Every digital-only mechanic in MTG Arena

Every digital-only mechanic in MTG Arena ...

Wizards of the Coast has boosted the ante on what you can expect from Magic: The Gathering Arena by adding a new exclusive format to the digital experience called Alchemy.

Alchemy: Innistrad''s MTGA-exclusive game has a number of features that you won''t see in the tabletop version.

There were previously introduced digital-only methods such as Conjure, Perpetually, and Seek, which were added through Jumpstart: Historic Horizons. Party, which was included in Zendikar Rising, will also be included in the format and its set.

Along with those, WotC is introducing an entirely new approach to the digital-only experience in the form of Spellbooks, which allows players to draft specific cards from outside of the game in the middle of a match.

Here''s a list of the MTGA digital-only mechanics and how they will work.

Every MTG Arena digital-only mechanic

Innistrad, the Spellbook mechanic, is a new skill in Alchemy. There are eight cards in the set that use the mechanic in some capacity.

Three cards from the specific spellbook you triggered will appear whenever you activate a spellbook, and youll be able to choose one. In most instances, the card will go to your hand. In some instances, the drafted card will be put into exile and you will have the option to cast it from there.

Each of the eight spellbook cards has its own set of specific cards that youll draft when the spellbook mechanic triggers. They can be viewed by right-clicking that card.

Conjure is similar to making a copy or a token of a spell or a creature. Rather than adhering to the rules that a token or copy would, it is treated as if it is its own card that was added to the game. However, a conjure card does not even need to be placed in someone''s sideboard.

16 cards that include the ability. About one-third of them are White and another third are Blue. There are four Black cards with Conjure, only a couple in Red and Green.

Conjuring has varying levels of power depending on how it is used. Cards may be conjured to your hand, library, graveyard, and battlefield.

Most spells that Conjure create a very specific card. The only card WotC has released that Conjures more than one spell, and the spell it creates is random, going to a player hand.

This is the most popular technique in the digital-only game, which appears on 37 cards. As you might expect, it will have a certain effect on a card no matter what happens to it.

The card''s perpetual effects and counters are not removed from the cards that change zones, according to the reminder text of the ability.

If a card in your hand receives Haste, it will have Haste when you cast it. And if it dies, it will keep that keyword while in the graveyard.

A Mono-Green elf deck has a potential ability to play a creature that allows them to obtain an elf card if you have played any amount of Historic on MTGA.

Seek is actually a randomized Tutor ability. MTGA randomly selects a card in your library that fulfills the Seek requirements and puts it in your hand.

When Skyshroud Lookout enters the battlefield, players can draw a random elf card from their deck.

In many cases, the randomization of the abilities serves as a form of balance, where only giving players the capacity to control the card they teach might be overpowered.

A Party in MTGA consists of a group of creatures that can include up to one Cleric, Rogue, Warrior, and Wizard. The concept is engenderd with the coast''s Dungeons and Dragons roots.

Cards that mention a Party may have a wide spectrum of implications on certain creatures that might be included in the party. A Full Party is achieved when a player controls four creatures that fill the roles of Cleric, Rogue, Warrior, and Wizard.

In a party, creatures can''t be counted twice. A Cleric Rogue might be a Cleric or a Rogue, but it cant be counted as both at the same time in a Full Party. The must be of four animals to reach the Full Party.

Kamigawa and Intensity are only on a couple of cards, but they are used as a way to forever track a number on a specific card that can be changed based on specific actions.

If a card uses Intensity, it will have an identified starting Intensity and explain how that Intensity can be altered. For example, Bellowsbreath Ogre starts with one Intensity and perpetually gains one Intensity every time you attack it.

The company only produced two cards displaying the mechanic in the first set that WotC made, including the mechanics.

This approach, which was first introduced with Alchemy Horizons: Baldurs Gate, is designed for Reimagined cards that can be transformed by paying mana and discarding a card. The color/land type you discard while Specializing will determine what the card transforms into.

Effectively, this ability makes the card sextuple-faced, assuming that you have access to all five colors in your deck.

Double Team, which is also introduced in Baldurs Gate, is a spinoff of Conjure. Whenever a creature with Double Team attacks, its controller sends a copy of it to their hand.

When Double Team is triggered, both the conjured card and the attacking card lose the Double Team. So, in essence, the Conjure effect of Double Team can only go off once.

Boons have been introduced with Baldurs Gate, and they represent a slightly different approach to the notion of an Emblem. Despite the fact that Emblems remain with a player for the rest of a game, Boons have been sent as a delay trigger. Like a permanent Emblem, a Boon becomes eliminated.