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Altruism (WURG)
Altruism (WURG)
A four-color deck that doesn't play black.
Aristocrats
Aristocrats
A deck focused on playing cards like Blood Artist that gain you life while your opponents lose life.
Artifacts
Artifacts
A deck focused around playing artifacts.
Affinity
Affinity
A deck archetype that plays a lot of small artifacts and generates an advantage from them.
Artifice (WUBR)
Artifice (WUBR)
A four-color deck that doesn't play green.
+1/+1 Counters
+1/+1 Counters
A strategy that revolves around
+1/+1
counters.
Attractions
Attractions
A deck themed around using Attractions.
Aggro
Aggro
An aggressive style deck.
Bant (GWU)
Bant (GWU)
A white, blue, and green deck.
Azorius (WU)
Azorius (WU)
A white and blue deck.
Auras
Auras
A strategy that revolves around playing auras on creatures.
Battlecruiser
Battlecruiser
A strategy that revolves around playing big threats and impactful spells.
Birthing Pod / Pod
Birthing Pod / Pod
A strategy that revolves around Birthing Pod and similar abilities.
Aikido
Aikido
A deck focused on using your opponents' strengths against them.
Burn
Burn
A deck that focuses on dealing direct damage to an opponent.
Budget
Budget
Budget decks are built by selecting cards with restrictions on the price of the card.
Cascade
Cascade
A deck that is based on the keyword Cascade.
cEDH
cEDH
This is a competitive Commander / EDH deck.
Casual
Casual
Casual decks are not meant for competitive game play.
Aggression (WBRG)
Aggression (WBRG)
A four-color deck that doesn't play blue.
Blink / Flicker
Blink / Flicker
A strategy that revolves around repeatedly triggering enters-the-battlefield abilities.
Blue Moon
Blue Moon
A Blue-Red Control deck that disrupts the opponent's manabase with Blood Moon and similar abilities.
Abzan (WBG)
Abzan (WBG)
A white, black, and green deck.
Boros (RW)
Boros (RW)
A red and white deck.
Clones
Clones
A deck focusing on clone effects, or the ability to copy another creature.
Chaos
Chaos
A deck that intends to mess with the normal style of gameplay.
Chaos (UBRG)
Chaos (UBRG)
A four-color deck that doesn't play white.
Combo
Combo
A deck focused around winning with combos.
Control
Control
Control decks avoid racing and attempt to slow the game down by executing an attrition plan.
Colorless
Colorless
A deck that plays only colorless cards.
Competitive
Competitive
Competitive decks are optimized to execute their goal and win the game as quickly as possible.
Cycling
Cycling
A deck that revolves around the Cycling ability.
Defender
Defender
A strategy that revolves around creatures with the Defender ability.
Delver
Delver
A tempo style deck archetype that uses Delver of Secrets
Dimir (UB)
Dimir (UB)
A black and blue deck.
Devotion
Devotion
A strategy that revolves around controlling permanents with multiple of the same mana symbols.
Discover
Discover
A deck that uses the Discover mechanic as a main theme or strategy.
Donation
Donation
A deck that is designed around giving away its cards.
Discard
Discard
A deck that focuses on getting rid of the cards in an opponent's hand.
Death & Taxes
Death & Taxes
A deck archetype that makes it more expensive for an opponent to play spells.
Esper (WUB)
Esper (WUB)
A white, blue, and black deck.
Eggs
Eggs
A strategy that revolves around sacrificing and recurring cheap artifacts.
Energy
Energy
A deck that focuses on using energy to get extra value of its cards.
Extra Turns
Extra Turns
A strategy that revolves around taking as many extra turns as possible.
Equipment
Equipment
A strategy that revolves around Equipment artifacts.
Five Color (WUBRG)
Five Color (WUBRG)
A deck that plays all five colors.
Farm
Farm
A deck that uses low-CMC creatures and spells to take advantage of Ad Nauseam.
Formula X-1
Formula X-1
A high powered tier of EDH that prioritizes fun over winning.
Flying
Flying
A deck that primarily utilizes flying creatures.
Extra Combats
Extra Combats
A strategy that revolves around taking as many extra combat steps as possible.
Golgari (BG)
Golgari (BG)
A black and green deck.
Goad
Goad
A deck that uses goad to get its opponents to attack each other first.
-1/-1 Counters
-1/-1 Counters
A strategy that revolves around putting
-1/-1
counters on creatures.
Goodstuff
Goodstuff
A deck that plays individually strong cards without any obvious synergy.
Dredge
Dredge
A deck archetype that self-mills and utilizes cards in your graveyard for an advantage.
Dungeons
Dungeons
A deck theme based on Dungeon cards.
Hatebears
Hatebears
A strategy that revolves around playing small, disruptive, silver-bullet creatures.
Growth (WUBG)
Growth (WUBG)
A four-color deck that doesn't play red.
Grixis (UBR)
Grixis (UBR)
A blue, black, and red deck.
Historic
Historic
A deck that revolves around Historic spells.
Help Wanted
Help Wanted
The author is requesting feedback (comments) on how to improve this deck.
Group Slug
Group Slug
A strategy that attempts to punish all opponents simultaneously.
Group Hug
Group Hug
A deck that tries to stay neutral in the game by helping it's opponents as long as possible.
Gruul (RG)
Gruul (RG)
A red and green deck.
Infect
Infect
A deck archetype that wins by dealing infect damage as quick as possible.
Jeskai (URW)
Jeskai (URW)
A white, blue, and red deck.
Jund (BRG)
Jund (BRG)
A black, red, and green deck.
Izzet (UR)
Izzet (UR)
A blue and red deck.
Jank
Jank
A deck that is designed to follow a certain style or theme, without trying to be efficient.
Land Destruction
Land Destruction
A deck that focuses on destroying an opponent's lands.
Kindred
Kindred
A deck that is themed around a specific creature type (e.g., Goblin, etc). Formally tribal & typal.
Lands Matter
Lands Matter
A deck focused on utilizing lands as a win condition.
Legends Matter
Legends Matter
A deck themed around legendary permanents and spells.
Life Gain
Life Gain
A deck focused on gaining life.
Life Bargain
Life Bargain
A deck that uses life as a resource in a bargain to try to kill an opponent.
Modular
Modular
This deck has groups of cards that can be swapped out to change its strategy.
Enchantments
Enchantments
A deck focused around playing enchantments.
Maverick
Maverick
A toolbox deck that uses tutors to play silver-bullet creatures.
Mardu (RWB)
Mardu (RWB)
A white, black, and red deck.
Monarch
Monarch
A deck focused on the Monarch mechanic.
Mono Green
Mono Green
A deck that plays only green cards.
Mono Black
Mono Black
A deck that plays only black cards.
Modified
Modified
A deck based on the modified theme (i.e., equipments, auras, and counters).
Mono Blue
Mono Blue
A deck that plays only blue cards.
Mono White
Mono White
A deck that plays only white cards.
Mono Red
Mono Red
A deck that plays only red cards.
MTGO - Week 11
MTGO - Week 11
MTGO League, week 11
Morph
Morph
A deck that revolves around the Morph ability.
Miracles
Miracles
A strategy that revolves around casting Miracle spells.
MTGO - Week 1
MTGO - Week 1
MTGO League, week 1
MTGO - Week 12
MTGO - Week 12
MTGO League, week 12
MTGO - Week 10
MTGO - Week 10
MTGO League, week 10
Mill
Mill
A deck that wins by putting all of an opponents library into their graveyard as quick as possible.
Midrange
Midrange
A typical midrange deck has an early game plan of mana ramp and control, but begins to play threats.
