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Experience counters

I shifted these from generic to mechanic as we've thus far only seen them as enablers for a cycle of commanders. I think "generic" should encompass only counters that either approach omnipresence (loyalty and +1/+1 counters, and then -1/-1 counters and charge counters by comparison to +1/+1) or are a fundamental piece of the game (poison counters always define a win condition, separate from any particular card or mechanic or interaction). Arguments welcome, as always. --07:12, 3 November 2015 (UTC)

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