MTG: Fate Reforged Mechanics

New Mechanics:

(Ugin) Manifest - Put the Manifest target onto the battlefield face down as a 2/2 creature. Turn it face up any time if it's a creature card. 

 

Manifest is a double edged mechanic. You can bolster your ranks quickly with it but it costs you a card from your library. This is fine if the card has the Morph ability or it is a creature. Otherwise, it can't be flipped. Ever. Still, there are cards to aid those that cannot be flipped. Those older cards that allow for a flip will just get it revealed but it remains on the table face down. Just hope you don't accidently manifest your Planeswalker!

 

(Abzan) Bolster - Choose a creature with the least toughness among creatures you control and put X +1/+1 counters on it.

 

This is the new boosting mechanic for the Abzan. These aid the lowest toughness creature on your field (the weakest link). If there is a tie then you get to choose which one gets the counters. Each instance will have a number after Bolster, which tells you how many +1/+1 counters the creature gets. The best part is that the effect is untargeted, this bypasses Shroud and other effects that don't allow targeting of the creature. This makes for a good pair with the previous Outlast Mechanic.

 

(Mardu) Dash - You may play this spell for its dash cost. if you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.

 

This is a retooling of an older ability to give it a keyword and alternative cost. Nothing wrong with that. This lets you get a creature for a short while. In ways, this helps as it protects the creature better from threats that they might otherwise be targeted with.

 

Modular Entry

 

This is something a bit different. You can choose between either Khans/Dragons or other options. Khans and Dragons tend to offer lasting effects (and be on enchantments). Numerous creatures have modular effects as well. Take advantage of that.

 

Returning Mechanics

 

(Jeskai) Prowess - Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.

 

This is a mechanic that it is hard to go wrong with. Enhancing creatures while either attacking your opponents, refilling your hand or any number of other spell effects. With Monestary Mentor giving you a Monk with Prowess, you can expect a massive swarm strategy for sure. And one that will take a lot to stop as well.

 

(Temur) Ferocious - The ability triggers if you control a creature with power 4 or greater.

 

The Temur are all about strength. It makes sense that their mechanic wouldn't chanage too much. There is just more variety to it.


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