MTGO - Week 19
MTGO - Week 19
MTGO League, week 19
MTGO - Week 15
MTGO - Week 15
MTGO League, week 15
MTGO - Week 2
MTGO - Week 2
MTGO League, week 2
MTGO - Week 20
MTGO - Week 20
MTGO League, week 20
MTGO - Week 3
MTGO - Week 3
MTGO League, week 3
MTGO - Week 17
MTGO - Week 17
MTGO League, week 17
MTGO - Week 18
MTGO - Week 18
MTGO League, week 18
MTGO - Week 5
MTGO - Week 5
MTGO League, week 5
MTGO - Week 4
MTGO - Week 4
MTGO League, week 4
MTGO - Week 6
MTGO - Week 6
MTGO League, week 6
MTGO - Week 7
MTGO - Week 7
MTGO League, week 7
MTGO - Week 14
MTGO - Week 14
MTGO League, week 14
MTGO - Week 8
MTGO - Week 8
MTGO League, week 8
MTGO - Week 13
MTGO - Week 13
MTGO League, week 13
MTGO - Week 9
MTGO - Week 9
MTGO League, week 9
MTGO - Week 16
MTGO - Week 16
MTGO League, week 16
PlayEDH - Low
PlayEDH - Low
This deck is ready for use in the "Low" power level on PlayEDH.
PlayEDH - High
PlayEDH - High
This deck is ready for use in the "High" power level on PlayEDH.
PlayEDH - Battlecruiser
PlayEDH - Battlecruiser
This deck is ready for use in the "Battlecruiser" power level on PlayEDH.
Naya (RGW)
Naya (RGW)
A white, red, and green deck.
Orzhov (WB)
Orzhov (WB)
A black and white deck.
PlayEDH - Mid
PlayEDH - Mid
This deck is ready for use in the "Mid" power level on PlayEDH.
Pillowfort
Pillowfort
A deck that tries to protect itself from being attacked with cards like Propaganda.
PlayEDH - Maximum
PlayEDH - Maximum
This deck is ready for use in the "Maximum" power level on PlayEDH.
Poison
Poison
A deck focused around killing an opponent with poison counters.
Primer
Primer
This deck has a primer.
Prison
Prison
A style of deck that aims to completely deny your opponent from resources or mechanics of the game.
Ramp
Ramp
A deck that focuses on ramping lands very quickly.
Rakdos (BR)
Rakdos (BR)
A black and red deck.
Rock
Rock
A midrange deck that uses removal and hand disruption.
Selesnya (GW)
Selesnya (GW)
A white and green deck.
Reanimator
Reanimator
A deck archetype that casts huge creatures from the graveyard.
Rule Zero
Rule Zero
This deck doesn't follow the normal rules and restrictions for the selected format.
Mutate
Mutate
A deck that revolves around the Mutate ability.
Simic (GU)
Simic (GU)
A blue and green deck.
Stax
Stax
A style of deck based on cards that tax an opponent's resources, making it harder to play the game.
Stoneblade
Stoneblade
A midrange deck that utilizes Stoneforge Mystic.
Sultai (BGU)
Sultai (BGU)
A blue, black, and green deck.
Temur (GUR)
Temur (GUR)
A blue, red, and green deck.
Thieves
Thieves
A deck focusing on stealing cards from other players.
Tron
Tron
A deck that uses the Urza lands to generate mana advantage to play large spells like Karn Liberated.
Toolbox
Toolbox
A deck that uses tutors to find answers to anything an opponent plays.
Super Friends
Super Friends
A deck that focused around planeswalkers.
Tokens
Tokens
A deck that makes a lot of tokens.
Unmaintained
Unmaintained
This deck is no longer maintained by the owner and most likely won't see changed any time soon.
Vehicles
Vehicles
A deck that revolves around Vehicle artifacts.
Tempo
Tempo
A deck that tries to out attrition their opponent leading them to victory.
Voltron
Voltron
A deck that attempts to win by enhancing a single creature to become a bigger and bigger threat.
Turbo
Turbo
A combo deck that forgoes protection and interaction for speed.
Spellslinger
Spellslinger
A strategy that revolves around playing instant and sorcery spells.
Storm
Storm
A deck focused on playing enough spells in a single turn to win by casting a Storm card.
Vorthos
Vorthos
Deck that are based on the lore of the game.
Webcam Friendly
Webcam Friendly
This deck is webcam-friendly because it does not physically interact with its opponents cards.
Wheels
Wheels
A deck focused around using wheel cards (i.e., Wheel of Fortune).
Snow
Snow
A strategy that relies on the snow-subtype.
Zoo
Zoo
A deck that plays small mana efficient creatures that usually depict zoo animals (i.e., Kird Ape)
X Spells
X Spells
A deck centered around playing spells with X in their casting cost.
Keywords
Activate
Activate
To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, “Activating Activated Abilities.”
Attach
Attach
To attach an Aura, Equipment, or Fortification to an object or player means to take it from where it currently is and put it onto that object or player. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object or player it couldn’t enchant, equip, or fortify, respectively. If an effect tries to attach an Aura, Equipment, or Fortification to an object or player it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object or player it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move. Attaching an Aura, Equipment, or Fortification on the battlefield to a different object or player causes the Aura, Equipment, or Fortification to receive a new timestamp. To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
Cast
Cast
To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.” To cast a card is to cast it as a spell.
Counter
Counter
To
counter
a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard. The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.
Create
Create
To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield. If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token. Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens.
Destroy
Destroy
To
destroy
a permanent, move it from the battlefield to its owner’s graveyard. The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.” A regeneration effect replaces a destruction event. See rule 701.19, “Regenerate.”
Discard
Discard
To
discard
a card, move it from its owner’s hand to that player’s graveyard. By default, effects that cause a player to
discard
a card allow the affected player to choose which card to
discard
Some effects, however, require a random
discard
or allow another player to choose which card is discarded. If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 731, “Handling Illegal Actions”).
Double
Double
Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c. To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness. If a creature’s power is less than 0 when it’s doubled, doubling that creature’s power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate. To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value. To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has. To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have. To double an amount of damage a source would deal, that source instead deals twice that much damage. This is a replacement effect.
Exchange
Exchange
A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs. Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature. When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing. When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player, and they can exchange the cards even if one zone is empty. If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object. If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged. A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 119.7–8). If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.4b). This rule does not apply to spells and abilities that switch a creature’s power and toughness. One card (Exchange of Words) instructs a player to exchange the text boxes of two creatures. This creates a text-changing effect (see rule 612, “Text-Changing Effects”). In such an exchange, the rules text of each permanent becomes the previous rules text of the other.
Exile
Exile
To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
Fight
Fight
A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature. If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage. If a creature fights itself, it deals damage to itself equal to twice its power. The damage dealt when a creature fights isn’t combat damage.
Mill
Mill
For a player to
mill
a number of cards, that player puts that many cards from the top of their library into their graveyard. A player can’t
mill
a number of cards greater than the number of cards in their library. If given the choice to do so, they can’t choose to take that action. If instructed to do so, they
mill
as many as possible. Similarly, the player can’t pay a cost that includes milling a number of cards greater than the number of cards in their library. An effect that refers to a milled card can find that card in the zone it moved to from the library, as long as that zone is a public zone. If an ability checks information about a single milled card but more than one card was milled, that ability refers to each of the milled cards. If that ability asks for any information about the milled card, such as a characteristic or mana value, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on “the” card, it performs that action on each milled card. If that ability performs any actions on “a” card, the controller of the ability chooses which card is affected.
