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Infect is one of those seemingly complicated mechanics but is quite easy to understand once you get a hold of it. What infect does is simply replace normal damage with counters.
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Seeing how long we have come, I’m not sure if I even need to explain what metalcraft means as it’s so simple. If you have 3 artifacts on your side of the battlefield, all your metalcraft cards get a bonus. If you have more, they get the same bonus, nothing extra. If you have less than 3 (meaning 2, 1, or 0 artifacts), then your metalcraft cards get no bonus.
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Never. Again.
That was the longest explanation for a card’s ability in this entire tutorial series. There’s bound to be some confusion.
Proliferate wrecks the learning curve a bit, so I’ll try to simplify it. When you proliferate in a game of Magic, it means you are allowed to add counters to things that already have counters. You can choose anything with a counter and add one more to it. In fact, you can choose everything with counters and plus one to all of them, or only choose some of them, or choose none of them (meaning you don’t add any counters). The unique thing regarding proliferate is that you not only can choose cards on the battlefield to add counters, you can also choose players (which are outside the battlefield).
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What he can do is put another -1/-1 counter on the opponent’s Roil Elemental and Azure Drake to kill them, and ignore the -1/-1 counter on his Gravedigger. He can also ignore the charge counter on the opponent’s Necrogen Censer because he doesn’t want to give the opponent more ways to make him lose life. Take note that he can’t add a -1/-1 counter on the opponent’s Augury Owl to kill it because the Owl doesn’t have any existing counters from which to add.
One thing to keep in mind. If a card has multiple types of counters (say, +1/+1 and charge counters), you can only add one counter. You must pick which type to add. You can’t pick both types and add two.
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Imprint, just like metalcraft, doesn’t actually do anything. The word is there as a reminder that you need to check for something. In the case of metalcraft, you need to be aware of how many artifacts you control. In the case of imprint, you need to be aware that you have to exile something at one point, then you have to refer to the exiled card.
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Not an ability that’s prominent in Scars of Mirrodin, but something I left out from previous articles. Shroud works easy enough; if a card has the word “target” then that card cannot be aimed at the Sphinx. You will need to find a different target. Bad news is that you can’t make the Sphinx more powerful with, say, an aura like Armored Ascension. But the good news is that the opponent won’t be able to target the Sphinx with a pair of Lightning Bolts to kill it.
A note: enchantment – auras all have targets, even though the text of such cards don’t mention the word “target”. The thing you want to enchant (artifact, creature, land, anything) is the target for aura cards, which is why Armored Acension cannot be attached to the Sphinx. (Just imagine that all aura cards have the word “target”.)
A card without the word “target” will be able to affect the Sphinx.
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Day of Judgment doesn’t have the word “target” and isn’t an aura, so it can destroy the Sphinx. Also, Inspired Charge doesn’t have the word “target”, so you will be able to make the Sphinx bigger for a turn with the +2/+1 bonus.
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So over a span of 12 episodes
The basics of Magic have we covered
Before you fry your brain with electrodes
Bear in mind
That you’ll do fine
If you practice, practice, practice in your abode
This is Aihiave Servir, signing off.
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