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Updating, wording cleanup, word cruft cleanup


** In a metagame sense, this is present in with regards to the color system. For casual players, the five colors are more or less equally good. At the competitive level, historically, blue (the color most associated with magic and "wizards") is typically viewed as the best color while green (the color most associated with creatures and hence, "warriors") is typically viewed as the worst. This has been changing over time and is now hotly contested, though, and the game is constantly being updated with an eye toward balance. For example, on the 2019 tournament scene, green is considered one of the better colors in the Standard format, with several very powerful cards (some of them even had to be banned). White has since taken green's former place as the weakest color.

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** In a metagame sense, this is present in with regards to the color system. For casual players, the five colors are more or less equally good. At the competitive level, historically, blue for much of the game's history, Blue (the color most associated with magic and "wizards") is was typically viewed as the best color while green Green (the color most associated with creatures and hence, "warriors") is was typically viewed as the worst. This has been changing over time By the mid-[=2010s=], following years of deliberate {{nerf}}s to Blue and is now hotly contested, though, and the game is constantly being updated buffs to Green by [=WotC=] with an eye toward balance. balance, the colors have started to even out and even inverse. For example, on the 2019 tournament scene, green is Green was considered one of the better colors in the Standard format, with several very powerful cards (some of them even had to be banned). White has since largely taken green's Green's former place as the weakest color.



** And of course, the players themselves are "Planeswalkers," wizards who have grown so powerful they can travel the multiverse, cast all these spells that do sometimes reality- (and game-) breaking things, and summon warriors who are ''vastly'' less powerful than they are.

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** And of course, In a meta-sense, the players themselves are "Planeswalkers," wizards who have grown so powerful they can travel the multiverse, cast all these spells that do sometimes reality- (and game-) breaking things, and summon warriors "warriors" who are ''vastly'' less powerful than they are.
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** And of course, the players themselves are "Planeswalkers," wizards who have grown so powerful they can travel the multiverse, cast all these spells that do sometimes reality- (and game-) breaking things, and summon warriors who are ''vastly'' less powerful than they are.
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* LateInstallmentWeirdness: After 2016, the block model of three sets that had been used for 20 years got scrapped in favour of every new set being stand-alone-

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* LateInstallmentWeirdness: LaterInstallmentWeirdness: After 2016, the block model of three sets that had been used for 20 years got scrapped in favour of every new set being stand-alone-
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* LateInstallmentWeirdness: After 2016, the block model of three sets that had been used for 20 years got scrapped in favour of every new set being stand-alone-
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* OfCorpseHesAlive: [[https://scryfall.com/card/lrw/124/makeshift-mannequin Makeshift Mannequin]] works like this, reviving a creature with a mannequin counter, which causes it to die when it gets targeted, exposing the ruse.
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Removing complaining.


** Wizards tends to give these out, not as BS "cash grabs" like many other [=CCGs=], but as one-of-a-kind prizes. Several have been given out as unique prizes within books. One unique card was given at the opening of Wizards' first store in Japan. One was given to the 1997 World Champion. Three more were given to Richard Garfield to commemorate his proposal, wedding, and the birth of his first child, respectively. Wizards has also given its employees silly, "Unglued"-style foil promotional cards at Christmas.

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** Wizards tends to give these out, not as BS "cash grabs" like many other [=CCGs=], but out as one-of-a-kind prizes. Several have been given out as unique prizes within books. One unique card was given at the opening of Wizards' first store in Japan. One was given to the 1997 World Champion. Three more were given to Richard Garfield to commemorate his proposal, wedding, and the birth of his first child, respectively. Wizards has also given its employees silly, "Unglued"-style foil promotional cards at Christmas.
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Crosswicking.

