Written by Mikkjal
Ah, keywords. The focal points of every set since time immemorial. A word or two with a string of rules text attached, dictating the way you interact with a set, giving it texture. Solid, thought out keywords can really make the set pop and in extreme cases, make us reconsider the way we think about Magic as a whole… And so can a really bad one, after being banished to the nether part of the Storm scale, for now very obvious reasons. Or until the next Modern Horizons set. But there are also others, ones that do come back every time, doing the unthankful job of running games smoothly. The evergreen ones.
One of those is not like the others
Now, a small disclaimer—when I say “evergreen keyword”, what I really mean is evergreen keyword abilities unless specified otherwise. I’m not going to wax poetic about Equip today.
Have you ever wondered what makes the keyword evergreen? Well, other than the Wizards of the Coast design team saying so. It’s undeniable that evergreen keywords just have this… feeling, a certain aura of evergreenness to them. Have you ever wondered what makes Flying an all-time classic, while Prowess, as cool as it is, just never sits quite right? Is it the complexity? Something else quantifiable at all? Let’s delve into it.
Breaking the Solid Rock Foundations
If you are reading this at any time in the twenty-first century, which you most likely are, as time travel only exists in WHO set, most games of Magic the Gathering, live and die by creature combat. Magic combat plays out by very defined rules of conduct. And here is the main, perhaps painfully obvious, but hopefully still worth saying out loud thesis for this article:
Evergreen keywords break the basic rules of Magic combat
Let’s walk through the most basic combat scenario. Fret not, I’m not the type who will bring up exact numbers for CR rulings here. I trust you already internalized how combat works.
Say, three creatures attack into three untapped creatures. Normally, the rules say any untapped creature can block any of the attacking ones, maybe they trade, maybe they don’t, a curtain falls, overall pretty dull affair, no?
Let’s see what happens when we put some restrictions on that scenario and send one of them flying. Flying creates a disparity. Now no longer can any creature block a creature with flying unless it has flying itself (or reach. I know). We added a new layer to combat and made things more interesting for both players. Let’s create more of those disparities.
Godzilla vs Baby Groot, a matchup more even than you think.
Say one of the attacking creatures was a 10/10 Gigantosaurus, blocked by a 1/1 Saproling. The rules say all this monstrous damage is absorbed by the meager blocker. But what if there was a keyword that said it wasn’t?
Say one if the attacking creatures was a 10/10 Gigantosaurus, blocked by a 1/1 Saproling. Saproling will take all this damage and die. Gigantosaurus can attack safely, for it will leave the combat with but a scratch, but what if there was a keyword that said any damage is deadly?
Say one of the attacking creatures was a 10/10 Gigantosaurus, blocked by a 1/1 saproling. Rules say this one meager baby Groot is enough to block the Shin Godzilla. Doesn’t that feel unfair? What if there was a keyword that said you need more than one creature to block my monstrosity?
The evergreen keywords change how two players interact at the most basic level. Their static, binary nature provides two sets of rules instead of one, making magic feel more cerebral and less game of War. Their presence or lack of them introduces countless variables to each encounter even though they always play the same.They don’t need extra numbers or variables to work.
Perhaps this is why Ward will always feel off. As a designer reading this, you probably understand the logic behind it, why it can be better for the game than Hexproof or Shroud. And yet, you can’t shake the feeling it was forced into evergreen space. It comes with various shapes and sizes, be it 1 mana to pay, 3 life or, whatever collect evidence 4 means. They didn’t even make it a static ability! Was Heated Debate really worth it?
Don’t even get me started on Regenerate.
Wait, this isn’t Ward.
The Search For Izzet Keyword
Perhaps you looked at the list of evergreen abilities before. Maybe you did just now. Maybe you did this while looking at the list of two color pairs at the same time and wanted to, I don't know, assign a keyword to each one of them. Some pairs will be easy like red/green and trample. Some will be more problematic than others. Maybe you can make compromises. Force the green/white Lifelink. Maybe for blue/black you can use Flash— it’s not a combat keyword, but it works on the same basis as the others, just regarding turns, phases and casting speed instead. The real problem starts with Izzet, the color pair often defined not by its creatures but by its spells. We now approach the Prowess problem.
Not so eternal after all.
And don’t get me wrong, when I said before Prowess is cool, I really meant it. It really speaks to that laeotropic, sinistral part of your Timmy brain that prefers efficient 2 mana 4/3, that you have to keep churning cards to keep it that way than say, 3 mana vanilla 5/4. But, just like Ward, it doesn’t have that evergreen quality, even if it was forced to be one for a while.
Prowess, or rather the lack of prowess isn’t baked into the rules. It’s not static, it’s triggered, repeatable, it obfuscates the result of swinging a creature until combat is over. It doesn’t add more decision points by adding restrictions. The proof is left as an exercise to the reader.
Or not. With the underlying rule for evergreen keywords defined in the previous chapter, let’s try a new approach for finding the Izzet keyword. There isn’t much design space left here, but what if I looked at the unblockable part of blue’s color pair and hasty part of red’s?
In 2022, Dominaria United introduced the keyword Enlist, which was considered a modern take on banding. By trying to fix one of Magic’s earliest mistakes, it formally introduced summoning sickness into the card boxes. Yet another relic of a bygone era, from when creature cards were called summons, now official. Let’s see if we can do something with that.
A creature with summoning sickness cannot attack or use activated abilities, if it has not been continuously controlled by a player since the beginning of that player's most recent turn.
Now, this rule says nothing about not being able to use them for blocking, piling up the advantages the defending player has over the attacker. Let’s change that.
Let’s make some creatures faster than others. Not like, hasty type of fast, but fast enough that freshly summoned, dizzy blockers can’t quite catch them yet. Let me introduce you to Fleet, a keyword I recently put into one of my own sets.
Too bad she wasn't running in the 90s
Is Fleet actually good? I don’t know. Maybe it does too little. Is this all a plug for my next project? Certainly not. I’m not asking for a Pulitzer prize here or that Fleet becomes a custom evergreen staple, or that Wizards see for their eyes one day and do the same thing as I did. But it’s not a half-bad attempt at solving the nearly impossible conundrum, only possible because I followed the thought process as laid down in this article. Maybe one day you will come up with an even better example.
One Last Thought
Have you ever played with one of those Welcome Decks? Which for some ungodly reason were discontinued for years and in extremely timely fashion, are supposed to come back somewhere around the time I publish this. Those decks are supposed to teach new players the basics of the game and one solid way to do it is by dropping some of the evergreen keywords on cards. There are good odds you can reverse engineer the rules of magic from them. If, thanks to vigilance, attacking doesn’t cause this Serra Angel chick to tap, it must cause the ones without such keyword to do so. If this Ogre with haste can attack right away, it means creatures without it cannot… and so on.
For now, let Thundering Giant show us the meaning of haste.