Magic: the Gathering keyword conversion list

This list is probably far from complete, and refers only to the most readily-convertible abilities. Any abilities not listed here will need to be formulated in discussion with the GM.

If keywords can refer to planeswalkers or creatures, the term “entity” is used. Otherwise, either creature or planeswalker is used.

Entity Keywords

Absorb
Entities with Absorb prevent X amount of damage dealt to themselves.  This is a sliver-only ability.

Annihilator
GM-controlled NPC only ability.  When a planeswalker is successfully hit by a creature with Annihilator, that planeswalker loses X creatures, artefacts or mana bonds, in any combination.

Aura Swap
An in-play aura can be swapped with an aura in a planeswalker’s readied spell slots.  The aura that was in play takes the place of the aura that was readied.

Battle Cry
If the entity made an attack action in the last tick cycle, any friendly creatures completing an attack action in the next tick cycle gets an additional die to their attack role.

Bloodthirst
If a friendly entity made a successful attack action in the tick cycle that the creature with Bloodthirst is summoned in, the creature gets as many additional endurance and strength levels as the creature has bloodthirst.  This ability only applies to summoned creatures.

Bushido
If an entity with Bushido attacks or is attacked, they gain their Bushido value in Strength and Endurance until the attack action is resolved or interrupted.

Changeling
If a creature has the Changeling ability, it has all possible creature types.

Deathtouch
Entities with Deathtouch kill creatures they successfully deal damage to, and do double damage to Planeswalkers.

Defender
Entities with Defender cannot initiate combat.  If they have a Strength characteristic, they can still attack.

Devour
Creatures with Devour may have creatures sacrificed as part of the casting cost to have +1 Strength and +1 Endurance for each creature sacrificed.

Double Strike
Entities with Double Strike can make two attack rolls when their attack actions resolve.

Echo
The creature spell’s Echo cost must be paid at the beginning of the next tick cycle, or it must be sacrificed.

Equip
Equip costs need to be paid as mentioned on the card.  Items are equipped until they are put down.  Unequipped items can still be carried, but not used.

Evoke
If the evoke cost of a creature spell is paid, then the entry effect is cast and the creature is not summoned.  This has no effect on the actual creature, and can be done multiple times without needing to find a new creature to “summon”.

Exalted
When an entity is the only member of its side to be in contact with the enemy, it gets +1 Strength and +1 Endurance for each entity with Exalted on the battlefield.

Fading/Vanishing
A permanent with this mechanic enters the battlefield with X counters on it, with 1 counter getting removed every tick cycle.  When there are no more counters to remove, the permanent is removed from play.

First Strike
Entities with first strike complete attacking actions in one less tick.

Flanking
Entities with flanking may make a flanking attack if able to attack an opponent side-on.  The opponent is at -1 Finesse to block the attack, and until it can turn to face the flanking entity its attacks are resolved with a -1 Strength penalty.

Flip
Creatures with flip change when their conditions are met; any previous actions they in the middle of are canceled, and the creature is inactive until their old action would have resolved.  They can take an Acuity test in order to start a new action immediately.

Flying
Allows the entity to fly.  This may be through wings or another effect.  Flight speed is approximately 40mph.  After a successful attack, creatures with flying can resolve an immediate move action.

Graft
Entities with graft may take -1 Strength and Endurance to add these characteristics to allied summoned creatures.  This effect is permanent.

Haste
Summoned creatures with Haste do not suffer summoning sickness.  Other entities with Haste get a +3 bonus to their initiative roll when determining combat action order.  If an entity gains Haste during a combat, for the next tick cycle all their actions take half the number of ticks they normally would.

Haunt
Summoned creatures with Haunt have effects that trigger when they are summoned.  When a summoned creature with haunt is killed, it can haunt a designated opponent.  When that opponent dies, the Haunt effect triggers again.  This ability persists as long as the opponent is alive, but does not trigger until their death.

Hexproof
Creatures with Hexproof cannot be the target of hostile spells or abilities.  Planeswalkers cannot have hexproof as an intrinsic ability, but may possess artefacts or auras that confer it.

Indestructible
Entities with Indestructible cannot be killed with lethal damage or be affected by “destroy” effects. Planeswalkers cannot have indestructible as an intrinsic ability, but may possess artefacts or auras that confer it.