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* MassCardRemoval: There have been many limited boardwipers, with targets ranging from all creatures, all nonland permanents, then there's the ones that aim for absolutely everything, and effects ranging from destruction, bouncing, sacrificing, or even exiling:
** Tries to clear the board:
*** [[https://scryfall.com/card/m13/158/worldfire Worldfire]]: Resets the board to empty, except the Exile zone.
*** Balance forces all players to discard cards and sacrifice creatures and lands until they control the same number as the player with the least amount of cards in hand/creatures/lands, which can be 0. But it has no effect on artifacts or enchantments.
*** Oblivion Stone: Destroy everything on the board except specially marked things on the board, marks that only it can generate, at a 4 mana cost and disabling the card for the turn or until reenabled, whichever happens first.
** "Destroy all artifacts, creatures, and lands":
*** Jokulhaups does just that.
*** "Obliterate" can't be countered.
** Nevinyrral's Disk: Destroy all artifacts, creatures, and enchantments.
** [[https://scryfall.com/card/shm/227/fracturing-gust Fracturing Gust]] removes all artifacts and enchantments.
** Creature-killers:
*** Wrath of God / Damnation, an orb of white / black that's floating above a few or many people being ReducedToDust, respectively, and costing 2 of any mana and two mana of the aforementioned colors. They destroys all creatures and prevents them from regenerating.
*** Flamebreak: Flamebreak deals 3 damage to each creature without flying and each player.
*** Pyroclasm deals 2 damage to each creature.
*** Starstorm:
----> Starstorm deals X damage to each creature.
** Actifact-focused:
*** Shatterstorm destroys everyone's Artifacts.
*** Furnace Dragon will exile every artifact if summoned from the hand.
** Tranquility destroys everyone's Enchantments
** Only affects lands:
*** Armageddon: Destroy everyone's lands
*** [[https://scryfall.com/card/ddh/1/ajani-vengeant Ajani Vengeant]]: Destroy all of someone's lands.
** Aether Flash only removes all Token Creatures and Counters from permanents.
** Mana Value Seeking wipers:
*** Pernicious Deed: Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with mana value X or less.
*** Engineered Explosives can only affect cards of typically 5 or less mana value, unless an effect to add more charge counters to it applies, since "This enters the battlefield with a charge counter on it for each color of mana spent to cast it." and there's only 5 colors.
----> Sacrifice Engineered Explosives: Destroy each nonland permanent with mana value equal to the number of charge counters on Engineered Explosives.

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* MythologyGag: The [[https://scryfall.com/search?q=type%3Aclass&unique=cards&as=grid&order=set Class enchantments]] from ''Adventures in the Forgotten Realms'' all incorporate the [[https://i.pinimg.com/originals/08/a7/be/08a7be05262acbf3140b7bc195684e83.png class logos from the Player's Handbook]] in their artwork, sometimes subtly, sometimes obviously.

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* MythologyGag: MythologyGag:
** The ''Time Spiral'' set consisted entirely of cards that referenced other cards printed earlier. For an comprehensive list to [[ReferenceOverdosed (most of?) the call-backs]] check: [[http://wiki.mtgsalvation.com//Time_Spiral/Trivia Here]], [[http://wiki.mtgsalvation.com/Planar_Chaos/Trivia here]] and [[http://wiki.mtgsalvation.com/Future_Sight/Trivia here]].
**
The [[https://scryfall.com/search?q=type%3Aclass&unique=cards&as=grid&order=set Class enchantments]] from ''Adventures in the Forgotten Realms'' all incorporate the [[https://i.pinimg.com/originals/08/a7/be/08a7be05262acbf3140b7bc195684e83.png class logos from the Player's Handbook]] in their artwork, sometimes subtly, sometimes obviously.

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* NonElemental:
** Artifacts, with a few exceptions, are colorless.
** [[EldritchAbomination Eldrazi]]. Again. Is there any trope they don't fall under?

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* NonElemental:
** Artifacts,
NonElemental: The vast majority of Artifacts are colourless, as they are innanimate objects with a few exceptions, no soul, and therefore no philosophical leanings. The Eldrazi are colorless.
**
the only non-Artifact creatures to be colourless, in their case because they are [[EldritchAbomination Eldrazi]]. Again. Is there Eldritch Abominations]] that live in the void between planes, and therefore have no connection to any trope they don't fall under?of the forces of nature.



** Non-Basic lands provide a greater range of powers. Some, such as dual lands, can produce mana of multiple types. Others, such as "[[https://mtg.gamepedia.com/Manland Manlands]]", can generate creatures. Some even change how other lands function, such as the (in)famous [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=131005 Urborg, Tomb of Yawgmoth]].