Play
Play
To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if they have priority, it’s the main phase of their turn, the stack is empty, and they haven’t played a land this turn. Playing a land is a special action (see rule 116), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.” To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate. Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card. Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
Regenerate
Regenerate
If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and its controller taps it. If it’s an attacking or blocking creature, remove it from combat.” Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
Reveal
Reveal
To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, or if a card is revealed because an ability is activated from a hidden zone (see rule 602.2a), the card remains revealed from the time the spell or ability is announced until the time it leaves the stack. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed. Revealing a card doesn’t cause it to leave the zone it’s in. A card that is currently revealed may be revealed again. Example: Telepathy is an enchantment card that reads “Your opponents play with their hands revealed.” Silvergill Adept is a creature card that reads, in part, “As an additional cost to cast this spell, reveal a Merfolk card from your hand or pay
.” A player may reveal a Merfolk card from their hand to pay the additional cost of Silvergill Adept even if that card is already revealed due to Telepathy’s effect. If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects. Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
Sacrifice
Sacrifice
To
sacrifice
a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t
sacrifice
something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t
destroy
it, so regeneration or other effects that replace destruction can’t affect this action.
Scry
Scry
To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order. If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger. If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time. An ability that triggers whenever a player scries triggers after the process described in rule 701.22a is complete, even if some or all of those actions were impossible.
Search
Search
To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description. If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone. Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library. If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards. Example: Lobotomy says “Target player reveals their hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library.” If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards. If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards). If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed. If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger. Example: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then
shuffle
” An opponent who searched the top four cards of their library because of Veteran Explorer’s ability would
shuffle
the entire library. If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible. An effect may instruct a player to search a library for one or more cards more than once before instructing a player to
shuffle
that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once. If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find. If an effect instructs a player to search outside the game for a card, that player may choose an appropriate card they own from outside the game.
Shuffle
Shuffle
To
shuffle
a library or a face-down pile of cards, randomize the cards within it so that no player knows their order. Some effects cause a player to search a library for a card or cards,
shuffle
that library, then put some or all of the found cards into a different zone or in a certain position in that library. In such cases, the found cards aren’t included in the shuffle, even though they remain in the library at that time. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger. See also rule 401, “Library.” If an effect would cause a player to
shuffle
one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone. Example: Guile says, in part, “When Guile is put into a graveyard from anywhere,
shuffle
it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled. Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled. If an effect would cause a player to
shuffle
a set of objects into a library, that library is shuffled even if there are no objects in that set. Example: Loaming Shaman says “When this creature enters, target player shuffles any number of target cards from their graveyard into their library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to
shuffle
their library. If an effect causes a player to
shuffle
a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger. If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times. If an effect would cause a player to
shuffle
a library at the same time that an object would be put into a certain position in that library, the result is a shuffled library that’s randomized except that the object is in the specified position. Example: Darksteel Colossus and Gravebane Zombie are put into a player’s graveyard from the battlefield at the same time. Darksteel Colossus says in part “If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and
shuffle
it into its owner’s library instead.” Gravebane Zombie says “If this creature would die, put it on top of its owner’s library instead.” The player shuffles Darksteel Colossus into their library and puts Gravebane Zombie on top of that library.
Tap and Untap
Tap and Untap
To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped. To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
Fateseal
Fateseal
To “fateseal N” means to look at the top N cards of an opponent’s library, then put any number of them on the bottom of that library in any order and the rest on top of that library in any order.
Clash
Clash
To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library. “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.” Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time. A player wins a clash if that player revealed a card with a higher mana value than all other cards revealed in that clash.
Planeswalk
Planeswalk
A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.” To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up. A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk. The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
Set in Motion
Set in Motion
Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 314, “Schemes,” and rule 904, “Archenemy.” To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it. Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
Abandon
Abandon
Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 314, “Schemes,” and rule 904, “Archenemy.” To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
Proliferate
Proliferate
To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional
counter
of each kind that permanent or player already has. In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison
counter
The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”
Transform
Transform
To transform a permanent, turn it over so that its other face is up. Only transforming tokens and permanents represented by transforming double-faced cards can transform. (See rule 712, “Double-Faced Cards.”) Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on. If a spell or ability instructs a player to transform a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens. If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens. Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object either transforms or converts (see rule 701.28) and has the specified characteristic immediately after it does so. If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent does so only if it hasn’t transformed or converted since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent does so only if it hasn’t transformed or converted since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored. Some spells and abilities refer to a “transformed permanent.” This phrase refers to a permanent on the battlefield with its back face up that’s also a transforming double-faced card or a transforming token. A permanent with its front face up is never considered a transformed permanent, even if it had its back face up previously.
Detain
Detain
Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.
Populate
Populate
To populate means to choose a creature token you control and create a token that’s a copy of that creature token. If you control no creature tokens when instructed to populate, you won’t create a token.
Monstrosity
Monstrosity
“Monstrosity N” means “If this permanent isn’t monstrous, put N
+1/+1
counters on it and it becomes monstrous.” Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values. If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.
Vote
Vote
Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices. The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability. If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.” If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
Bolster
Bolster
“Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N
+1/+1
counters on that creature.”
Manifest
Manifest
To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up. Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.) If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up. If a card with disguise is manifested, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a manifested permanent face up. If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time. If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up. If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger. See rule 708, “Face-Down Spells and Permanents,” for more information.
Support
Support
“Support N” on a permanent means “Put a
+1/+1
counter
on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a
+1/+1
counter
on each of up to N target creatures.”
Investigate
Investigate
“Investigate” means “Create a Clue token.” See rule 111.10f.
Meld
Meld
Meld is a keyword action that appears in an ability on one card in a meld pair. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. See rule 712, “Double-Faced Cards.” Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded. If an effect instructs a player to meld objects that can’t be melded, they stay in their current zone. Example: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.
Goad
Goad
Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature is goaded. Goaded is a designation a permanent can have. A goaded creature attacks each combat if able and attacks a player other than the controller of the permanent, spell, or ability that caused it to be goaded if able. Goaded is neither an ability nor part of the permanent’s copiable values. A creature can be goaded by multiple players. Doing so creates additional combat requirements. Once a player has goaded a creature, the same player goading it again has no effect. Doing so doesn’t create additional combat requirements.
Exert
Exert
To exert a permanent, you choose to have it not untap during your next untap step. A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step. An object that isn’t on the battlefield can’t be exerted. “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2h.)
Explore
Explore
Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a
+1/+1
counter
on the exploring permanent and may put the revealed card into their graveyard. A permanent “explores” after the process described in rule 701.44a is complete, even if some or all of those actions were impossible. If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it. If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.44c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore,
Assemble
Assemble
Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set aren’t included in these rules. See the Unstable FAQ for more information.
Surveil
Surveil
To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order. If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order. If a player is instructed to surveil 0, no surveil event occurs. Abilities that trigger whenever a player surveils won’t trigger. An ability that triggers whenever a player surveils triggers after the process described in rule 701.25a is complete, even if some or all of those actions were impossible.
Adapt
Adapt
“Adapt N” means “If this permanent has no
+1/+1
counters on it, put N
+1/+1
counters on it.”
Amass
Amass
To amass [subtype] N means “If you don’t control an Army creature, create a 0/0 black [subtype] Army creature token. Choose an Army creature you control. Put N
+1/+1
counters on that creature. If it isn’t a [subtype], it becomes a [subtype] in addition to its other types.” A player “amassed” after the process described in rule 701.47a is complete, even if some or all of those actions were impossible. The phrases “the Army you amassed” and “the amassed Army” refer to the creature you chose, whether or not it received counters. Some older cards were printed with amass N without including a subtype. Those cards have received errata in the Oracle card reference so that they read “amass Zombies N.”
Learn
Learn
“Learn” means “You may
discard
a card. If you do,
draw
a card. If you didn’t
discard
a card, you may reveal a Lesson card you own from outside the game and put it into your hand.”
