It's the end of the year. So that clearly means it's time to look at some Magic: The Gathering mechanics! For a second year in a row!
I'm back to share my (undeniably correct) thoughts on the flavour of 2025's new mechanics. Or more specifically, how flexible the flavour of each mechanic seems to be. Are they forever locked to the context they were created in, or can they be grabbed for any purpose?
I'll be looking at all named mechanics from the six Standard sets this year: Aetherdrift, Tarkir: Dragon Storm, Final Fantasy, Edge of Enternities, Spiderman, and Avatar: The Last Airbender. Keywords, abilities words and predefined tokens are all up for inspection, including one you might not expect!
As always, this is mostly considering Standard sets, as supplemental sets generally pull from a much wider flavour pool rather than being based around a specific setting or plotline.
Crew your vehicles, saddle your mounts, then start your engines! DFT had a bumper-sized Planeswalker's Guide, explaining why Avishkar is now called Avishkar, along with who is racing and why. Mechanically, there were a lot of vehicles. Along with two polarised mechanics.
Exhaust - Obviously, in the context of DFT, this is specifically a pun about cars. But a pun requires a double meaning, and that's where the main meaning of exhaust comes in. It tags an activated ability as having a single use, which is exhausted upon use. This is very easy to use in other contexts. So much so that it's already been reused in TLA.
Speed Mechanics - While last year I argued that quite a few mechanics others thought were closed were actually more open-ended, speed is the opposite case. It's just a very strange thing to care about in Magic's general presentation. DFT is specifically about a race, where you want to go fast. Even if "Start your engines!" was less specific, speed and max speed only really make sense in the context of a race. And honestly even then the mechanic's connection to the flavour feels a little loose. (because as revealed in a Making Magic article. it was originally a laps mechanic.)
The Dragonlords are dead, mysteriously disappeared offscreen for the crimes of being cringe, allied-coloured, and just generally not that interesting. And also all the genocide. Long live the Khans! Of course, Tarkir still has dragons, which means this set has quite a few mechanics to cover.
Behold - Look at my dragon. Behold is putting a specific name to an action that's been around for a while, and does so fairly generically. It literally going "look at this thing" to gate an effect. Somethings are perhaps less interesting to behold, but that's not much of a barrier.
Renew - The Sultai are no longer universally evil, and now enjoy renewing things. By exiling cards from graveyards to get a bonus effect. This is a generic enough name that it can probably go on anything, anywhere.
Harmonize - The Temur are also getting in on that graveyard action, but via instants and sorceries. This is another one that doesn't really have a strong flavour baked into it, and indeed very few of the cards in TDM suggest that there would be. The one card that grants harmonize is a bard, but that's about as far as it goes.
Flurry - Another mechanic that's naming an existing thing, styled around the specific flavour of the Jeskai. But while it points to a flurry of blows, it can equally mean a flurry of spells. TDM puts this only on monks or cards that create monks, but it could certainly go on other things with minimal stretching.
Mobilize - The first of the TDM mechanics that's getting a little restricted on flavour. While a lot of planes have armies that are getting mobilised, mobilize itself specifically creates warrior tokens, rather than soldier tokens. There's a certain kind of vibe to that, the spice that makes the Boros Legion different from the Mardu Horde.
Omens - A new spin on adventures, where the card is shuffled off if the omen is cast. I think this has the same kind of limit as Impending from Duskmourn, where a regular creature feels strange as something with an omen. However, the kind of creatures that mesh flavourly with omens tend to be the big, high-end creatures that omens were designed to support. So while less open than some other mechanics, both the fluff and crunch restrictions are about the same.
Endure - Probably the most restricted TDM mechanic, and mainly because the token mode is linked into the specific things the Abzan are doing. I still think it's possible to lift endure out of the context of Tarkir, but it's important to see how the Abzan are currently the bridge between enduring and making a spirit token.
I've never played a Final Fantasy game. But I've played Chrono Trigger, which may or may not be close enough.
Tiered - Another mechanic so generic in a few years no one will remember it came from FIN. Tiered is like Spree, although in more of a split card rather than a kicker way. There is no flavour here beyond "spell with multiple levels of strength". That's easy to encapsulate into a single card.
