wanted it to (a catch-all colorless removal spell), and at the same time lends itself to silly combo plays recurring it every turn. Though the Arrows are an excellent design, they need to cast at least one mana more to be fair. It’s funny how strong they are, yet how weak [cast]Dragon Blood[/card] is – a design I’d gladly include in my pool if its activation cost were just tapping it.

Another card which finally got kicked out is Disrupting Scepter, which is essentially a sideboard card in my cubes (reason enough not to use it), and for the rare control-on-control matchup to boot, because it is too clumsy otherwise. I kept it so long because there is just no alternative to it – but then again, in contrast to card drawing, discard probably isn’t an effect which is really needed on a colorless card.

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My Limited Card Pool: Lands and Artifact Creatures (Without Color Affiliation)

This is the first entry in a series where I comment on and explain my choices for my limited card pool in detail.

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Lands & Artifact Creatures

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

If a land or artifact is affiliated to one or two colors, I list it in that place instead, because it will be part of the color ratio of a cube. These cards here are unaffiliated, meaning that they either have no connection to any specific color at all, or equally to all colors.

About the lands:

City of Brass and Transguild Promenade are reasonable choices, but I hope WotC will print something I like a bit better – I don’t think a Grand Coliseum which doesn’t enter the battlefield tapped would be too strong, for example. Evolving Wilds is fine, but I won’t cheat on my singleton guideline by including Terramorphic Expanse as well. Generally, I want all cards in my pool to play noticeably differently – that’s the whole point of using only one copy of each card for me.

Tectonic Edge would be just Wasteland if that card weren’t so absurdly expensive, but I can live with the Edge. (I had Strip Mine before, but it was a bit too suppressive.)

Note that all the color fixing is common to make sure drafters have access to enough of it, and the same goes for basic interactive cards like Quicksand, and elementary theme enablers like Darksteel Citadel.

This is why Mutavault is a common – an exemplary case of a card which is rare simply for constructed reasons (in other words, it is kept scarce because all competitive players need it, and WotC thus can sell more booster packs). It provides a really important function as a generic manland, and the fact it supports tribal themes makes it even more valuable. I would take it out, if there was an adequate, cheaper alternative, since it is one of the most expensive cards in my pool, but there isn’t. (Mishra’s Factory is too complicated and confusing.)

I hope there will be a few more simple lands printed in the future which provide moderate extra value, like Rogue’s Passage – that is exactly the kind of card working greatly in a land themed cube.

Urza’s Factory showcases my policy of making cards which ask for a heavy mana investment rare (I really hate those 7-mana uncommons which WotC so often include in their sets). In my opinion, highend cards are a reward for players who successfully managed to get the game to the stage where they can be used, not an omnipresent feature because they are „more fun“ – they are much cooler (and fairer) if you have to put work into them. Thus, I do not need too many of this kind of card in any cube – they are there if a player wants to commit to a lategame strategy, but there is no overabundance of them.

About the artifact creatures:

They mainly fall into two camps: Generic cards which alleviate color distribution issues (especially important in Zweidritteldraft, since there isn’t much time until you have to commit to your colors, so players should not find themselves with too few playables after a few less than ideal choices in the beginning), or provide interaction with certain card types for colors which struggle with that; and cards supporting a pronounced artifact theme.

As I also did with colored creatures, I made sure there is a minimum number of very generic creatures, often even vanilla creatures, all over the mana curve. Colorless artifact creatures are overall the most generic of these, providing cards all drafters can use to fill up mana curve slots in their decks, but which are usually not especially desirable, so that you can concentrate on getting your synergy cards without having to worry too much about the fundamentals of your deck. I cut a number of less convincing redundancy cards here after re-assessing how large I wanted my cubes to be, like Glass Golem or Obsianus Golem. When building a Next Level Cube, you might be tempted to leave „boring“ generic artifact creatures out: Do not make that mistake! They are the pizza base of an environment. Also, they help making sure artifact removal is useful, which is important to showcase some colors‘ strengths. (For the same reason, there should also always be enough enchantments worthy of being removed in a cube.)

