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kripp mtg

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Mar 22nd, 2018
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  1. Z undo action
  2.  
  3. Enter Does the action AND ends the turn!
  4.  
  5. Space Passes the Priority
  6.  
  7. Alt + F4 Closes the game
  8.  
  9. Shift + . Brings up FPS.
  10.  
  11. Esc opens the concede/settings menu
  12.  
  13. Right mouse click - zooms in on the card
  14.  
  15.  
  16.  
  17. Deckbuilder --
  18. Wildcard - A blank card that can be exchanged for any card within its rarity / Think of it as free dust to craft a card.
  19.  
  20. While in deckbuilder click the "Flower" icon to display the cards in the set you do not own/exchange wildcards.
  21. --
  22.  
  23.  
  24. Enrage - When this creature takes damage, the enrage trigger will go off. For example: Ripjaw Raptor has the Enrage trigger of Draw a card. When Ripjaw Raptor takes damage (of any type; -x/-x is not damage nor is destroy or exile), the controller draws a card.
  25.  
  26. Raid - If a creature attacked this turn (does not have to be successful and can attack for 0), the raid mechanic will trigger. Note: some raid triggers are ETB, like Storm Fleet Aerialist, while others are at the end of turn, like Ruin Raider. see individual cards to determine the conditional.
  27.  
  28. Crew - Tap any number of creatures whose power adds up to the crew cost. This turns the artifact into a creature until end of turn.
  29.  
  30. Ascend - if, at anytime, you control 10 or more permanents, you gain the city's blessing. This cannot be removed if you have less after receiving the blessing. The trigger checks when a spell with ascend receives trigger priority or at any time you fulfill the requirements if the permanent has ascend.
  31.  
  32. Explore - When a creature explores (via etb or other means), reveal the top card of your deck. if it is a land, place it in your hand, otherwise, put a +1/+1 counter on exploring creature and you can decide to place the revealed card on top of your deck or in the graveyard.
  33.  
  34. The other keywords are evergreen, but I will include them below.
  35.  
  36. Flying - can only be blocked by creatures with flying or creatures with reach.
  37.  
  38. Reach - can block flying creatures like it had flying.
  39.  
  40. Flash - can be cast at anytime you could cast an instant spell
  41.  
  42. Trample - all damage not absorbed by blocking creatures will be taken by the player
  43.  
  44. First strike - Deals damage during the first strike damage phase
  45.  
  46. Double strike - Does damage during the first strike damage phase AND the regular damage phase
  47.  
  48. Vigilance - Does not tap to attack
  49.  
  50. Indestructible - This permanent cannot be destroyed by destroy effects or by lethal damage. -x/-x will still kill a creature with indestructible if it's toughness (excluding damage) is reduced to zero or lowe
  51.  
  52. Scry X - Look at the top X cards, you may place any number of them on the bottom of your deck in any order. Any card not placed on the bottom of your deck may be placed on top of your deck in any order. Each instance of scry is separate
  53.  
  54. Lifelink - All damage done by this creature increases your life total by that amount
  55.  
  56. Hexproof - Cannot be targeted by spells and abilities controlled by your opponent.
  57.  
  58. Menace - must be blocked by two or more creatures
  59.  
  60. Haste - can attack or use abilities the turn it enters the battlefield
  61.  
  62. Defender - cannot attack.
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