Activate

Comparison of Game Mechanics

New 19 Jul 2024 Asked by bardakus 9 Comments

Hey Mark. I was just thinking, lots of players complain about the "once per turn effect", but at least I very rarely hear players complain about the very similar "tap as a cost to activate ability". Of course, there is a very teal functional difference; plenty of cards untap other permanents, yet nothing (that i know of) overrides the "once per turn" effect. Do you think untap effects were a mistake? In the same vein as reclaiming arbitrary cards from exile.


I do not consider that a mistake.

Future Set's Heroic Rework

New 11 Jul 2024 Asked by bassimelwakil 9 Comments

FYI on May 16th I asked that given how disguise reworks morph and the dev issues with heroic, what would you consider changing to rework heroic. You replied “there is an upcoming set that answers that very question”. I presumed you were referring to a Marvel set, but qanadhar left a comment certain it was Bloomburrow. Just some of the fun foreshadowing of Blogatog. :)(I presume there’s an article or podcast that explains the rework soon?)


Next week’s article talks about the mechanics. Short version: heroic looked into allowing abilities, but there existed things you could repeatedly activate for 0, so we left it off. Valiant added abilities back in to help it trigger more, and used the once a turn restriction to deal with the problem interactions.

Templating Possibilities for X Spells

New 27 Jun 2024 Asked by the-world-annealing 5 Comments

Do you think that "to cast X spells or activate abilities of X" will ever be templated?


With the right set, sure.

Frequency of Any Player Activation Abilities

New 13 Jun 2024 Asked by perfectcollectorduck 7 Comments

If/when: more "any player may activate this ability" abilities?


When, but it’s something we want to be infrequent.

More Abilities from Hand/Graveyard

New 10 Jun 2024 Asked by deathworld12 9 Comments

can i request more activated abilities that activate from hand/graveyard?


We will do more, but they both want to be done with a light touch.

Planeswalker Ultimates

New 16 May 2024 Asked by aaaaaa123456789 3 Comments

How much are planeswalker ultimates allowed to bend (or break) the color pie? I'm specifically thinking of high-cost ultimates that would take at least two or three uses of the plus ability (e.g., a +1/-2/-7 planeswalker starting with 5 loyalty), not ultimates you're expected to reliably activate.


They should never break color pie, but the hoops you have to jump through allow some bending.

Copying Abilities

New 20 Apr 2024 Asked by zombsidian 21 Comments

"Red can temporarily copy things, and green (with certain restrictions) can copy its own creatures."Doesn't White also make copies, with effects like populate or effects like Preston the Vanisher? Also, Black likes to make copies of dead/exiled creatures, usually making them different creature types (ie Sauron, the Necromancer/Kinzu of the Bleak Coven/Activated Sleeper)


White can, in certain circumstances, copy token creatures, and black sometimes uses copy technology in reanimation. Both are very limited though in their use of copying.

Universal Counters

New 09 Apr 2024 Asked by crimsonandrose-blog 25 Comments

Would there ever be a counter that got put on both permanents and players or would they be separated? Example counter on permanents would cost X more to activate abilities and creatures to attack/defend, on player it would make spells cost X more


We’ve yet to have counters cross over. I’m not sure if the rules allow it.

Saddle vs Crew

New 30 Mar 2024 Asked by strymon 36 Comments

I was interested to see that Saddle can only be activated at ‘Sorcery Speed’. If you could go back, would you have made Crew function the same way? I would have expected the two to work similarly. I guess with how the mounts are functioning, being able to activate it at instant speed is kind of meaningless, except I suppose to Saddle in response to removal.


We need crew to function that way because we want Vehicles to be able to block. Saddled creatures can naturally do that, and the effects we want for saddle are more offensive in nature.

New Cards Appreciation

New 08 Mar 2024 Asked by wizardwhoriffleshuffles 27 Comments

Hey Mark, please high five those responsible for the new “whenever one or more creature cards leave your graveyard” cards in MKM and CLU, as well as those responsible for the “mana only to activate abilities” cards we’ve seen lately (I.e. Omen Hawker, Enigma Jewel, James, Wandering Dad). Been a big fan of those archetypes for a while now and happy to see them get more support.


