Dehydration
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Dehydration is a slang term used by Magic R&D for an effect of an Aura that keeps a creature from untapping.[1]
Description
Dehydration is a primary blue mechanic, as one of the two removal-like effects for Limited. It is named after the eponymous Dehydration-spell. Often these spells also tap the creature when enchanting it. Dehydration-like spells are often combined with set-specific mechanics.
List
White
Blue
- Apathy
- Bonds of Quicksilver
- Coma Veil
- Containment Membrane
- Controlled Instincts
- Dehydration
- Encrust
- Eternity Snare
- Frozen Solid
- Giant Oyster
- Glimmerdust Nap
- Ice Over
- Immobilizing Ink
- Inertia Bubble
- Leaden Fists
- Merseine
- Numbing Dose
- Paralyzing Grasp
- Sinking Feeling
- Spectral Prison
- Stasis Cell
- Tangle Kelp
- Temporal Distortion
- Taps affected permanent
- Bewitching Leechcraft
- Bubble Snare
- Capture Sphere
- Castaway's Despair
- Charmed Sleep
- Claustrophobia
- Bind the Monster
- Dungeon Geists
- Encase in Ice
- Ethereal Grasp (Instant with Perpetually)
- Fall from Favor
- Icefall Regent
- Locked in the Cemetery
- Malfunction
- Merchant Raiders
- Mesmerizing Dose
- Motion Sickness
- Mystic Restraints
- Psychic Overload
- Ray of Frost
- Runner's Bane
- Sand Squid
- Singing Bell-Strike
- Sleeping Potion
- Sleep Paralysis
- Sleep with the Fishes
- So Shiny
- Somnophore
- Stunning Strike
- Tamiyo's Compleation
- Thalakos Dreamsower
- Thirst
- Tidebinder Mage
- Unquenchable Thirst
- Venarian Gold
- Wall of Stolen Identity
- Water Knot
- Winter's Rest
Black
Green
Multicolor
Artifact
References
- ↑ Mark Rosewater (February 15, 2021). "Odd & Ends: Kaldheim, Part 2". magicthegathering.com. Wizards of the Coast.