Venture into the Dungeon
Venture into the Dungeon
If a player is instructed to venture into the dungeon while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room. See rule 309, “Dungeons.” If a player is instructed to venture into the dungeon while their venture marker is in any room except a dungeon card’s bottommost room, they choose an adjacent room, following the direction of an arrow pointing away from their current room. If there are multiple arrows pointing away from the room the player’s venture marker is in, they choose one of them to follow. They move their venture marker to that adjacent room. If a player is instructed to venture into the dungeon while their venture marker is in the bottommost room of a dungeon card, they remove that dungeon card from the game. Doing so causes the player to complete that dungeon (see rule 309.7). They then choose an appropriate dungeon card they own from outside the game, put it into the command zone, and put their venture marker on the topmost room of that dungeon. Venture into [quality] is a variant of venture into the dungeon. If a player is instructed to “venture into [quality]” while they don’t own a dungeon card in the command zone, they choose a dungeon card they own from outside the game with the indicated quality and put it into the command zone. They put their venture marker on the topmost room of that dungeon. If they already own a dungeon card in the command zone, they follow the normal procedure for venturing into the dungeon outlined in 701.49b–c.
Connive
Connive
Certain abilities instruct a permanent to connive. To do so, that permanent’s controller
draw
s a card, then discards a card. If a nonland card is discarded this way, that player puts a
+1/+1
counter
on the conniving permanent. A permanent “connives” after the process described in rule 701.50a is complete, even if some or all of those actions were impossible. If a permanent changes zones before an effect causes it to connive, its last known information is used to determine which object connived and who controlled it. If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield, last controlled; see rule 701.50c) one or more of those permanents chooses one of them and it connives. Then this process is repeated for each remaining instruction to connive. Connive N is a variant of connive. The permanent’s controller
draw
s N cards, discards N cards, then puts a number of
+1/+1
counters on the permanent equal to the number of nonland cards discarded this way.
Open an Attraction
Open an Attraction
A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 717, “Attraction Cards”). To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control. An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.
Roll to Visit Your Attractions
Roll to Visit Your Attractions
To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”
Convert
Convert
To convert a permanent, turn it so that its other face is up. This follows rules 701.27a–f, 712.9–10, and 712.18. Those rules apply to converting a permanent just as they apply to transforming a permanent. Although converting a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent converts, and so on. If a spell or ability instructs a player to convert a permanent that isn’t represented by a transforming token or a transforming double-faced card, nothing happens. If a spell or ability instructs a player to convert a permanent, and the face that permanent would convert into is represented by an instant or sorcery card face, or is a transforming token that was created with an instant or sorcery face, nothing happens. If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to convert it, the permanent does so only if it hasn’t converted or transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to convert that permanent, the permanent does so only if it hasn’t converted or transformed since that delayed triggered ability was created. In both cases, if the permanent has already transformed or converted, an instruction to do either is ignored. If a spell or ability states that a permanent can’t transform, that permanent also can’t convert.
Incubate
Incubate
To incubate N, create an Incubator token that enters the battlefield with N
+1/+1
counters on it. See rule 111.10i. An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “
: Transform this artifact.” Its back face is a 0/0 colorless Phyrexian artifact creature named “Phyrexian Token.”
The Ring Tempts You
The Ring Tempts You
Certain spells and abilities have the text “the Ring tempts you.” Each time the Ring tempts you, choose a creature you control. That creature becomes your Ring-bearer until another creature becomes your Ring-bearer or another player gains control of it. Ring-bearer is a designation a permanent can have. Being a Ring-bearer is not a copiable value. If a player doesn’t have an emblem named The Ring at the time the Ring tempts them, they get an emblem named The Ring before choosing a creature to be their Ring-bearer. The Ring has “Your Ring-bearer is legendary and can’t be blocked by creatures with greater power.” As long as the Ring has tempted that player two or more times, it has “Whenever your Ring-bearer attacks,
draw
a card, then
discard
a card.” As long as the Ring has tempted that player three or more times, it has “Whenever your Ring-bearer becomes blocked by a creature, the blocking creature’s controller sacrifices it at end of combat.” As long as the Ring has tempted that player four or more times, it has “Whenever your Ring-bearer deals combat damage to a player, each opponent loses
3 life
.” Some abilities trigger “Whenever the Ring tempts you.” The Ring tempts a player whenever they complete the actions in 701.54a, even if some or all of those actions were impossible. Some abilities check to see if a creature “is your Ring-bearer.” For the purposes of those abilities, that condition is true if that creature is on the battlefield under your control and has the Ring-bearer designation.
Face a Villainous Choice
Face a Villainous Choice
“[A player] faces a villainous choice — [option A], or [option B]” means “[A player] chooses [option A] or [option B]. Then all actions in the chosen option are performed.” While facing a villainous choice, a player may choose an option that is illegal or impossible. In that case, they perform as much of the action as is possible. This is an exception to rule 608.2d. A replacement effect may replace an instruction to face a villainous choice with an instruction to face that choice some number of additional times. In that case, the entire process described in rule 701.55a is performed for that player the appropriate number of times one at a time. If more than one player is instructed to face a villainous choice, the entire process described in rule 701.55a is performed for each of those players one at a time in APNAP order. This is an exception to rule 608.2e.
Time Travel
Time Travel
To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time
counter
on it or remove a time
counter
from it. See rule 702.62, “Suspend.”
Discover
Discover
“Discover N” means “Exile cards from the top of your library until you exile a nonland card with mana value N or less. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than or equal to N. If you don’t cast it, put that card into your hand. Put the remaining exiled cards on the bottom of your library in a random order.” A player has “discovered” after the process described in 701.57a is complete, even if some or all of those actions were impossible. If the final card exiled during the process described in rule 701.57a has mana value N or less, it is the “discovered card,” regardless of whether it was cast or put into a player’s hand.
Cloak
Cloak
To cloak a card, turn it face down. It becomes a 2/2 face-down creature card with ward
, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a cloaked permanent for as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up. Any time you have priority, you may turn a cloaked permanent you control face up. This is a special action that doesn’t use the stack (see rule 116.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.) If a card with morph is cloaked, its controller may turn that card face up using either the procedure described in rule 702.37e to turn a face-down permanent with morph face up or the procedure described above to turn a cloaked permanent face up. If a card with disguise is cloaked, its controller may turn that card face up using either the procedure described in rule 702.168d to turn a face-down permanent with disguise face up or the procedure described above to turn a cloaked permanent face up. If an effect instructs a player to cloak multiple cards from a single library, those cards are cloaked one at a time. If an effect instructs a player to cloak a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isn’t cloaked. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up. If a cloaked permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger. See rule 708, “Face-Down Spells and Permanents,” for more information.
Collect Evidence
Collect Evidence
To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater. If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence. A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule 607, “Linked Abilities.”
Suspect
Suspect
Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected. Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values. A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected. A suspected permanent can’t become suspected again.
Forage
Forage
To forage means “Exile three cards from your graveyard or
sacrifice
a Food.”
Manifest Dread
Manifest Dread
“Manifest dread” means “Look at the top two cards of your library. Manifest one of them, then put the cards you looked at that were not manifested this way into your graveyard.” See rule 701.40, “Manifest.” An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.62a is complete, even if some or all of those actions were impossible.
Behold
Behold
“Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.” The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.
Endure
Endure
Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N
+1/+1
counters on that permanent. If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.
Deathtouch
Deathtouch
Deathtouch is a static ability. A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704. Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. See rules 510.1c–d. The deathtouch rules function no matter what zone an object with deathtouch deals damage from. If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch. Multiple instances of deathtouch on the same object are redundant.
Defender
Defender
Defender is a static ability. A creature with defender can’t attack. Multiple instances of defender on the same creature are redundant.
Double Strike
Double Strike
Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step. Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step. Multiple instances of double strike on the same creature are redundant.