Will do.

Activating Abilities Change

New 15 Feb 2024 Asked by tybonel13 33 Comments

We've seen several cards that give spells flash or otherwise let you cast them as though they had flash, but if/when a card that lets you activate abilities as though they didn't have "Activate only as a sorcery."?


If. Messing with safety valves can be dangerous.

Creature as Swamp

New 10 Feb 2024 Asked by lordpringle 30 Comments

Could a creature be a swamp?


A land creature could. If there was a nonbasic land with subtype swamp that could activate to animate itself, it would be both a creature and a swamp.

Artifact Mechanic Change

New 11 Jan 2024 Asked by adelphis 24 Comments

If or when: An old mono artifact getting re-errataed to have 'you may only activate once per turn' instead of tapping.


That’s a big if. I don’t see the need to change it.

Mana Ability Conundrum

New 19 Dec 2023 Asked by aalgot 68 Comments

What happens if a series of replacement effects make a mana ability that we activate while casting panglacial wurm from our library to cause us to search our library?


The Space-Time Continuum breaks. : )

Planeswalkers Activation Design

New 18 Dec 2023 Asked by eeveedinah 56 Comments

Hi Mark! When initially designing planeswalkers back in Lorwyn, why did they not tap to activate? Given that they only activate once per turn and there is an in built way in the game of MTG to represent once per turn abilities, it seems like a deliberate design choice to not have them tap. This would make it unambiguous when walkers have activated for turn as well as give some interesting synergy with untappers.


We didn’t want players to untap planeswalkers to use their abilities again.

Ability Word Explanation

New 02 Dec 2023 Asked by jimharbor 40 Comments

Why was corrupted made an ability word instead of a keyword? For example why was the seedcore given it's current wording rather than "Target 1/1 creature gets +2/+1 until end of turn. Activate only if an opponent is corrupted. (A player is corrupted if they have three or more poison counters.)"


Usually the difference between a keyword and an ability word is the former replaces an exact string of text that has to be the same on every card.

Keywording Sorcery Activations

New 30 Nov 2023 Asked by ridleysmash143 26 Comments

The line "activate only as a sorcery" reads so clunky and inelegant(just like this question) have you guys ever looked into keywording or streamlining it?


We’ve looked into other templates.

Limiting Activation Times

New 30 Nov 2023 Asked by khaoskrtr 23 Comments

Speaking of modern clauses on abilities - While I agree that adding "activate as a sorcery" often improves gameplay, I find that the "this ability activates only once each turn" clause is usually just a party pooper. Of course, I understand the clause is to prevent abuse in constructed, but I feel like it often bleeds too much into fun-ruining for limited. Would you consider using "this ability activates no more than {number} of times each turn" as a middle ground to prevent infinite combos?


We put “only once each turn”, because we only want it happening once each turn. If we can write it as a triggered ability or an activated ability with a tap, we often do, but the ability to restrict something to once a turn is an important design tool.

Sorcery-speed Activation Effects

New 29 Nov 2023 Asked by krarks-other-thumb 77 Comments

More and more often, it seems like things are being restricted to “only activate as a sorcery”. Personally, I find this to be detrimental to having fun during limited or even constructed, and feel like there’s less interactivity than there has been in previous sets. Is this a complexity issue of some kind, or has there just been more activated abilities recently?


Restrictions are a core tenet of good game design. You give the players a goal and then give them obstacles to that goal. Game designers then use those obstacles as a means to push players towards the better game play. Every ability being usable at “instant speed” might give the players more flexibility, but it doesn’t lead to better game play. Having to make difficult decisions to maximize the route to victory is the bread and butter of fun Magic. One final note, increased choices do not inherently lead to more interactivity. If I can always wait to use my abilities until the last moment, that more often decreases interactivity.

White Card Mechanics

New 23 Nov 2023 Asked by flakmaniak 20 Comments

If Armistice's ability said "activate only once each turn", would you consider it in-pie for white? Or would you still lobby for some other restriction, some deckbuilding/board-state requirement?


We like white’s card drawing to have an aspect of “do a white input”. I assume if we made the card today, it would more likely be a trigger than an activated ability.


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