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** Non-Basic lands provide a greater range of powers. Some, such as dual lands, can produce mana of multiple types. Others, such as "[[https://mtg.gamepedia.com/Manland Manlands]]", can generate creatures. Some even change how other lands function, such as the (in)famous famous [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=131005 Urborg, Tomb of Yawgmoth]].



** There is also ''deliberate'' creep on the part of Wizards. The overall pattern has been creatures growing in strength while spells get weaker. When the game first came out, LinearWarriorsQuadraticWizards was in full effect. The infamous [[https://magic.wizards.com/en/articles/archive/power-nine-2003-10-15 Power Nine]] were early cards considered to be the most powerful effects in the game ([[BoringButPractical despite all but one of them being fairly boring in effect]]). Six of them are mana sources while the other three are all spells. There are no creatures in the Power Nine. Meanwhile, [[http://magiccards.info/al/en/103.html Force Of Nature]] was originally the biggest creature in the game, an 8/8 (for 6 mana) that you need to keep paying mana to in order to keep alive. Nowadays, [[http://magiccards.info/zen/en/187.html Terra Stomper]] -- a "strictly better" version with a more flexible casting cost, the upkeep drawback removed, and a small perk added -- is considered ''too weak'' to play in competition. Additionally, compare [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220176 Serra Angel]], a creature that was at one point removed from the core set for being too powerful, to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205077 Baneslayer Angel]], which lacks one of Serra Angel's traits (Vigilance) but replaces it with a metric crap-ton of other stuff. The generally-agreed-upon theory as to why creatures suddenly became extremely useful around 2003-2004 was that, for the first 10 years of the game's life, creatures were largely a total waste of mana. While a few were actually considered "good", such as Morphling and Psychatog, the vast, ''vast'' majority [[LinearWarriorsQuadraticWizards were considered plainly useless compared to Enchantments, Instants, Sorceries]], and even ''Lands''... to the point that most top-tier Type 1 and Type 1.5 decks (now called Vintage and Legacy Formats) were creatureless. Wizards vastly overestimated the effect that creatures had on the game outside of Limited and Standard, and around 8th Edition, realized that they needed to make creatures relevant. What ensued was massive power creep of creatures that were intensely mana-efficient, so that they would be considered just as useful as other card types. [[BatmanGambit It worked]]: it is now very rare for Modern, Legacy, and Vintage decks to contain no creatures, but at the same time they aren't the bulk of most decks, either, with most decks playing between 8 and 18 creatures.

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** There is also ''deliberate'' creep on the part of Wizards. The overall pattern has been creatures growing in strength while spells get weaker. When the game first came out, LinearWarriorsQuadraticWizards was in full effect. The infamous [[https://magic.wizards.com/en/articles/archive/power-nine-2003-10-15 Power Nine]] were early cards considered to be the most powerful effects in the game ([[BoringButPractical despite all but one of them being fairly boring in effect]]). Six of them are mana sources while the other three are all spells. There are no creatures in the Power Nine. Meanwhile, [[http://magiccards.info/al/en/103.html Force Of Nature]] was originally the biggest creature in the game, an 8/8 (for 6 mana) that you need to keep paying mana to in order to keep alive. Nowadays, [[http://magiccards.info/zen/en/187.html Terra Stomper]] -- a "strictly better" version with a more flexible casting cost, the upkeep drawback removed, and a small perk added -- is considered ''too weak'' to play in competition. Additionally, compare [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220176 Serra Angel]], a creature that was at one point removed from the core set for being too powerful, to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205077 Baneslayer Angel]], which lacks one of Serra Angel's traits (Vigilance) but replaces it with a metric crap-ton of other stuff. The generally-agreed-upon theory as to why creatures suddenly became extremely useful around 2003-2004 was that, for the first 10 years of the game's life, creatures were largely a total waste of mana. While a few were actually considered "good", such as Morphling and Psychatog, the vast, ''vast'' majority [[LinearWarriorsQuadraticWizards were considered plainly useless compared to Enchantments, Instants, Sorceries]], and even ''Lands''... ''Lands'', to the point that most top-tier Type 1 and Type 1.5 decks (now called Vintage and Legacy Formats) were creatureless. Wizards vastly overestimated the effect that creatures had on the game outside of Limited and Standard, and around 8th Edition, realized that they needed to make creatures relevant. What ensued was massive power creep of creatures that were intensely mana-efficient, so that they would be considered just as useful as other card types. [[BatmanGambit It worked]]: worked: it is now very rare for Modern, Legacy, and Vintage decks to contain no creatures, but at the same time they aren't the bulk of most decks, either, with most decks playing between 8 and 18 creatures.



