Ability Words

Purpose of 'Landfall' Term

New 12 Jul 2024 Asked by noahmatthews1399 6 Comments

I've been loving the innovations as of late to have fewer words/characters on cards such as the change to mana value and enters. What was the purpose of making each card say Landfall? I can not see the benefit if they will all include the reminder text anyway.


Ability words allow people to better group similar cards together and gives people vocabulary to talk about it.

Concern about Complex Mechanics

New 09 Jul 2024 Asked by dude1818 52 Comments

I don't like how weird Magic is getting with mechanics lately. Collect evidence, commit a crime, now gift, forage, and pawprints. What happened to just making new keywords and ability words? Has wotc run out of design space?


All of the mechanics you listed, save paw prints, *is* a new keyword or ability word.

Ranking CreatureFall Ability

New 26 Jun 2024 Asked by fanfactorpodcast 8 Comments

Where did alliance aka CreatureFall rank? I feel it was one of the more forgetful ability words.


People liked it, but weren’t passionate about it. It’s the classic 7 out of 10.

Ability Word to Keyword

New 07 Jun 2024 Asked by ricardolongo 18 Comments

If changing an ability word to a keyword is functional errata, what about vice versa? Because it has happened before (with threshold).


Yes, it’s functional errata.On occasion, we do functional errata.

Changing Ability Word to Keyword

New 06 Jun 2024 Asked by trifas 22 Comments

Is changing an Ability Word to a Keyword considered functional errata? Like if you changed "Landfall - Whenever a land enters the battlefield..." to "Whenever you landfall...."


It is functional errata.

Evoke and Channel Mechanics Difference

New 04 Jun 2024 Asked by gevth 19 Comments

Evoke, channel, sorceries and instants with kicker that make tokens and some MDFC are all mechanics that allow you to play a “sorcery” with a chance of making a creature if you have the mana. What are the factors between choosing one over the others?I’m specially intrigued on the reason for creating evoke when channel already existed.


Channel was probably a mistake in that it’s listing something we do all the time, something that doesn’t want an ability word. The only reason we brought it back in Neon Dynasty is we wanted returning mechanics and our choices were slim.We like having different tools available, which allows us to customize use to match the needs of the set.

Prowess Ability Word Suggestion

New 01 Jun 2024 Asked by jimharbor 35 Comments

Was there ever thought of a tweak to Prowess as an ability word "Whenever you cast a noncreature spell... Blank" I feel that has a bit broader design space than the hard keyword


We can still write those words. I’m not sure we do it enough to change the prowess mechanic into an ability word.

Landwalk Ability Explanation

New 29 Apr 2024 Asked by ravenjoybower 31 Comments

Hey Mark, you probably wouldn’t template it this way, but *theoretically* - islandwalk means “can’t be blocked if defending player controls an Island”. So could artifactwalk mean “can’t be blocked if defending player controls an artifact”? Or is the way the ability worded means it needs to be tied to lands of some kind?


Landwalk is an ability word (meaning it doesn’t have any inherent rules meaning, it’s a label), so we could make landfall as an ability word if we so desired.

Probability of Heckbent as Ability

New 27 Apr 2024 Asked by coboney 22 Comments

If/When Heckbent being made an ability word (probably with a new name)


If. It’s best chance is if it gets used as a faction keyword.

Eternal Game Keywords

New 17 Apr 2024 Asked by zackdes44 28 Comments

Now that Magic is designing for the eternal game (I don't remember the phrase used), has Wizards considered making a list of 'keywords'? Keywords need to be in the comprehensive rules anyway, wouldn't it be easy to create a list of keywords in the rules and then create a game term to reference them?


It gets fuzzy fast. Plus, most players don’t differentiate between keywords and ability words.

Ability Words Utility

New 14 Apr 2024 Asked by smurfyscott 32 Comments

Would an “ability word” at the beginning of a once-per-turn ability help?


Besides the confusion (ability words convey utility, not restrictions), it would prevent us from being able up limit usage of ability words.

Ferocious Mechanic Usage

New 27 Mar 2024 Asked by jimharbor 22 Comments

Ferocious seems to be functionally deciduous. Is there any chance to see the ability word get rr used like you do for Landfall? That ks for answering our questions sir.


It’s something we can talk about.

Ability Word Fix

New 13 Mar 2024 Asked by gevth 21 Comments

Not a rules manager, but a “fix” for mechanically referencing ability words would be:Step 1) create a keyword that technically does nothing with the same name as the ability word.Step 2) retroactively add the keyword to all cards with the ability word. So instead of “Landfall<\i> - When a land enters draw a card” you’d have “Landfall. When a land enters draw a card”. It would work on a mechanical level. It would create a huuuuge amount of confusion sometime in the future.


Not a great fix. : )

Ability Word Mechanics

New 13 Mar 2024 Asked by aalgot 21 Comments

No. The rules don’t currently allow you to mechanically reference ability wordsIf/when Fix that bug?


If. I’m not sure how easy a bug it is to fix.