Enchant
Enchant
Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant. For more information about Auras, see rule 303, “Enchantments.” If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities. Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
Equip
Equip
Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.” For more information about Equipment, see rule 301, “Artifacts.” Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to. If a permanent has multiple equip abilities, any of its equip abilities may be activated. “Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
First Strike
First Strike
First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step. Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike). Multiple instances of first strike on the same creature are redundant.
Flash
Flash
Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.” Multiple instances of flash on the same object are redundant.
Flying
Flying
Flying is an evasion ability. A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”) Multiple instances of flying on the same creature are redundant.
Haste
Haste
Haste is a static ability. If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.) If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since their most recent turn began. (See rule 302.6.) Multiple instances of haste on the same creature are redundant.
Hexproof
Hexproof
Hexproof is a static ability. “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.” “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.” “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources.” A “hexproof from [quality]” ability is a hexproof ability. Any effect that causes an object to lose hexproof will cause an object to lose all “hexproof from [quality]” abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didn’t have hexproof will allow a player to choose a creature with a “hexproof from [quality]” ability. Any effect that looks for a card with hexproof will find a card with a “hexproof from [quality]” ability. “Hexproof from [quality A] and from [quality B]” is shorthand for “hexproof from [quality A]” and “hexproof from [quality B]”; it behaves as two separate hexproof abilities. “Hexproof from each [characteristic]” is shorthand for “hexproof from [quality A],” “hexproof from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities. Multiple instances of the same hexproof ability on the same permanent or player are redundant.
Indestructible
Indestructible
Indestructible is a static ability. A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g). Multiple instances of indestructible on the same permanent are redundant.
Intimidate
Intimidate
Intimidate is an evasion ability. A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”) Multiple instances of intimidate on the same creature are redundant.
Landwalk
Landwalk
Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a land type, but it can also be the card type land plus any combination of land types, card types, and/or supertypes. Landwalk is an evasion ability. A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified land type (as in “islandwalk”), with the specified type or supertype (as in “artifact landwalk”), without the specified type or supertype (as in “nonbasic landwalk”), or with both the specified type or supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”) Landwalk abilities don’t “cancel” one another. Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk. Multiple instances of the same kind of landwalk on the same creature are redundant.
Lifelink
Lifelink
Lifelink is a static ability. Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 120.3. If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink. The lifelink rules function no matter what zone an object with lifelink deals damage from. If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rules 119.9–10). Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, put a
+1/+1
counter
on this creature,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice. Multiple instances of lifelink on the same object are redundant.
Protection
Protection
Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value or information. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2. A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality. A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”) A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”) Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented. Attacking creatures with protection can’t be blocked by creatures that have the stated quality. “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. “Protection from each [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. “Protection from each [set of characteristics, qualities, or players]” is shorthand for “protection from [A],” “protection from [B],” and so on for each characteristic, quality, or player in the set. It behaves as multiple separate protection abilities. “Protection from everything” is a variant of the protection ability. A permanent or player with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities and can’t be enchanted by Auras. Such a permanent can’t be equipped by Equipment, fortified by Fortifications, or blocked by creatures. All damage that would be dealt to such a permanent or player is prevented. “Protection from [a player]” is a variant of the protection ability. A permanent or player with protection from a specific player has protection from each object that player controls and protection from each object that player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent or player can’t be targeted by spells or abilities the specified player controls and can’t be enchanted by Auras that player controls. Such a permanent can’t be equipped by Equipment that player controls, fortified by Fortifications that player controls, or blocked by creatures that player controls. All damage that would be dealt to such a permanent or player by sources controlled by the specified player or owned by that player but not controlled by another player is prevented. Multiple instances of protection from the same quality on the same permanent or player are redundant. Some Auras both give the enchanted creature protection from a quality and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal. One Aura (Benevolent Blessing) gives the enchanted creature protection from a quality and says the effect doesn’t remove certain permanents that are “already attached to” that creature. This means that, when the protection effect starts to apply, any objects with the stated quality that are already attached to that creature (including the Aura giving that creature protection) will not be put into their owners’ graveyards as a state-based action. Other permanents with the stated quality can’t become attached to the creature. If the creature has other instances of protection from the same quality, those instances affect attached permanents as normal.
Reach
Reach
Reach is a static ability. A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”) Multiple instances of reach on the same creature are redundant.
Shroud
Shroud
Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.” Multiple instances of shroud on the same permanent or player are redundant.
Trample
Trample
Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”) The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any excess damage is assigned as its controller chooses among those blocking creatures and the player, planeswalker, or battle the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking. Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign
1 damage
from the first attacker and
1 damage
from the second to the blocking creature, and
2 damage
to the defending player from the creature with trample. Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least
2 damage
to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as they choose between the blocking creature and the defending player. Trample over planeswalkers is a variant of trample that modifies the rules for assigning combat damage to planeswalkers. The controller of a creature with trample over planeswalkers assigns that creature’s combat damage as described in rule 702.19b, with one exception. If that creature is attacking a planeswalker, after lethal damage is assigned to all blocking creatures and damage at least equal to the loyalty of the planeswalker the creature is attacking is assigned to that planeswalker, further excess damage may be assigned as the attacking creature’s controller chooses among those blocking creatures, that planeswalker, and that planeswalker’s controller. When checking for assigned damage equal to a planeswalker’s loyalty, take into account damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. Example: A player controls a planeswalker with three loyalty counters that is being attacked by a 1/1 with no abilities and a 7/7 with trample over planeswalkers. The active player could assign
1 damage
from the first attacker and
2 damage
from the second to the planeswalker and
5 damage
to the defending player from the creature with trample over planeswalkers. If an attacking creature with trample or trample over planeswalkers is blocked, but there are no creatures blocking it when damage is assigned, its damage is assigned to the defending player and/or planeswalker as though all blocking creatures have been assigned lethal damage. If a creature with trample over planeswalkers is attacking a planeswalker and that planeswalker is removed from combat, the creature’s damage may be assigned to the defending player once all blocking creatures have been dealt lethal damage or, if there are no blocking creatures when damage is assigned, all its damage is assigned to the defending player. This is an exception to rule 506.4c, and it does not cause the creature to be attacking that player. If a creature without trample over planeswalkers is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty. Multiple instances of trample on the same creature are redundant. Multiple instances of trample over planeswalkers on the same creature are redundant.
Vigilance
Vigilance
Vigilance is a static ability that modifies the rules for the declare attackers step. Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”) Multiple instances of vigilance on the same creature are redundant.
Ward
Ward
Ward is a triggered ability. Ward [cost] means “Whenever this permanent becomes the target of a spell or ability an opponent controls,
counter
that spell or ability unless that player pays [cost].” Some ward abilities include an X in their cost and state what X is equal to. This value is determined at the time the ability resolves, not locked in as the ability triggers.
Banding
Banding
Banding is a static ability that modifies the rules for combat. “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well. As a player declares attackers, they may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” They may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as they want, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.22j.) All creatures in an attacking band must attack the same player, planeswalker, or battle. Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band. An attacking creature that’s removed from combat is also removed from the band it was in. Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents. If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature. Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If they do, then the creature with swampwalk will also become blocked by the blocking creature(s). If one member of a band would become blocked due to an effect, the entire band becomes blocked. During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures blocking it. This is an exception to the procedure described in rule 510.1c. During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as they choose among any creatures it’s blocking. This is an exception to the procedure described in rule 510.1d. Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.
Rampage
Rampage
Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”) The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus. If a creature has multiple instances of rampage, each triggers separately.