Infect/Wither/Poisonous
Entities with these keywords inflict a -1 action penalty for every level of damage they inflict, regardless of the target’s Conviction score.  If dealt by an entity with Infect (but not Wither), the penalties are permanent.  Entities with Poisonous only deal poison counters to planeswalkers.

Intimidate
Entities who do not share a colour with a  creature with intimidate cannot directly move towards it, initiate combat with it or approach it in any way.  Creatures already within striking distance of a creature with Intimidate can still initiate attacking actions to defend themselves.

Landwalk
Entities with landwalk move at double speed across the named terrain type.

Level up
Creatures with level up can be bought their level up costs with a planeswalker’s XP at any point where they could spend XP.  The summoned creature is then that level of creature for as long as it is alive.  Resurrecting levelled-up creatures preserves their levelling bonuses.

Lifelink
Entities with lifelink restore damage levels to themselves equal to the damage they deal to another entity.

Modular
Artifact creatures with Modular may reassign their Strength and Endurance values to friendly artefact creatures when they die.  This reassignment is permanent, but if the values are reassigned, the Modular creature cannot be resurrected.

Morph
Creatures with Morph can be cast for 3 mana as a typeless creature with 2 strength and 2 endurance.  If the caster spends a 1-tick action to pay the creature’s morph cost, the creature changes into its card, triggering any “turned face up” effects.  If the creature in question was in the middle of an action, that action is cancelled and it must pass an Acuity test to not spend 2 ticks doing nothing but reorienting itself from the change.

Offering
Creatures with Offering can be summoned at a lesser mana cost if another creature is sacrificed as part of its casting cost.  The casting cost for the offering creature is reduced by the casting cost of the sacrificed creature.

Persist
If a creature with Persist would die and has its original Strength and Endurance values, it does not die but returns to full health with -1 Strength and Endurance.

Phasing
Entities with phasing phase out at the beginning of each tick cycle.  While phased out they can only interact with (including attacking) entities that are also phased out or have shadow.  Creatures that are phased out phase back into normal play at the beginning of each tick cycle.

Protection
Entities with protection from a particular quality take no damage from the source from which they have protection, and cannot be targeted or affected (good or bad) by spells or artefacts with the quality they have protection from.  Planeswalkers cannot purchase permanent protection abilities of any type, but may have spells that grant protection effects to themselves.

Provoke
Creatures with provoke can spend a one-tick action to provoke a hostile creature to attack them.  if they win a Conviction vs Integrity roll-off against the target, they may force them to move and attack the creature instead for a maximum of one tick cycle.

Prowl
Creatures can be summoned for their Prowl cost if an allied creature dealt damage to an opponent in the last tick cycle.  If they are, then their effect triggers.

Rampage
An entity with Rampage X gets X additional strength and endurance for each creature to directly attack it after the first.  The effect of Rampage lasts for the duration of the combat.

Reach
Entities or items with reach can initiate combats with entities with flying.  This either means firing a projectile weapon or being able to move into contact with the flying creature and attacking it from there.  In this latter case the flying creature is grounded for a turn.

Recover
When a creature with Recover dies, the planeswalker that summoned it may pay the Recover cost of all allied creatures with Recover that died the same scene to return that spell to their repertoire.  If the cost is not paid, the caster forgets the spell as well as losing the creatures.

Regenerate
Creatures with regenerate which get killed may have their regeneration cost paid by their Planeswalker or mage.  Once the cost is paid, the creatures do not die.  Regenerated creatures are unable to do anything until the beginning of the next tick cycle after they are brought back.

Reinforce
A planeswalker may pay the Reinforce cost of a spell to add the spell’s Reinforce value in +1 Strength and Endurance bonuses to selected allied creatures.  These bonuses last for a scene, during which time the spell cannot be recast.

Shadow
Creatures with shadow cannot be affected by creatures without shadow, and vice versa. Planeswalkers however can affect creatures with shadow in melee or with spells, and be affected by them.  Only creatures with shadow can hit creatures with shadow with ranged attacks.

Shroud
Creatures with shroud cannot be the target of spells or abilities.  Planeswalkers cannot purchase shroud as an ability.

Soulbond
A creature with soulbond can be paired with another creature when either creature becomes the planeswalker’s ally or is summoned.  The creatures in question must touch and spend one tick in contact to initiate the soulbond

Soulshift
Written as soulshift X.  When a creature with soulshift dies, its controller may return a spirit spell of CMC X or less back into their repertoire.