** [[https://scryfall.com/card/2ed/114/lich?utm_source=mci Lich]] is a classic. It essentially turns ''you'' into a lich -- you lose all life, but do not immediately lose the game. Instead, you can discard cards in place of damage taken. If you are unable to discard, ''then'' you lose.
** Another notable early example is [[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=135271 Lord of the Pit]], an extremely powerful creature for its cost that requires a sacrifice of one creature per turn or it turns on you.

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** [[https://scryfall.com/card/2ed/114/lich?utm_source=mci Lich]] is a classic. It essentially turns ''you'' into a lich -- you lose all life, but do not immediately lose the game. Instead, you can discard sacrifice cards in place of damage taken. If you are unable to discard, sacrifice, ''then'' you lose.
** Another notable early example is [[http://ww2.[[https://gatherer.wizards.com/gatherer/CardDetails.aspx?&id=135271 com/Pages/Card/Details.aspx?multiverseid=70 Lord of the Pit]], an extremely powerful creature for its cost that requires a sacrifice of one creature per turn or it turns on you.



* PsychicPowers: A staple of blue magic, especially anything relating to the (in)famous planeswalker Jace Beleren. In terms of game mechanics, "psychic" abilities most often take the form of forcing your opponent to discard from their hand and/or directly from their deck (attacking their mind and knowledge), removing cards from their graveyard (their memory), and even playing their own cards against them (landing somewhere between MindControl and MindRape).

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* PsychicPowers: A staple of blue magic, especially anything relating to the (in)famous famous planeswalker Jace Beleren. In terms of game mechanics, "psychic" abilities most often take the form of forcing your opponent to discard from their hand and/or directly from their deck (attacking their mind and knowledge), removing cards from their graveyard (their memory), and even playing their own cards against them (landing somewhere between MindControl and MindRape).
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** [[https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=14653 Jokulhaups]], one of the earliest "clear the field" cards in the game, implies wiping everything away in a flood. Unusually, it requires Mountains, the source of Red mana. The reason? [[https://en.wikipedia.org/wiki/J%C3%B6kulhlaup Jokulhlaups]] are the result of melting glaciers, which would require a lot of Red mana.

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** [[https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=14653 Jokulhaups]], one of the earliest "clear the field" cards in the game, implies wiping everything away in a flood. Unusually, it requires Mountains, the source of Red mana. The reason? [[https://en.wikipedia.org/wiki/J%C3%B6kulhlaup org/wiki/Jökulhlaup Jokulhlaups]] are the result of melting glaciers, which would require a lot of Red mana.



** It's possible to attack your opponent's lands, denying them their mana.

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** It's possible to attack destroy your opponent's lands, denying them their mana.



* ManaDrain: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1491 Mana Drain]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3903 Drain Power]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?id=25567 Mana Short]], among others.

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* ManaDrain: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1491 Mana Drain]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3903 Drain Power]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?id=25567 aspx?multiverseid=25567 Mana Short]], among others.
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** Secret Lair sets feature alternate artwork for existing cards, and can be used to release themed collections of cards with unique artworks and frames, including {{Crossover}}s with other intellectual property. These can also include low rarity cards that you can find for cheap. Whether the Secret Lair is worth the asking price will be tied to how much you value these alt-arts, because if you compare them with the regular cards' average price on the secondary market, you definitely won't be breaking even.
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* OneHitKill: Even a single point of damage can destroy a creature if the source of that damage has the Deathtouch keyword. For example, even a 1/2 [[https://scryfall.com/card/2x2/142/deadly-recluse Deadly Recluse]] can bring down the 15/15 EldritchAbomination [[https://scryfall.com/card/2x2/1/emrakul-the-aeons-torn Emrakul, the Aeons Torn]].

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