Cumulative Upkeep
Cumulative Upkeep
Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age
counter
on this permanent. Then you may pay [cost] for each age
counter
on it. If you don’t,
sacrifice
it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed. Example: A creature has “Cumulative upkeep
or
” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age
counter
on it and then may pay
,
,
, or
to keep the creature on the battlefield. Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age
counter
on it. When its ability next triggers and resolves, its controller can’t choose the same creature to
sacrifice
twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed. If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves. Example: A creature has two instances of “Cumulative upkeep—Pay
1 life
.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a
counter
and then chooses to pay
1 life
. When the second ability resolves, the controller adds another
counter
and then chooses to pay an additional
2 life
.
Flanking
Flanking
Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets
-1/-1
until end of turn.” If a creature has multiple instances of flanking, each triggers separately.
Phasing
Phasing
Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.” If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.) Example: You control three creatures, one of which is phased out. You cast a spell that says “
Draw
a card for each creature you control.” You
draw
two cards. Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed. If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists. The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters and stickers remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control. If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out. Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it. When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to. If an object would simultaneously phase out directly and indirectly, it just phases out indirectly. An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.) Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out. Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t cause zone-change abilities to trigger. See rule 800.4. If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn. In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun. Multiple instances of phasing on the same permanent are redundant.
Buyback
Buyback
Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
Shadow
Shadow
Shadow is an evasion ability. A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”) Multiple instances of shadow on the same creature are redundant.
Cycling
Cycling
Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost],
Discard
this card:
Draw
a card.” Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities. Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle this card” means “When you
discard
this card to pay an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled. Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled. Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost],
Discard
this card: Search your library for a [type] card, reveal it, and put it into your hand. Then
shuffle
your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”). Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay an activation cost of a typecycling ability. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost. Any effect that looks for a card with cycling will find a card with typecycling.
Echo
Echo
Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep,
sacrifice
it unless you pay [cost].” Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.
Horsemanship
Horsemanship
Horsemanship is an evasion ability. A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”) Multiple instances of horsemanship on the same creature are redundant.
Fading
Fading
Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters with N fade counters on it” and “At the beginning of your upkeep, remove a fade
counter
from this permanent. If you can’t,
sacrifice
the permanent.”
Kicker
Kicker
Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].” Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost. If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b. Objects with kicker or multikicker have additional abilities that specify what happens if they were kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.” Objects with more than one kicker cost may also have abilities that each correspond to a specific kicker cost. Those abilities contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability. If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c. Sticker kicker is a keyword ability that represents a kicker ability and an ability that imposes an additional cost if the spell is kicked. “Sticker kicker [cost]” means “Kicker [cost]” and “As an additional cost to cast this spell, if it’s kicked, you get a ticket
counter
and you may put a sticker on this spell.”
Flashback
Flashback
Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Madness
Madness
Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would
discard
this card, that player discards it, but exiles it instead of putting it into their graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, they put this card into their graveyard.” Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7k.
Fear
Fear
Fear is an evasion ability. A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”) Multiple instances of fear on the same creature are redundant.
Morph
Morph
Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying
rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”) Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying
rather than paying its mana cost” and “As this permanent is turned face up, put a
+1/+1
counter
on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost. To cast a card using its morph ability, turn it face down and announce that you’re using a morph ability. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay
rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. You can’t normally cast a card face down. A morph ability allows you to do so. Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield. If a permanent’s morph cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the morph special action was taken. See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
Amplify
Amplify
Amplify is a static ability. “Amplify N” means “As this object enters, reveal any number of cards from your hand that share a creature type with it. This permanent enters with N
+1/+1
counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.” If a creature has multiple instances of amplify, each one works separately.
Provoke
Provoke
Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.” If a creature has multiple instances of provoke, each triggers separately.
Storm
Storm
Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.” If a spell has multiple instances of storm, each triggers separately.
Affinity
Affinity
Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs you
less to cast for each [text] you control.” If a spell has multiple instances of affinity, each of them applies.
Entwine
Entwine
Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h. If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.
Modular
Modular
Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters with N
+1/+1
counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a
+1/+1
counter
on target artifact creature for each
+1/+1
counter
on this permanent.” If a creature has multiple instances of modular, each one works separately.
Sunburst
Sunburst
Sunburst is a static ability that functions as an object is entering the battlefield. “Sunburst” means “If this object is entering as a creature, ignoring any type-changing effects that would affect it, it enters with a
+1/+1
counter
on it for each color of mana spent to cast it. Otherwise, it enters with a charge
counter
on it for each color of mana spent to cast it.” Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs. Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell. Example: The ability “Modular—Sunburst” means “This permanent enters with a
+1/+1
counter
on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a
+1/+1
counter
on target artifact creature for each
+1/+1
counter
on this permanent.” If an object has multiple instances of sunburst, each one works separately.
Bushido
Bushido
Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”) If a creature has multiple instances of bushido, each triggers separately.
Soulshift
Soulshift
Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with mana value N or less from your graveyard to your hand.” If a permanent has multiple instances of soulshift, each triggers separately.
Splice
Splice
Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. Example: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto. You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s rules text. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their effects will happen. The effects of the main spell must happen first. The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied. Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals
2 damage
to any target.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal
2 damage
to that creature. Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution. The spell loses any splice changes once it leaves the stack for any reason.
Offering
Offering
Offering is a static ability that functions while the spell with offering is on the stack. “[Quality] offering” means “As an additional cost to cast this spell, you may
sacrifice
a [quality] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.” You choose which permanent to
sacrifice
as you make choices for the spell (see rule 601.2b), and you
sacrifice
that permanent as you pay the total cost (see rule 601.2h). Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)
Ninjutsu
Ninjutsu
Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.” The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player, planeswalker, or battle as the creature that was returned to its owner’s hand. Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. “Commander ninjutsu [cost]” means “[Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield tapped and attacking.”
Epic
Epic
Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 707.10. A player can’t cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
Convoke
Convoke
Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.” The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined. Example: Heartless Summoning says, in part, “Creature spells you cast cost
less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs
. The total cost to cast Siege Wurm is
. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three other creatures to pay that cost, and the remainder is paid with mana. A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell. Multiple instances of convoke on the same spell are redundant.
Dredge
Dredge
Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would
draw
a card, you may instead
mill
N cards and return this card from your graveyard to your hand.” A player with fewer cards in their library than the number required by a dredge ability can’t
mill
any of them this way.
Transmute
Transmute
Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost],
Discard
this card: Search your library for a card with the same mana value as the discarded card, reveal that card, and put it into your hand. Then
shuffle
your library. Activate only as a sorcery.” Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.
Bloodthirst
Bloodthirst
Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters with N
+1/+1
counters on it.” “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters with X
+1/+1
counters on it, where X is the total damage your opponents have been dealt this turn.” If an object has multiple instances of bloodthirst, each applies separately.
Haunt
Haunt
Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.” Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature. Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
Replicate
Replicate
Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.
Forecast
Forecast
A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].” A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.
Graft
Graft
Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters with N
+1/+1
counters on it” and “Whenever another creature enters, if this permanent has a
+1/+1
counter
on it, you may move a
+1/+1
counter
from this permanent onto that creature.” If a permanent has multiple instances of graft, each one works separately.
Recover
Recover
Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”
Ripple
Ripple
Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.” If a spell has multiple instances of ripple, each triggers separately.
Split Second
Split Second
Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.” Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack. Multiple instances of split second on the same spell are redundant.
Suspend
Suspend
Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time
counter
from it,” and “When the last time
counter
is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time
counter
on it. While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast. Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Vanishing
Vanishing
Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time
counter
on it, remove a time
counter
from it,” and “When the last time
counter
is removed from this permanent,
sacrifice
it.” Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time
counter
on it, remove a time
counter
from it” and “When the last time
counter
is removed from this permanent,
sacrifice
it.” If a permanent has multiple instances of vanishing, each works separately.
Absorb
Absorb
Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.” Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time. If an object has multiple instances of absorb, each applies separately.
