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Mechanics of Magic: Ingest

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Magic: The Gathering has never been shy about experimenting with mechanics that feel strange before they feel powerful. Sometimes those experiments become evergreen all-stars like Flying or Trample. Other times, they show up, do something slightly unsettling for a single block, and then quietly vanish back into the Blind Eternities. The mechanic Ingest lives firmly in that second camp as a mechanic that looks like it should matter a lot more than it actually does, until you understand what it was designed to feed.

And yet, Ingest wasn't a mistake. It wasn't underpowered by accident. It was a cog in a much larger, much hungrier machine, and in today's Mechanics Overview Segment, we're going to try and uncover what that machine is.

What Is Ingest?

Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library)

Fathom Feeder

Ingest is a triggered keyword ability, and whenever a creature with Ingest deals combat damage to a player, that player exiles the top card of their library.

So yes, taken at face value, Ingest does almost nothing. And that's the point.

Eldrazi's Supporting Mechanic

Ulamog, the Ceaseless Hunger

Ingest debuted in Duel Decks: Zendikar vs. Eldrazi (2015) as a preview of essentially what was to come in Battle for Zendikar (2015). From the beginning, it was thematically and mechanically tied to the Eldrazi, specifically Ulamog's lineage. Flavor-wise, it represented the slow, methodical consumption of reality itself. Mechanics-wise, it existed to simply stock the pantry.

In other words, the 9 Ingest creatures out there in the void were all designed to enable their Processor brethren.

Ulamog's Nullifier

Processors were Eldrazi creatures that asked you to take an exiled card your opponent owned and put it into their graveyard in exchange for a powerful effect. Card draw. Creature removal. Tempo swings. Suddenly, that stack of face-up exiled cards from when your opponents didn't block your wiggly Sludge Crawler matters a great deal.

Without Ingest, Processor decks would've had to rely entirely on situational, and often, expensive exile spells to function. And sure, those spells certainly existed, but they were often inconsistent, to say the least. Ingest solved that problem elegantly. Cheap, disposable creatures could chip in for damage early and quietly ensure there was always something to process later.

The Eldrazi Don't Care About Your Life Total

Vile Aggregate

In my opinion, one of the most quietly interesting things about Ingest is that it treats combat damage not as a win condition, but as something more of a resource. In most games of Magic, combat damage exists to do one thing: reduce life totals until someone falls over. Even when combat damage enables numerous other mechanics (Freerunning, Ninjutsu, Toxic, just to name a few) it's still usually tethered to the idea that you're progressing toward lethal. Ingest isn't inherently like that.

With Ingest, the damage itself barely matters. You could hit your opponent for one point, ten points, or twenty; it makes no direct difference with regard to the mechanic itself. What matters is that you connected. That single point of damage is simply the admission fee you pay to exile a card, and the life total change is almost incidental.

Benthic Infiltrator

In Limited, especially, this idea created some fascinating tension. Suddenly, a Benthic Infiltrator felt like an Avenger-level threat. Letting it through "just this once" could come back to haunt you three turns later when a Processor turned that exiled card into a devastating tempo swing.

On the flip side, the Ingest player was never incentivized to trade their creatures aggressively. These weren't attackers you wanted to suicide into blockers for incremental damage. You wanted them alive, evasive, and utterly annoying.

And so, once you start seeing combat damage as a cost rather than a reward, Ingest starts to make a lot more sense. It never asked you to win through combat damage. It asked you to chip through, get fuel for your processors, then win later with your Eldrazi swarm, both big and small.

Ingesting the Bigger Picture

Ingest was engineered with a singular purpose: to quietly enable something worse. It wasn't meant to end games, dominate formats, or inspire Commander decks. It was simply meant to make sure that when the Eldrazi showed up with their Processors, there was always something ready to be consumed. In that role, I'd say Ingest worked precisely as intended. It was subtle, somewhat reliable, and deeply uncomfortable in the way only Eldrazi mechanics can be.

Despite my praise for the mechanic, though, Ingest is a perfect example of why some mechanics are better left in their respective blocks. As I had mentioned earlier, Ingest's dependency on Processors makes it brittle and inconsistent. Modern Magic tends to favor mechanics that are modular, splashable, and reusable across multiple settings. Ingest is none of those things. It's Eldrazi-specific, parasitic by design, and narratively tied to a single invasion storyline.

And that's okay.

Not every mechanic needs to be evergreen. Some exist to serve a moment, tell a story, and then vanish. Ingest did exactly that. It supported an entire Limited archetype, reinforced the alien horror of the Eldrazi, and quietly taught players that sometimes the scariest mechanics aren't the ones that deal the most damage but the ones that set up for something else to pull the trigger.

Anyways, I've probably had you Ingest more words than even Ulamog himself would consider a reasonable snack, so it's probably time to exile this discussion for now, and you can process it fully at your leisure at a later time. As always, happy brewing, and may your opponents forever remember the exact moment they shrugged, took a point of damage from a Salvage Drone, only to realize three turns later that they'd unknowingly fueled a Processor that was very, very ready for them. Until next time.

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