Referencing Ability Words

New 12 Mar 2024 Asked by namagem1 44 Comments

Hey mark, are you allowed to refer to ability words? Like, could you say "Creatures with landfall abilities you control have (ability)"?


No. The rules don’t currently allow you to mechanically reference ability words.

Aesthetic Mechanics Critique

New 10 Mar 2024 Asked by dude1818 30 Comments

I just listened to your episode about designing MKM. Your comments about capturing the aesthetic of the genre crystallized why I don't like mechanics like commit a crime and collect evidence. I like the aesthetic of how Magic cards are written, and these violate that. Normal keywords and ability words still follow magic-ese, but these throw out the normal magic-ese to try and be cheeky, and it breaks my immersion


Can you give me more detail? Embalm or escape doesn’t break immersion, but collect evidence does? I don’t understand.

Mechanic Design Philosophy

New 04 Mar 2024 Asked by dude1818 27 Comments

I like dungeons and the ring. I don't like descend and commit a crime. In my opinion, the difference is that the former rely on an external game piece anyway, so you can shunt the rules text to that piece. Descend and commit are just attempts to flavorfully batch normal rules text, and we already have a way to do that: ability words. Turning them into new vocab is totally unnecessary


If they’re ability words, you can’t make cards that mechanically care about them, so I wouldn’t call it unnecessary.

Vocabulary Fatigue Issue

New 03 Mar 2024 Asked by olmbutch 47 Comments

hey mark! recently people I know have been expressing issues with what I'm calling "vocabulary fatigue". Wizards has been recently utilizing a lot of very flavorful mechanic names and ability words, which is something i myself appreciate, as someone who plays a lot of limited and only needs to focus on a few of them at a time, but a lot of my friends are saying is making their experience with the recent sets worse, because they have to remember what cards do when it isn't super obvious from their actual text. In the past year or so we've had a lot of new "action batching" mechanics (by which i mean vocabulary that references a specific action or kind of action so that cards can more easily care about that action without spelling the action out every time) such as "the ring tempts you", "decend", "commit a crime", "collect evidence", "suspect", and "face a villainous choice" as opposed to older magic sets, which didn't deal with this design space as much. although other mechanics in the same vein exist, like Monsterous, their prolificness in the last year or so feels like complexity creep.Although the names are flavorful and saving on card space as allows for powerful and interesting cards, the volume of new vocabulary for older pretty routine actions (such as making your opponent choose things, permanents entering the graveyard from anywhere, interacting with your opponent or their cards, or exiling cards from your graveyard to pay a cost) can feel incomprehensible and overwhelming at times. There's a reason "whenever you cast a noncreature spell" has bever been erattaed to "whenever you exhibit your prowess"
Thanks for reading! Have a great day.


The reasons for the vocabulary increase in the type of effects you’re talking about is the result of solving a core problem. Commander has become the most played tabletop format. In order to hit a threshold that a theme is playable in Commander, it has to appear on more cards than can possibly fit in a single set. In fact, more that can fit in three sets (so even a return to blocks wouldn’t solve this problem.) The solution is to play into themes that are backwards compatible. At first, we just hit upon themes that Magic has been doing a long time (caring about card types, graveyard, typal, etc.). Eventually, though we start to both exhaust those and start to feel to repetitive. One of our solutions was discovered in Dominaria with historic. What we call batching. If we combo existing things, but in a flavorful combination, we create new backward compatible themes that haven’t yet been the core of decks. Yeah, you’ve made artifact decks and legendary decks, but none with those two effects, plus Sagas, combined. In order for batching to work, we need to give it a flavor to hold it together, and that requires vocabulary. The flavor also helps the mechanic feel organic to the set it’s in. In short, player preferences create new design challenges, and this trend is one of the things design is doing to meet those challenges.

Keyword Action Complexity

New 29 Feb 2024 Asked by irlnautica 31 Comments

For me, I've been having trouble with the new keyword actions that are kind of just groupings or names for existing mechanics, like descend or commit a crime - the lack of "novelty" in their actual mechanics, makes it harder for me to remember what they are. They feel like the kinds of thing that would've been ability words only a few years ago, rather than their own named actions.


One of the challenges in designing new mechanics is wanting to create backwards compatibility. If new mechanics only work with other cards from the same set, it limits how they can be used. That issue is exacerbated by Commander with its 100-card singleton requirement.I do hope that once you grok what crimes are (targeting an opponent or their “stuff”) that it becomes easier to process. It was designed to be something that felt natural with a little bit of play.

Domain Keyword Insight

New 25 Jan 2024 Asked by vargenhk 46 Comments

I was noodling around with adding some Domain cards to my cube. When I searched for the word on Gatherer it showed me a bunch of cards that have never had the word "Domain" printed on them, but still counted the number of basic land types. Please give a high-five to whoever decided to put the term in those cards' oracle texts. It makes the database MUCH more useful.


Will do. Domain as an ability word didn’t happen until we brought the mechanic back.


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