Aura Swap
Aura Swap
Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.” If either half of the exchange can’t be completed, the ability has no effect. Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect. Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.
Delve
Delve
Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.” The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined. Multiple instances of delve on the same spell are redundant.
Fortify
Fortify
Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate only as a sorcery.” For more information about Fortifications, see rule 301, “Artifacts.” If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
Frenzy
Frenzy
Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.” If a creature has multiple instances of frenzy, each triggers separately.
Gravestorm
Gravestorm
Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, copy it for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.” If a spell has multiple instances of gravestorm, each triggers separately.
Poisonous
Poisonous
Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.) If a creature has multiple instances of poisonous, each triggers separately.
Transfigure
Transfigure
Transfigure is an activated ability. “Transfigure [cost]” means “[Cost],
Sacrifice
this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then
shuffle
your library. Activate only as a sorcery.”
Champion
Champion
Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters,
sacrifice
it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.” The two abilities represented by champion are linked. See rule 607, “Linked Abilities.” A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
Changeling
Changeling
Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.
Evoke
Evoke
Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Hideaway
Hideaway
Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’” Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.”
Prowl
Prowl
Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Reinforce
Reinforce
Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost],
Discard
this card: Put N
+1/+1
counters on target creature.” Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.
Conspire
Conspire
Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
Persist
Persist
Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no
-1/-1
counters on it, return it to the battlefield under its owner’s control with a
-1/-1
counter
on it.”
Wither
Wither
Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that source’s controller to put that many
-1/-1
counters on that creature. See rule 120.3. If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had wither. The wither rules function no matter what zone an object with wither deals damage from. Multiple instances of wither on the same object are redundant.
Retrace
Retrace
Retrace is a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
Devour
Devour
Devour is a static ability. “Devour N” means “As this object enters, you may
sacrifice
any number of creatures. This permanent enters with N
+1/+1
counters on it for each creature sacrificed this way.” Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.” Devour [quality] is a variant of devour. “Devour [quality] N” means “As this object enters, you may
sacrifice
any number of [quality] permanents. This permanent enters with N
+1/+1
counters on it for each permanent sacrificed this way.”
Exalted
Exalted
Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets
+1/+1
until end of turn.” A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
Unearth
Unearth
Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.”
Cascade
Cascade
Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.” If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order. If a spell has multiple instances of cascade, each triggers separately.
Annihilator
Annihilator
Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.” If a creature has multiple instances of annihilator, each triggers separately.
Level Up
Level Up
Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level
counter
on this permanent. Activate only as a sorcery.” Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.” Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”
Rebound
Rebound
Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.” Casting a spell as an effect of its rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. Multiple instances of rebound on the same spell are redundant.
Umbra Armor
Umbra Armor
Umbra armor is a static ability that appears on some Auras. “Umbra armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and
destroy
this Aura.” Some older cards were printed with the ability “totem armor” or referenced that ability. The text of these cards has been updated in the Oracle card reference to refer to umbra armor instead.
Infect
Infect
Infect is a static ability. Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 120.3. Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many
-1/-1
counters on that creature. See rule 120.3. If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had infect. The infect rules function no matter what zone an object with infect deals damage from. Multiple instances of infect on the same object are redundant.
Battle Cry
Battle Cry
Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets
+1/+0
until end of turn.” If a creature has multiple instances of battle cry, each triggers separately.
Living Weapon
Living Weapon
Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this Equipment to it.”
Undying
Undying
Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no
+1/+1
counters on it, return it to the battlefield under its owner’s control with a
+1/+1
counter
on it.”
Miracle
Miracle
Miracle is a static ability linked to a triggered ability. (See rule 603.11.) “Miracle [cost]” means “You may reveal this card from your hand as you
draw
it if it’s the first card you’ve
draw
n this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.” If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack. (See rule 701.20a.)
Soulbond
Soulbond
Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature you control enters, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.” A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired. When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired. A creature can be paired with only one other creature. A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.
Overload
Overload
Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid. Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
Scavenge
Scavenge
Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of
+1/+1
counters equal to the power of the card you exiled on target creature. Activate only as a sorcery.”
Unleash
Unleash
Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter with an additional
+1/+1
counter
on it” and “This permanent can’t block as long as it has a
+1/+1
counter
on it.”
Cipher
Cipher
Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’” The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves. The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
Evolve
Evolve
Evolve is a triggered ability. “Evolve” means “Whenever a creature you control enters, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a
+1/+1
counter
on this creature.” A creature “evolves” when one or more
+1/+1
counters are put on it as a result of its evolve ability resolving. A creature can’t have a greater power or toughness than a noncreature permanent. If a creature has multiple instances of evolve, each triggers separately.
Extort
Extort
Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay
. If you do, each opponent loses
1 life
and you gain life equal to the total life lost this way.” If a permanent has multiple instances of extort, each triggers separately.
Fuse
Fuse
Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell. A fused split spell has the combined characteristics of its two halves. (See rule 709.4.) The total cost of a fused split spell includes the mana cost of each half. As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.
Bestow
Bestow
Bestow represents a static ability that functions in any zone from which you could play the card it’s on. “Bestow [cost]” means “As you cast this spell, you may choose to cast it bestowed. If you do, you pay [cost] rather than its mana cost.” Casting a spell using its bestow ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). As a spell cast bestowed is put onto the stack, it becomes an Aura enchantment and gains enchant creature. It is a bestowed Aura spell, and the permanent it becomes as it resolves will be a bestowed Aura. These effects last until the spell or the permanent it becomes ceases to be bestowed (see rules 702.103e–g). Because the spell is an Aura spell, its controller must choose a legal target for that spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4. If a bestowed Aura spell is copied, the copy is also a bestowed Aura spell. Any rule that refers to a spell cast bestowed applies to the copy as well. When casting a spell bestowed, only its characteristics as modified by the bestow ability are evaluated to determine if it can be cast. Example: Aether Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast bestowed. Example: Garruk’s Horde says, in part, “You may cast creature spells from the top of your library.” If you control Garruk’s Horde and the top card of your library is a creature card with bestow, you can cast it as a creature spell, but you can’t cast it bestowed. As a bestowed Aura spell begins resolving, if its target is illegal, it ceases to be bestowed and the effect making it an Aura spell ends. It continues resolving as a creature spell. See rule 608.3b. If a bestowed Aura becomes unattached, it ceases to be bestowed. If a bestowed Aura is attached to an illegal object or player, it becomes unattached and ceases to be bestowed. This is an exception to rule 704.5m. If a bestowed Aura phases in unattached, it ceases to be bestowed. See rule 702.26, “Phasing.”
Tribute
Tribute
Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters, choose an opponent. That player may put an additional N
+1/+1
counters on it as it enters.” Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with
+1/+1
counters as specified by the creature’s tribute ability.
Dethrone
Dethrone
Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a
+1/+1
counter
on this creature.” If a creature has multiple instances of dethrone, each triggers separately.
Hidden Agenda
Hidden Agenda
Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly choose a card name.” To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card. Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 116.2j. Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d. If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players. Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names.
Outlast
Outlast
Outlast is an activated ability. “Outlast [cost]” means “[Cost],
: Put a
+1/+1
counter
on this creature. Activate only as a sorcery.”
Prowess
Prowess
Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets
+1/+1
until end of turn.” If a creature has multiple instances of prowess, each triggers separately.
Dash
Dash
Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Casting a spell for its dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Exploit
Exploit
Exploit is a triggered ability. “Exploit” means “When this creature enters, you may
sacrifice
a creature.” A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.
Menace
Menace
Menace is an evasion ability. A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”) Multiple instances of menace on the same creature are redundant.
Renown
Renown
Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N
+1/+1
counters on it and it becomes renowned.” Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values. If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)
Awaken
Awaken
Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N
+1/+1
counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Casting a spell using its awaken ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.