Something I miss in this list is a well-designed 8-drop. For a while, I used Ulamog’s Crusher in that spot, but an 8-drop really should not come with a downside, and the Crusher would also have been my only non-land, non-artifact colorless card in my pool, which isn’t aesthetically pleasing, and confuses some players. The only other reasonable choice would be Sundering Titan, whose ability is rather silly in limited (and, again, constitutes a downside). That slot isn’t important enough for me to put up with cards which don’t make sense to me, so I’ll leave it vacant for the time being (with Aladdin’s Ring being able to sub in if necessary). A simple 8/8 trampling artifact creature would be perfect here (colorless creatures are supposed to be a bit on the weak side in exchange for being usable by everyone), and I really don’t understand why WotC hasn’t printed that card yet (it would probably be an uncommon, I guess).

A high-profile card I dropped from my list is Duplicant, which proved too strong for a colorless 6-drop (it would be fine at 7 mana, though).

Overall, there’s not much to say about lands and artifact creatures; they tend to fulfill the most basic roles and present the easiest decisions. I’ll probably write a lot more about colored cards. Let me again remind you: If you have any question about a specific card (or group of cards) I did or did not include, feel free to ask in the comments – I WILL have an answer ready, since I considered them all!

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My Limited Card Pool: Explanation of Shortcuts

I realized I had to explain the shortcuts I used in my limited card pool list all in one place which I can link to.  If they don’t make sense to you, that’s fine; I mostly just wrote what came into my head first, but in general, they should be quite intuitive. They have been of enormous help to me when compiling my card pool, although they’re far from perfect, especially since I’m too lazy to write down all applicable tags – Ring of Thune, for example, should list „art (is)“, „mark“ & „equip“ in addition to „color (pro)“ and „ring“.

So here we go:

Column C:

„Klar“ signifies color-unaffiliated cards. The other words are German for the colors or name the guilds and shouldn’t need an explanation. A reminder: L marks lands, K creatures, J non-creature permanent spells, and I instants and sorceries.

Column D:

Yup, „C“ means „common“; „U“ „uncommon“ and „R“ „rare“, as defined in my default rarities for Next Level Cubes. (These rarities differ a lot from print rarities.)

Column E:

„art“ marks cards which support an artifact theme, „land“ a land theme, „mark“ a +1/+1 and -1/-1 counter theme, „yard“ a graveyard theme, „ench“ an enchantment theme, „instery“ an instant and sorcery theme, „sold“
a soldier tribal theme, „color“ a color matters theme, „gob“ a goblin tribal theme, „zomb“ a zombie tribal theme, „elf“ a elf tribal theme and „wiz“ a wizard tribal theme.

„hyb“ denotes a hybrid card, and „cross“ a monocolored card which is actually mostly a dualcolored card in disguise, since it needs another color to be desirable. Technically, dualcolored cards should get a tag, too, but since Column C already got this covered, I didn’t need it and could use that space for another tag.

I also use some qualifiers in brackets here:

„pro“ means the card is mainly intended to work with other cards of  that theme, while „anti“ shows that it is especially good against them, and „spare“ denotes a weakness against such cards.

„is“ signifies that the card supports a theme simply by belonging to that category. That is, of course, only useful in special cases – no need to tag all artifacts as „art (is) – for example, when the primary type of an artifact is land, or the artifact is colored; or when a land does something beyond providing mana, thus being integral to a theme of lands which do things.

„critter“, „instery“, „aura“, „double“ and „extra“ separate 5 ten-card cycles of hybrid cards: „critter“ are creatures needing only one colored mana; „instery“ are instants or sorceries only requiring one colored mana, „aura“ are the auras from Lorwyn/Shadowmoor block rewarding you for playing two specific colors (like Shield of the Oversoul), „double“ are cards requiring two colored mana intended to be uncommons, and „extra“ is an addition cycle of commons with no further common denominator which fulfill the necessary quota of hybrid cards.

Column F:

In alphabetic order:

„affi“ = affinity to artifacts

„afficrit“ – the cycle of creatures with affinity to certain basic land types from Darksteel, since changed to „laffi“

„arc“ – an creature with modular and the name component „arcbound“

„banner“ – a couple of color matters cards which permanently give all (or all your) creatures of a certain color +1/+1

„basics“ – a card whose strength scales with the number of lands of a certain basic land type you control

„battal“ = battalion

„bback“ = buyback

„bestow“ – just that

„bomb“ – an artifact with the name component „spellbomb“ from Scars of Mirrodin

„bond“ = soulbond

„cantrip“ – an instant or sorcery drawing you a card in addition to its primary effect

