User:Unistardust

Unistardust is a typical Melvin. That's why his editing mainly on keywords, mechanics...:)

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I hereby confer my Wotsits of Appreciation. This is a special honour conferred to folks that have otherwise non-existent user pages and, in creating this page, it shall be all the more easier to differentiate you from other users, namely more-recent users and/or bots. :) Cheers for your work. --MM (talk!) 03:05, 13 March 2012 (EDT)

Disruption
Disruption is a term that refers to the elements of a deck that stop, delay, or hinder the development of an opponent's deck.

Common disruption
Common disruption elements include:


 * counterspells (which stop an opponent's spells from resolving)
 * hand destruction (discard, which forces the opponent to discard needed cards from his or her hand)
 * library destruction (aka "mill" which removes cards out of a player's library to graveyard; variant as grind)
 * land destruction (which stops an opponent from being able to produce enough mana to cast the spells in his or her hand)


 * bounce (which returns a card that is on the battlefield to its owner's hand)
 * super bounce (which returns a card to the top of its owner's library)


 * hoser of color, creature type, land type, number of power, ability
 * nonbasic land or "tribal" hoser
 * "meekstone" effect (which prevents untap or destroys powerful creatures)
 * specific ability or mechanic hosing (exemplified by anti-flying or anti-discard)
 * rare expansion hosing


 * removal (which eliminates an opponent's cards in play)
 * destroying the permanent
 * single-target deadly spells, as well as mass destructive "pestilence" or Wrath effect spells/board sweeper
 * lethal killers, like tapped creature killer (aka "assassin"), "Goliath" killer (destroying large creatures with power 4 or greater), also wounded (damaged) creature killer, defender killer (destroying creatures with defender) or Planeswalker destroyer
 * homicidal abilities (exemplified by deathtouch or venom)
 * disarmament (which punishes attackers by means of destruction of attacking or blocking creatures, creatures that have damaged you and/or your creatures; sometimes converting hostility to peace by giving reparations after destruction)
 * dealing damage
 * burn spells
 * activated abilities like ping or rangestrike (aka "archery")
 * additional "wound" (exemplified by wither or infect, in the form of -1/-1 counters)
 * reducing a creature's toughness
 * "weakness" effect (engineered epidemics in the form of -X/-X spells)
 * exiling (which removes cards from the game)
 * graveyard removal (which exiles cards from an opponent's graveyard to prevent the recursion or reanimation of those cards)
 * library removal (aka "capping", which searches and exiles specific cards from an opponent's library to eliminate the chance of the opponent being able to use them at some time in the future; also ingest)
 * forcing to sacrifice (aka "edict", which reduces opponents resources)
 * powerful destroyer (exemplified by annihilator)
 * illusion drawback (aka "skulking", which forces the controller of the creature to sacrifice it if it is ever targeted)
 * tucking (which moves the creature to a generally inaccessible place)
 * putting cards on the bottom of its owner's library (variant as fateseal)
 * shuffle cards into owner's library

Other forms of disruption
Other forms of disruption include:


 * tap/untap manipulation
 * "twiddle" effect (which causes some permanents to become tapped or untapped)
 * "kismet" effect (which causes some permanents your opponents control enter the battlefield tapped).
 * "dehydration" effect (which causes some cards does not untap during their controllers' untap steps)
 * "smoke" effect (which causes players can't untap more than one certain type of cards during their untap steps)


 * "time destruction/manipulation" (which interfere with the normal flow of the game)
 * turn, phase or step skipping (which skips the turn; main or combat phase; untap, upkeep, or draw step)
 * extra turn or "relentless assault" effect (which induces additional combat phase)
 * turn ending (which abruptly ends the turn)
 * game restarting or creating subgames
 * endless game (which causes players can't win or lose the game)


 * unconventional actions
 * surprise encounter (which causes players to shuffle library; exchange control of cards; lose their hands and draw a completely new one, aka "wheel effect"; also morph, flash)
 * random actions (exemplified by coin flipping, dice rolling, clash or random discard)
 * unusual rules (which causes players to play with their hands or the top card of their libraries revealed; play cards from unexpected zones: graveyard, other players' zones; reduce maximum hand size; also alternate win cards)
 * undesirable consquences (which gives opponents an unfortunate choice as punisher or tribute)
 * counter manipulation (which enables players to move, remove or add/proliferate counters)
 * "singularity" effect (which causes "legend rule" applies to all permanents, as well as rarely removes the "legend rule")


