Metadesign Collaborative: Edit Mechanic

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Mechanics
e.g. "Reinforce"
This is the mechanic's name as you want it to appear on cards when viewed by visitors.
e.g. "CounterUp"; can be same as name
This is what you type into a card's text box inside square brackets to include the mechanic on that card. It can be the same as the Name.
Or you could use this to save yourself typing if the mechanic is long or hard to spell, for example.
e.g. 0 for Aftermath or Living Weapon, 1 for Cycling or Embalm, 2 for Suspend or Reinforce
How many separate variables follow the mechanic's name when it's used?
Convoke (e.g. Chord of Calling) has no parameters - the reminder text follows straight after the mechanic.
Cycling (e.g. Expunge) has 1 parameter: {2}.
Reinforce (e.g. Hunting Triad) has 2 parameters: 3 and {3}{g}.
e.g. "PARAM2, Discard this card: Put PARAM1ASWORDS +1/+1 counters on target creature."
The reminder text that will appear on cards. Multiverse automatically puts it in italics and inside parentheses.
To mention the parameters, you can type PARAM1 or PARAM2.
To convert a parameter number to words, type PARAM1ASWORDS or PARAM2ASWORDS.
e.g. Cycling would have Reminder "PARAM1, Discard this card: draw a card."
e.g. Reinforce would have Reminder "PARAM2, Discard this card: Put PARAM1ASWORDS +1/+1 counters on target creature."
e.g. "Reinforce is a mechanic that lets spells and creatures have an alternate mode as a combat trick."
This is where you can put any explanation or discussion of the mechanic.
Whatever goes here will be shown to visitors who look at the cardset's mechanics page.
How much damage does this card deal? Lightning Blast
(Signed-in users don't get captchas)

Using mechanics:
In card text or details pages, write the mechanic's code name between square brackets, like "[Crittercast]", "[Bushido 1]" or "Delay 4 {2}{R}{R}]". It will be expanded to the mechanic's name plus reminder text, such as "Suspend 4 – {2}{r}{r}. (Rather than cast this spell from your hand,...)"
To expand a mechanic's name but not its reminder text, include parentheses at the end of the square brackets: "[Crittercast()]", "Delay 9 {R}()]".
If the reminder text needs to come later in the sentence, use one mechanic for the rules text and a separate mechanic for the reminder text. If you need different versions of the reminder text in different circumstances, use multiple mechanics with different codenames but the same display name.

Using ability words
To use ability words such as Raid (e.g. Deadeye Tormentor) or Battalion (e.g. Boros Elite), use an empty Reminder (since you want no italicised reminder text), and include the italics formatting (asterisks) on each side of the Name. So Raid would have Name *Raid*.
You can also include common sections of rules text in the Name. So you could have a mechanic with Codename "RaidETB" and Name all of: *Raid* - When ~ enters the battlefield, if you attacked with a creature this turn,
Then Deadeye Tormentor would be entered "[RaidETB] target opponent discards a card."

Using keyword actions
With keyword actions such as Scry (e.g. Temple of Epiphany) or Detain (e.g. Martial Law) you usually want the reminder text to come later in the sentence, rather than straight after the keyword. There are several ways to do this.
You can use one Multiverse mechanic for the keyword action (e.g. Name "detain" and empty Reminder) and another mechanic for the reminder text (empty Name and Reminder "Until your next turn, ...").
You can use a mechanic with 1 "parameter" that is the rest of the sentence. (e.g. with Name "detain" and Codename "detain", you'd enter "[detain target creature an opponent controls]", and have reminder text "Until your next turn, that creature...")
Or you can store some frequently used phrasings in the mechanic expansion. (e.g. with Name "detain target creature an opponent controls. " and Codename "detain1OppCtr", Martial Law would be entered "At the beginning of your upkeep, [detain1OppCtr]")