Sunburst
When a creature with sunburst is summoned, it gains 1 Strength and 1 Endurance for each colour of mana used to summon it.  If the object with Sunburst is a noncreature artefact, the owning planeswalker needs to spend mana of as many different colours as desired to generate counters.  This can be done once per scene.

Trample
Entities with trample can immediately assign any excess damage from a melee attack to an adjacent opponent.  Excess damage only exists when a creature is killed.  For example, a creature deals 5 damage to a creature with 2 levels of damage remaining.  The excess 3 damage can be reassigned in an immediate strike on another adjacent opponent.  This damage still has to roll to hit hit the entity in question.

Unblockable
Unblockable creatures halve the number required to hit their opponents.

Unearth
Creatures with unearth can be cast for a second time if they die.  If you do, then they die again at the end of the scene.

Undying
If a creature with Undying would die and has its original Strength and Endurance values, it does not die but returns to full health with +1 Strength and Endurance.

Vigilance
Creatures with Vigilance do not suffer defence penalties for making an attacking action.

Spell Keywords

Affinity
Spells with Affinity for quality cost 1 less to cast for each activated item or mana bond of that type the planeswalker has.

Aura
Auras can only be cast on entities, and last for a scene.

Conspire
If a spell has a Conspire cost, if two creatures that share a colour with the spell do not take any actions in the next tick cycle then a copy of the spell may be cast at the same time.

Convoke
If a spell has a Convoke cost, creatures can be tapped as part of the spell’s casting cost.  Each tapped creature reduces the cost of the spell by 1 colourless mana or 1 mana of a type the creatures shares with it (see tapped below).

Cumulative Upkeep
The cumulative upkeep cost of any given card need to be paid at the start of each tick cycle.  This does not take up any ticks.

Delve
Planeswalkers can forget any number of spells as part of the casting cost of the spell. For each spell forgotten, the spell costs 1 less to cast.  This reduction is permanent.

Entwine
If the entwine cost of a spell is paid alongside its regular cost, then both spell effects occur.

Epic
Planeswalkers who cast Epic spells cannot cast any more spells without leaving this plane.  While the planeswalker is on the current plane, Epic spells are recast at the start of every scene the caster is part of, and the start of every tick cycle during combat until the caster leaves the plane in question.  Access to Epic spells needs to be severely limited.

Flash
Spells with flash can be cast as if they were instants.

Kicker
Spells with kicker have additional effects if the kicker cost is paid.

Madness
Spells with a Madness cost may be cast for that cost if the caster returns it to their repertoire. The spell cannot then be readied be cast for the rest of the scene.

Metalcraft
Entities with Metalcraft get their metalcraft bonuses when in the presence of 3 or more activated artefacts.

Multikicker
Spells with a Multikicker cost can be paid as a kicker cost as many times as the caster wishes.

Proliferate
The caster of a spell with Proliferate may add 1 Strength and Endurance to any creature already enhanced, or subtract them if they are already damaged.  They can also add counters to artefacts, and an additional point of poison damage to other planeswalkers.

Rebound
A readied spell with Rebound can be forgotten and then cast in the next tick cycle without paying its mana cost. The spell cannot then be readied be cast for the rest of the scene.

Replicate
The caster of a spell with Replicate can pay the replicate cost to cast copies of the spell in the same tick as the original spell.  Each payment of the replicate cost generates another copy of the spell.

Retrace
A forgotten spell with Retrace can be recast at the additional cost of renouncing a mana bond in addition to its other costs.

Splice
Readied spells with a splice cost can be cast in the same tick as another spell for that cost.  The two spells are treated as a single spell instance.

Split second
When an action to cast a spell with split second has begun, no other can be begun until it has resolved.

Suspend
Spells with suspend can be cast for their suspend cost and resolve a number of ticks later equal to the number of time counters the spell generates.  While suspended, the spell can be targeted by spells that affect the number of time counters on it.

Totem armour
Entities with an aura with the totem armour quality may lose that aura rather than taking a fatal amount of damage.  All the damage that would be dealt at that instance is canceled.

Transfigure
A creature with transfigure may be turned into another creature in the caster’s repertoire for its transmute cost.  The original creature is lost in this process.

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