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Mechanics of Magic: Afflict

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God-Eternal Bontu

You're knee-deep in the sands of Amonkhet during its Hour of Devastation (2017). The twin suns scorch your face, the desert winds scream of destiny, and somewhere in the distance, a giant Blue-skinned crocodile-headed god is judging all your life choices.

And then, amidst all that, we got Zombies randomly out and about, Afflicting people.

The mechanic's not flashy. It's not particularly flavorful. Heck, it doesn't even synergize with all too much. But by Nicol Bolas's glistening horns, it sure is...there, somewhere. And in today's Mechanics Overview Segment, we're going to talk about why it's potentially Magic's least offensive offensive mechanic.

What Is Afflict?

Afflict N (Whenever this creature becomes blocked, defending player loses N life.)

Ammit Eternal

Let's say you've got this Ammit Eternal, a massive 5/5 for three with Afflict 3. You declare it as an attacker, and your opponent wisely decides to chumpblock it with a 1/1 Soldier.

Before damage? Afflict triggers, and your opponent, the defending player, loses 3 life.

Damage then happens as normal. Maybe their Soldier dies. Maybe they give it Deathtouch, and both creatures die. Or maybe it becomes Indestructible, and nothing dies. The list goes on and on, but at the end of it all, it doesn't really matter. Your opponent's 3 life? It's gone! Never to be seen again! You're now that much closer to achieving victory!

Except, and let's be honest with ourselves here, your opponent's probably thinking:

"Whew! Good thing I blocked that 5/5 Afflict 3 monster. I only took 3 instead of, you know, FIVE."

Why Afflict Didn't Actually Afflict Anything

Nicol Bolas, God-Pharaoh

Here's the thing about Afflict: it feels like it should matter. The word itself is metal as all heck. "Afflict" sounds like a keyword that does something devastating, summoning swarms of plagues, invoking curses, or melting blockers into the Aether. The Eternals were literal god-slaying super-zombies powered by Nicol Bolas's necromantic omniscience. They were supposed to be absolutely terrifying. But, Afflict, mechanically speaking, was, at best, mildly inconvenient.

Here, let's break down some of the big reasons Afflict never lived up to its name:

Blocking Afflict Creatures Was The Obvious Choice

Most mechanics that punish blocking make you actually think twice:

  • Menace forces awkward double-blocks.
  • Deathtouch turns your attacker into a kill spell.
  • Trample says, "Block me or don't, you're still losing life."

Afflict? You take 2 or 3 life instead of taking 4 to 6 from the actual combat damage.

It's the literal difference between being hit with a sledgehammer and being hit with a rolled-up newspaper. One of them hurts way more. You take the newspaper ten times out of ten.

Afflict Lacked Synergy With... Basically Everything

Great mechanics open doors. Afflict opened a small window and immediately closed it again.

If you tried to build around the mechanic, your deck would be: 13 Afflict cards and 48 cards that care about nothing Afflict does.

Sure, you can still go for it, but it's going to be mighty lonely.

Afflict Doesn't Scale or Snowball

Some mechanics grow with the game and create epic, escalating moments.

Energy snowballs. Proliferate snowballs. Storm infinity snowballs.

Afflict's the same number forever. Afflict 3 on turn four is the same Afflict 3 on turn twelve, except now it matters even less, because life totals are lower and blockers are bigger.

A Sheer Lack of Iconic Moments

Magic players love telling stories.

  • "I assembled Tron on turn three."
  • "I cast Expropriate twice in one turn."
  • "My army of Squirrels fought off an Emrakul."
  • What's the biggest Afflict story you've ever heard?
  • "I attacked, and they blocked and lost 2 life."

Truly a saga worthy of being inscribed on the walls of the Luxa River.

Afflicted Thoughts

Neheb, the Eternal

Despite everything I've said up until this point, it's not that I think Afflict is bad. It's not even that it's boring. In fact, Afflict did exactly what it set out to do:

  • It made the Eternals feel slightly more menacing.
  • It fit the flavor of Bolas's relentless, unstoppable army (conceptually, at least).
  • It gave Limited players a handful of creatures that turned races into mini math puzzles.

Unlike mechanics that broke entire formats (*ahem*, Energy, for example), or mechanics that were so extreme that we essentially had to rule 0 how they work (Companion is still confusing to new players, I'm sure), Afflict's legacy is...neutrality. It didn't break anything. It didn't spin off into a new archetype. It simply popped its head up, then quickly went back into the ground.

  • Now, would I personally ever build a Commander deck around it?

No. Absolutely not.

  • Would I pick an Afflict creature highly in a draft?

Yes, actually. I'll take all the Eternal of Harsh Truths all day, every day.

  • Would I be visibly upset if it showed up again on some one-off card in a future set?

Not at all. Some people don't care for it, but it's harmless enough that you shrug and move on.

If for nothing else, Afflict's biggest contribution to Magic might be the conversations it sparked around design philosophy. Complexity creep, punisher effects, combat interactivity, Afflict sits right at the crossroads of all of those ideas. Every set needs its role-players, and Afflict was undeniably a role-player in Amonkhet.

And with that, I've probably trudged through the dunes of this topic farther than even an Eternal could march without cracking its Lazotep Plating. As always, happy brewing, and may your creatures swing hard, your opposing blockers think twice, and your opponents wonder why they are fighting off Afflict creatures in 2025 in the first place. Until next time!

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