„caps“ – cards with the name component „capsule“ from Shards of Alara

„chief“ – some tribal support cards with that name component from Scourge

„cohort“ – some „color matters“ creatures with that name component from Lorwyn

„courier“ – some tribal support cards with that name component from Onslaught

„craft“ = metalcraft

„cry“ = battle cry

„cycland“  – the common lands with cycling from Onslaught

„cycling“ – just that

„cycrit“ – a cycle of creatures with landcycling from Scourge

„detain“ – just that

„eat“ – a creature with the additional cost of exiling a creature card from your graveyard

„enchtrip“ – a cycle of creature enchanting auras which draw you a card when they enter the battlefield

„enlist“ – some tribal support cards from Apocalypse which reveal the top 4 cards of your library when they enter the battlefield.

„equip“ – an equipment

„etbaura“ – a cycle of common auras with a spell-like triggered ability when they enter the battlefield from Ravnica

„evoke“ – just that

„evolve“ – just that

„exal“ = exalted

„fall“ = landfall, or a mechanic which is effectively the same thing

„fback“ = flashback

„fetch“ – a land which, for the cost of 1 life and sacrificing it, allows you to search a land featuring one of two basic land types from your library and put it onto the battlefield

„fix“ = manafixing

„gate“ – a creature from Planeshift which, upon entering the battlefield, requires you to return a creature featuring one of its colors to owner’s hand

„hero“= heroic

„ini“ – a color matters creature with that name component from Shadowmoor

„inspired“ – just that (will show up in a later update)

„intim“ – a creature with intimidate or fear

„laffi“ – the cycle of creatures with affinity to certain basic land types from Darksteel, formerly „afficrit“

„landact“ – an aura giving the land it enchants an activated ability (Leafdrake Roost was missing this tag in the list)

„leash“ = unleash

„load“ = overload

„mage“ – a 2/1 for two mana with an activated ability with that name component from Magic 2012

„manland“ should be obvious – a land with an activated ability which turns it into a creature

„mentor“ – a color matters creature with that name component from Shadowmoor

„mill“ – a card with the main purpose of putting cards in its controller’s graveyard

„morbid“ – just that

„ordeal“ – an aura with that name component from Theros which puts a +1/+1 counter on the creature it enchants whenever it attacks

„palm“ – the „Gempalm“ tribal support creatures from Legions; formerly „tribcyc“

„persist“ – just that

„pumpart“ – an artifact creature with an activated ability requiring colored mana

„ramp“ = denotes cards which allow you to have more than x mana on turn x. I use it only on color-unaffiliated cards

„replica“  – the cycle of common artifact creatures with that name component from Scars of Mirrodin

„ring“ – colored equipments with that name component from Magic 2013

„rush“ = bloodrush

„scav“ = „scavenge“, formerly spelled out completely

„scavenge“ – just that; „scav“ meanwhile

„scry“ – just that (that tag is out of use now, only showing up in older versions of my list)

„seal“ – a cycle of enchantments with that name component from Nemesis

„shadow“ – just that

„shard“ – some artifacts with that name component, affiliated to a color, from Mirrodin

„signet“ – an artifact with that name component from Ravnica block which, for the cost of 1 mana and tapping it, gives you 1 mana each of two colors

„slith“ – a creature with that name component from Mirrodin, which gets a +1/+1 counter when it deals combat damage to a player

„smith“ – an artifact matters creature with that name component from Scars of Mirrodin

„spike“ – a creature with the name component „spiketail“ which can be sacrificed to counter target spell unless its controller pays some extra mana

„spot“ – a dual land which enters the battlefield tapped unless you control a land featuring one of two basic land types

„thirst“ = bloodthirst

„thresh“ = threshold

„tort“ = extort

„tribcyc“ – the „Gempalm“ tribal support creatures from Legions; changed to „palm“ meanwhile

„tribland“ – a land supporting a specific tribal strategy

„tribrev“ – a tribal matters creature from Lorwyn which cost three mana more to cast if you do not reveal a card with a certain creature type from your hand

„tribute“ – just that

„umbra“ – some auras with that name component from Rise of the Eldrazi

„undy“ = undying

„unearth“ – just that

„vivid“ – the uncommon lands from Lorwyn

„wall“ marks a creature with defender

„wither“ – just that

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