https://twitter.com/Magical__Hacker/status/1263115206663778304 Since I had so much fun making this previous list with keyword abilities, I thought I would continue:

Presenting: The 15 most forgettable ability words of all time (for Commander), why they are so forgettable, AND what could be done to fix them, a thread.
Before I jump into it all though, I wanna explain the inspiration behind this thread and how I made this list. @Paperkaiser asked about two ability words, and thought I'd make another list!

Obviously, ability words are much fewer in number, so I'm only doing 15 instead of 50.
The methodology is the exact same as last time, but just with ability words this time. (No exceptions like last time, since no ability word is only one card and no ability word uses a split card.)

Alright, without any further ado, let's jump into the list!
#15: Revolt

The problem: Revolt works best in decks that sacrifice their own stuff, but no design synergizes with that.

The fix: Print a 2-cmc instant that returns a creature from your graveyard to your hand, but with revolt, to the battlefield & you lose life equal to its CMC.
#14: Heroic

The problem: In order to want a Heroic ability, your deck has to have combat tricks, auras, or some other effect like that. Those cards are almost always unplayable.

The fix: I don't think this ability is fixable.
#13: Domain

The problem: Five-color decks are so playable that Domain isn't enough of a cost to make an effect that isn't too powerful

The fix: Print a very powerful card using Domain as it's downside for balance. It'd be a payoff for the restriction of monocolor.
#12: Inspired

The problem: Inspired is usually only fulfilled by the creature attacking, so without some sort of evasion, the creature can't tap safely.

The fix: Print a 3-CMC creature with indestructible with Inspired to put a card from your graveyard to the top of your deck.
#11: Rally

The problem: Just as with all Tribal-focused keywords, Tribal-focused ability words are also unlikely to see play in Commander.

The fix: Print a 3-CMC creature with Rally that lets you draw two cards and discard one card.
#10: Hellbent

The problem: In multiplayer Commander, being hellbent is basically a death wish, so the card has to be playable without hellbent.

The fix: Print a 3-CMC instant that lets you pay X life to put X -1/-1 on target creature, but if you're hellbent, on all creatures.
#9: Fateful Hour

The problem: Being at 5 life is much too risky in Commander. The effect itself has to help you not die.

The fix: Print a 5-drop artifact that has a Fateful Hour ability that lets you pay 4 mana and tap to make two players exchange life totals.
#8: Adamant

The problem: Because it was designed for limited, it couldn't give bigger rewards to the restriction of monocolored.

The fix: Print a 3-CMC sorcery that makes each player discard a card at random, but with Adamant, they discard their hand and draw four cards.
#7: Kinship

The problem: Yet another Tribal-focused ability word.

The fix: Print a Dragon with a Kinship ability, since Dragon is the most popular tribe.
#6: Radiance

The problem: It's very difficult to count on this abilty word affecting multiple permanents the way you want it to.

The fix: Print a 1-CMC instant that gives indestructible until EOT to target creature and all creatures that share a color with it.
#5: Grandeur

The problem: The ability word only works easily in non-singleton formats.

The fix: Not fixable for Commander.
#4: Cohort

The problem: Where to begin! It's a tap ability making you wait, it needs an Ally to do anything, AND it taps 2 creatures. It should have a big reward.

The fix: Print a 4-CMC creature with haste that Cohorts to put a -1/-1 counter on each creature you don't control.
#3: Channel

The problem: Every card with channel is at most 3 power, or with way too situational of a design.

The fix: Print a 7-CMC 7/7 creature with Flying that does Gonti's ETB on combat damage, with a 2 mana Channel ability that does Gonti's ETB.
#2: Chroma

The problem: Because it was designed for limited, there was a cap as to how much of a reward it could give.

The fix: Print a 3-CMC white sorcery that puts a Mannequin counter on a creature/planeswalker with White Chroma CMC or less, making it an abilityless artifact.
#1: Sweep

The problem: Returning lands to your hand is such a huge cost that the card has to be able to win you the game when you cast it.

The fix: Print a white Sweep card to create that many 4/4 Angel tokens with Flying, Vigilance, Indestructible, Lifelink, and Double Strike.
Thanks for joining me in this second thread! Should I do the last category of keyword actions? Let me know if you'd like to see that!
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