Cantrip: Difference between revisions

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Revision as of 00:31, 5 December 2012

1) Cantrip - A spell, usually with a low casting cost, that draws a card in addition to its other effects and can therefore be said to replace itself. Cantrips are included in decks for varying reasons. A cantrip can effectively "thin" a deck, so more useful cards can be drawn faster, while at the same time not losing card advantage. It can also inexpensively increase the number of spells played in a turn, which is a key factor in some decks. Some cantrips have additional effects which can serve as an answer to an obstacle in play.

2) Cantrip - Anything that breaks a fundamental rule or physical law. A Cantrip deck is one that's centered on altering the fundamental rules of play to achieve victory rather than working exceptionally well within their constraints. A Cantrip is just as likely to be used to describe drawing another card beyond the one card you would normally be allowed to draw as much as a global enchantment that turns all creature cards into enchantments and all enchantments into creature cards.

3) Cantrip - A magical spell.

Name Origin

From D&D slang for a spell with a minor effect See the July 13 Ask Wizards: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/askwizards/0704

Slowtrips

Cantrips were introduced in Ice Age, where the effect read "Draw a card at the beginning of next turn's upkeep." Starting with Weatherlight, this has been shortened to "Draw a card." The Ice Age cantrips are also referred to as "slowtrips" because they are slower than drawing a card immediately.

Rulings

  • These cards set up a delayed triggered ability that triggers at the beginning of the upkeep of the very next turn. It doesn't matter whose turn it is.