Saga Creatures - Kind of a stretch to call this a mechanic, since it's mainly combining subtypes in a new way. This requires a little bit of effort to justify, but it's not strongly locked to the specific flavour FIN went for. With some planes, you can easily hit on the "living story" beat, and those planes are probably the ones that would mechanically want Saga creatures.
Job Select - To my understanding, selecting jobs is specifically a Final Fantasy thing. So while this keyword looks as generic as tiered does, it might actually be locked to FIN. Strange. I wouldn't call this a great loss, as both Living Weapon and For Mirrodin! are quite restricted as well, with the latter being named after a plane that's just straight up gone. You could make a more mechanically generic version of this mechanic family, but I don't there much reason to do so.
Edge of Eternities is Magic's first full-on dive into sci-fi, provided you ignore all the sci-fi stuff happening on Dominaria, Phyrexia, Kamigawa, Ravnica, and Avishkar. It has great worldbuilding and fiction, so go read that if you haven't already. In the next interation, you already have!
Warp - In EOE, this one is all about warping around in space through the weft. However, I think it's possible to reframe this in terms of straight fantasy, as a form of teleportation magic. There's also space (ha ha) to recontextualise it in terms of dodgy interplanar travel, although that might be getting a little too abstract.
Void - This one might be slightly harder to reuse compared to warp, ironically in part because of its connection to warp. But the void of space and the void between planes aren't too dissimilar, in a sense...
Station - As a specific action, station isn't too stressed. You can station all sorts of things beyond the options present in EOE. Perhaps the main sticking point is that station uses charge counters, which does suggest some limits. It's weird to charge up a castle, you know?
Lander tokens - Sometimes, you need to land on a planet. There is, technically, a type of boat called a lander, but the name here very much brings to mind things like the Moon Lander rather than boats.
Spacecraft/Planet - What station currently goes on, however, is pretty much strictly locked to the grand scale of the Edge. Dominaria is the only plane with confirmed other planets. Ravnica literally just stops where space should begin. For now, if you want to fly around in Spacecraft, the Edge is the place to be.
The spider-set was revealed and released to much confusion. Ten million spider-individuals filled the set, which was originally going to be small. But March of the Machine: Aftermath casts a long shadow. Also, I'm unable to escape the machinations of Ben Brode, as Through the Omenpaths makes this section a little more complicated.
Mayhem - Well, at least this starts easy. Mayhem definitely feels like they had this less weird version of madness ready to go whenever, and it has no thematic links to spiders. In theory there's a little bit of flavour toll here, but many madness cards have no link to the concept of madness.
Harness + ∞/Origin - I told you there was one you wouldn't except. While this mechanic has been created for the Infinity Stones, the concept of harnessing a powerful artifact doesn't rely on the those rocks. The Infinity subtype, however, does. OM1 solves this by creating the new Terminus subtype... which while slightly less restricted, is still quite restrictive. Mechanically, there are many was of having an artifact you need to "unlock", so maybe it doesn't matter that much.
Web-slinging/Enweb - Slinging webs is literally Spider-man's whole deal. This name pretty much can't be reused ever. The mechanic is pretty boring, so it's not a huge loss. For OM1, the spider-theme remains, giving us enweb. Which honestly feels disconnected from the effect itself. Yes, it was a set full of spiders probably reskinned at short notice, but c'mon. Enweb. Really?
Avatar: The Last Airbender
Avatar: The Last Airbender is back again, including in card game form. Fans want merchanise (which is what Universes Beyond is), and sometimes it lines up with new entries. TLA didn't, but, well.
There's no point talking about the four bending mechanics separately because they are all rooted directly into the Avatar universe. They exist specifically to be the four bending arts. They are named after them. They are locked to the world of Avatar. In terms of mechanics, they're a little all over the place, but I doubt firebending is going to be something that would click into a lot of sets.
Coming up with Magic version names for them is also a little tricky. Although it's going to be hard to do worse than enweb. Really, you want all four to have some kind of grouping going on, if only for that one Aang card.
A lot of range this year. Some very generic mechanics were released, including as part of Universe Beyond sets. But there were definite some that are locked into their flavour in a way that's highly inflexible. And like last year, I think several mechanics do have more flexibility that an initial look might suggest, while others are actually more rigid.
But hey, no child soldier mechanics this year. So that's one thing that's definitely changed.