 * mana restriction
 * land restriction (which causes players can't play lands, or limits the number of land to untap)
 * mana replacement (which causes lands doesn't produce corresponding mana, either produces specific/chosen color or colorless instead)
 * cost modification (which causes certain cards cost more than its normal cost)
 * "mana short" effect (whenever something happens, tap all lands target player controls)


 * life matters
 * life total manipulation (which causes players to exchange or redistribute life totals; as well as life total becomes certain value, or even extreme as can't change)
 * death prevention (which causes damage that reducing life total to less than 1 reduces it to 1 instead; don't lose the game for having 0 or less life)
 * life gain reversion (which causes players to gain life, lose that much life instead)
 * parasitism (aka "drain life", which causes players to syphon life from opponents; also extort)


 * combat-related disruption
 * combat processing
 * force attacking (aka "nettling", also variant as siren)
 * force blocking (aka "lure", also provoke)
 * blocking permission (which allows unblocked attacking creature of being blocked; also allows creatures can be able to block specific type of creatures like reach or anti-landwalk spells)
 * attacking restriction (which causes creature can't attack or gains defender; also limits the number of attacking creatures during combat)
 * blocking restriction (aka "panic", which causes creature can't block or can block only specific type of creatures like high flying; also limits the number of blocking creatures during combat)
 * saboteur (which causes unfavorable effect whenever deals combat damage to a player, exemplified either by benfiting you: pumping, "curiosity" {card drawing} effect, frenzy, ninjutsu; or punishing opponents: poisonous or "specter" {discarding} effect)
 * "pacifism" effect (which causes creature can't attack or block, sometimes also lockdown activated abilities or prohibit casting spells during combat; also detain)
 * enfeeblement
 * ability losing
 * power reduction (aka "shrinking")
 * temporarily "weakening" (exemplified by flanking)
 * power/toughness switching (can be harmful)
 * "humble" effect (which causes creature becomes powerless as 0/1 or 1/1 creature)
 * damage treatment
 * damage nullification (exemplified by "fog" effect, "muzzle" effect or gustcloak)
 * damage reassignment (exemplified by banding, en-Kor ability, untrample or laccoliths)
 * damage redirection (which causes damage dealt to you is dealt to target creature or player instead or vice versa)
 * damage assumption (which causes damage dealt to you or target creature, deal that much damage to target creature or player)
 * damage conversion (which causes damage dealt to you or target creature, gain that much life)


 * threat elimination (which prevents or replaces threats)
 * evasion (exemplified by evasion abilities, and ultimately as unblockability)
 * damage prevention (exemplified by "samite" effect, protection, or absorb; also halves combat damage or converts damage to life gain)
 * destruction prevention (exemplified by regeneration, indestructible or totem armor)
 * countering blockage (aka "uncounterability")
 * targeting blockage (aka "untargetability", exemplified by shroud or hexproof)
 * battlefield removal (which removes permanents temporarily from battfield by exiling and returning that card under its owner's control later or flickering; also phasing)


 * constraint (which imposes restrictions during gameplay)
 * "taxing" (which stops an opponent from doing something unless they pay a price: mana, life, sacrificing, tapping, etc; also extreme as imposes cumulative upkeep on target creature)
 * casting restriction (which causes players can't cast certain type of spells; also limits casting not more than one spell each turn or only during their own turns)
 * effects prohibition (which causes players can't search libraries, gain life; target creature can't be regenerated)


 * "changing" matters
 * control-changing spells (aka "stealing", which allows one to gain control of an opponent's cards in play permanently or temporarily)
 * target-changing spells (aka "deflection", which allow you to change the targets of other spells or abilities, turning them against their original caster)
 * attribute-changing spells (which changes the text, color, creature type, card type and land type of the cards)
 * player-changing spells (which allows a player to control another player during that player’s next turn)

References (External links)
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