
Magecraft is a trigger that goes off whenever you cast or copy an instant or sorcery spell, and Wizards did an excellent job of spreading the power level across the set.
#Magic arena tactics archive
The Mystical Archive collection and the Lesson/Learn mechanic were part of that, but you can't win Magic without having a few permanents on the battlefield, and there needed to be a way to fit that theme in there as well. Strixhaven: School of Mages was an Instant and Sorcery-matters set, meaning a lot of emphasis was put onto the non-permanent spells.

Mechanically simple and thematically complex, it's surprising to see such a small keyword rank so high on this list, but it absolutely deserves it. Every human is banding together to take back the day, and the weakest among them are learning from the strong. Whereas Coven represented the Humans of Innistrad coming together in harmony, Training represents them fighting back in Innistrad: Crimson Vow. Training also makes a lot of sense thematically. +1/+1 counters decks now have an easier way to get the ball rolling on their strategies, it scales nicely across the duration of a game, and it doesn't require as many hoops to jump through as Midnight Hunt's Human mechanic, Coven. It's such a small and simple ability, but it adds so much to the game. Whenever a creature with Training attacks alongside a creature with higher power, you put a +1/+1 counter on the Training creature. It's got a lot of potential though, and definitely deserves more love in the future.Īpprentice Sharpshooter by Steve PrescottĬrimson Vow's Training was designed as an 'inverted' (read: fixed) version of the Mentor mechanic from Guilds of Ravnica. Forgotten Realms is the only set where Dungeons were used, and so if you want to make a Dungeon deck, you're limited to that single set of cards to pick from. It's a shame that we're unlikely to see Dungeons outside of D&D-related sets (maybe it will be back for Battle for Baldur's Gate?) because it did have the downside of feeling a bit 'parasitic'.
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If Wizards wanted to refresh AFR at all, there's no reason why they can't just make new dungeons to the current lineup of three without needing to print entire new sets.
#Magic arena tactics series
The other cool thing about Dungeons was that they aren't cards, they're just a series of triggers you refer to as you venture. Worth pursuing thanks to cards that rewarded you for completing them, but not so overpowered that Forgotten Realms avoided turning into a race to whoever could clear a dungeon first, they were a flavourful way of tracking complex lists of triggers. Part Saga, part Level Up, it worked nicely as a one-off bonus effect or as the emphasis of entire decks. Whenever a creature ventured, you triggered the next in a series of effects known as a 'Dungeon'.

Venture into the Dungeon was by far Adventures in the Forgotten Realms' biggest mechanic. Triumphant Adventurer by Alexander Morkhov We saw Zendikar Rising, Kaldheim, and Strixhaven all use modal double-faced cards, and having something that feels ruthless and a little bit programmer-y would be a great fit for both Kamigawa: Neon Dynasty and Streets of New Capenna. Ever since Wizards of the Coast got rid of the Block system of having multiple sets in the same place, it's been using a mechanic to give a light sense of unity between a year's releases. It wouldn't be surprising if we see Cleave come back in future sets. Doing all that while reading the card upside down across a table in a busy shop is even more confusing. For example, Lantern Flare is an absolute nightmare to understand the first few times you see it, as you need to mentally keep track of both what the X cost is and whether the Cleave cost was paid.

By paying an alternative casting cost, you're able to ignore certain words on the card – for example, Dig Deep can either be cast normally to find a basic land, reveal it, and put it into your hand, or it can be cleaved to remove the words and, letting you then search for any card and put it into your hand.Ĭleave was a really cool way to fit modular options into a smaller text space and felt reasonably powered, but it did run into the problem of being difficult to parse. Cleave was introduced in Innistrad: Crimson Vow.
