As an observer, I was wondering what the problem was with not having "named" mechanics in the set. The only thing that really differs between a "named" and an "unnamed" (at least to me) is that with a "named", you have a "template" or a common "shorthand" understanding of what it does. That way you don't have to keep writing "reminder" text on the card when you want to use it (like "Walls cannot attack"). For instance, if you wanted to use "Channeling", you wouldn't have to keep writing "pay <cost> to retrieve copy of card, blah, blah, blah". Is there another reason behind the "named" mechanics that I'm missing? Like that's not even the type of "mechanic" you're looking for? Just stuff like CIP abilities which isn't technically a "named" mechanic (i.e. you always have to write "When <this> comes into play, <do this>")?