Magic: The Gathering (MTG) has been a long-lasting card game. This is largely due to how various mechanics come and go through various sets. Not all mechanics are perfect by any means. Still, the diversity of in-game mechanics equates to an endless amount of deck possibilities. Essentially, the game stays fresh by always trying to be innovative.
The prerelease for Eldritch Moon does not start for a few more weeks. Nonetheless, Eldritch Moon’s new mechanics have already been announced.
It has finally happened… Wizards of the Coast has implemented its own version of fusion for the game.
And I am all for it.
The mechanic is rather simple to grasp. You need to own and control two specific cards and then meet a certain condition(s). When you can meld, you can remove the cards from play to “combine” them into a totally new card. The back of the individual cards each make up one-half of the new card you need to make together. Pretty cool, right?
Of course, this mechanic has some interesting quirks to keep in mind. For example, a lot of realistic situations would “split” the card up. Let’s say you destroy a meld card. The card reverts back to its meld components. Both cards go to the graveyard as two cards and not just one.
All in all, I love the idea of built-in combos with specific cards that can meld together.
This mechanic is quite flavorful in representing how the Eldrazi, a race of constantly hungry monsters, operate. They eat their way through without regards to life.
The theme of this mechanic is to sacrifice something with a purpose of getting something else out faster. You sacrifice a creature to trigger the emerge effect. Finally, the mana cost of the creature with emerge then changes based on the sacrificed card’s converted mana cost.
So let’s use the card shown below as an example.
Wretched Gryff’s emerge cost starts at six mana and is then reduced by three for sacrificing Tireless Tracker. And now Wretched Gryff costs just three mana total to cast instead. After all, Wretched Gryff would cost seven mana to cast normally without emerge.
I really like the idea of the mechanic for both its flavor and playability.
This mechanic is by far my favorite. It is super simple, but it just oozes unrealized power.
You first pay the default cost to choose an initial effect from various choices. Beyond the first choice, you can choose to pay more mana to get additional effects.
This is such a flexible, yet wonderful mechanic. You get what you pay for, so these types of cards scale well as a regular game progresses. Early on, you usually have fewer resources at your disposal. This means you can probably just use a single effect for the time being. However, you naturally will build up more mana with each passing turn. Thus, the capability of casting multiple escalate effects becomes that more possible.
Later on, it would not be unheard of to activate every effect because you have the mana to do so. Again, this is my favorite mechanic because of its potential for game-changing plays at any stage of the match.
Overall, these three mechanics, along with returning mechanics from the Shadows over Innistrad set, look quite promising. I cannot wait to play with these cards during prerelease. In particular, I look forward to brewing up new deck ideas with these mechanics in mind.
Magic: The Gathering images belong to Wizards of the Coast.