Devoid
Devoid
Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.
Ingest
Ingest
Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of their library.” If a creature has multiple instances of ingest, each triggers separately.
Myriad
Myriad
Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.” If a creature has multiple instances of myriad, each triggers separately.
Surge
Surge
Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Casting a spell for its surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Skulk
Skulk
Skulk is an evasion ability. A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”) Multiple instances of skulk on the same creature are redundant.
Emerge
Emerge
Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s mana value.” Casting a spell using its emerge ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. Emerge from [quality] is a variant of emerge. “Emerge from [quality] [cost]” means “You may cast this spell by paying [cost] and sacrificing a [quality] permanent rather than paying its mana cost” and “If you pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed permanent’s mana value.” You choose which permanent to
sacrifice
as you choose to pay a spell’s emerge cost (see rule 601.2b), and you
sacrifice
that permanent as you pay the total cost (see rule 601.2h).
Escalate
Escalate
Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h.
Melee
Melee
Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets
+1/+1
until end of turn for each opponent you attacked with a creature this combat.” If a creature has multiple instances of melee, each triggers separately.
Crew
Crew
Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.” A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability. If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle. Some Vehicles have abilities that trigger when they become crewed. “Whenever [this Vehicle] becomes crewed” means “Whenever a crew ability of [this Vehicle] resolves.” If that ability has an intervening “if” clause that refers to information about the creatures that crewed it, it means only creatures that were tapped to pay the cost of the crew ability that caused it to trigger.
Fabricate
Fabricate
Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters, you may put N
+1/+1
counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.” If a permanent has multiple instances of fabricate, each triggers separately.
Partner
Partner
Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner with [name], friends forever, choose a Background, and Doctor’s companion. Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone. A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4. Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a). If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied. Different partner abilities are distinct from one another and cannot be combined. For example, you cannot designate two cards as your commander if one of them has “partner” and the other has “partner with [name].” If a legendary card has more than one partner ability, you may choose which one to use when designating your commander, but you can’t use both. Notably, no partner ability or combination of partner abilities can ever let a player have more than two commanders. “Partner” means “You may designate two legendary creature cards as your commander rather than one if each of them has partner.” “Partner with [name]” represents two abilities. It means “You may designate two legendary creature cards as your commander rather than one if each has a ‘partner with [name]’ ability with the other’s name” and “When this permanent enters, target player may search their library for a card named [name], reveal it, put it into their hand, then
shuffle
” “Friends forever” means “You may designate two legendary creature cards as your commander rather than one if each of them has friends forever.” “Choose a Background” means “You may designate two cards as your commander rather than one if one of them is this card and the other is a legendary Background enchantment card.” You can’t designate two cards as your commander if one has a “choose a Background” ability and the other is not a legendary Background enchantment card, and legendary Background enchantment cards can’t be your commander unless you have also designated a commander with “choose a Background.” “Doctor’s companion” means “You may designate two legendary creature cards as your commander rather than one if one of them is this card and the other is a legendary Time Lord Doctor creature card that has no other creature types.” If an effect refers to a partner ability by name, it means only that partner ability and not any others. If an effect refers to the partner ability or cards with partner and doesn’t mention a specific variant of the partner ability by name, it is referring only to partner, partner with [name], or cards with either of those abilities, and does not refer to any other partner variant.
Undaunted
Undaunted
Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs
less to cast for each opponent you have.” Players who have left the game are not counted when determining how many opponents you have. If a spell has multiple instances of undaunted, each of them applies.
Improvise
Improvise
Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.” The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined. Multiple instances of improvise on the same spell are redundant.
Aftermath
Aftermath
Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”
Embalm
Embalm
Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.” A token is “embalmed” if it’s created by a resolving embalm ability.
Eternalize
Eternalize
Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate only as a sorcery.”
Afflict
Afflict
Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.” If a creature has multiple instances of afflict, each triggers separately.
Ascend
Ascend
Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.” The city’s blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the city’s blessing at the same time. After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
Assist
Assist
Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spell’s total cost.
Jump-Start
Jump-Start
Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Jump-start” means “You may cast this card from your graveyard if the resulting spell is an instant or sorcery spell by discarding a card as an additional cost to cast it” and “If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
Mentor
Mentor
Mentor is a triggered ability. “Mentor” means “Whenever this creature attacks, put a
+1/+1
counter
on target attacking creature with power less than this creature’s power.” If a creature has multiple instances of mentor, each triggers separately. An ability that triggers whenever a creature mentors another creature triggers whenever a mentor ability whose source is the first creature and whose target is the second creature resolves.
Afterlife
Afterlife
Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.” If a permanent has multiple instances of afterlife, each triggers separately.
Riot
Riot
Riot is a static ability. “Riot” means “You may have this permanent enter with an additional
+1/+1
counter
on it. If you don’t, it gains haste.” If a permanent has multiple instances of riot, each works separately.
Spectacle
Spectacle
Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Casting a spell for its spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Escape
Escape
Escape represents a static ability that functions while the card with escape is in a player’s graveyard. “Escape [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost.” Casting a spell using its escape ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A spell or permanent “escaped” if that spell or the spell that became that permanent as it resolved was cast from a graveyard with an escape ability. An ability that reads “[This permanent] escapes with [one or more of a kind of counter]” means “If this permanent escaped, it enters with [those counters]” That ability may have a triggered ability linked to it that triggers “When it enters this way.” (See rule 603.11.) Such a triggered ability triggers when that permanent enters the battlefield after its replacement effect was applied, even if that replacement effect had no effect. An ability that reads “[This permanent] escapes with [ability]” means “If this permanent escaped, it has [ability].”
Companion
Companion
Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay
and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules. If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander. Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.
Mutate
Mutate
Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). As a mutating creature spell begins resolving, if its target is illegal, it ceases to be a mutating creature spell and continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller. As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 728, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent. An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell. A mutated permanent has all abilities of each card and token that represents it. Its other characteristics are derived from the topmost card or token. Any effect that refers to or modifies the mutating creature spell refers to or modifies the mutated permanent it merges with as it resolves.
Encore
Encore
Encore is an activated ability that functions while the card with encore is in a graveyard. “Encore [cost]” means “[Cost], Exile this card from your graveyard: For each opponent, create a token that’s a copy of this card that attacks that opponent this turn if able. The tokens gain haste.
Sacrifice
them at the beginning of the next end step. Activate only as a sorcery.”
Boast
Boast
A boast ability is a special kind of activated ability. “Boast — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only if this creature attacked this turn and only once each turn.” Effects may refer to boast abilities. If an effect refers to a creature boasting, it means its boast ability being activated.
Foretell
Foretell
Foretell is a keyword that functions while the card with foretell is in a player’s hand. Any time a player has priority during their turn, that player may pay
and exile a card with foretell from their hand face down. That player may look at that card as long as it remains in exile. They may cast that card after the current turn has ended by paying any foretell cost it has rather than paying that spell’s mana cost. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. Exiling a card using its foretell ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.” If an effect refers to foretelling a card, it means performing the special action associated with a foretell ability. If an effect refers to a card or spell that was foretold, it means a card put in the exile zone as a result of the special action associated with a foretell ability, or a spell that was a foretold card before it was cast, even if it was cast for a cost other than a foretell cost. If an effect states that a card in exile becomes foretold, that card becomes a foretold card. That effect may give the card a foretell cost. That card’s owner may look at that card as long as it remains in exile and it may be cast for any foretell cost it has after the turn it became a foretold card has ended, even if the resulting spell doesn’t have foretell. If a player owns multiple foretold cards in exile, they must ensure that those cards can be easily differentiated from each other and from any other face-down cards in exile which that player owns. This includes knowing both the order in which those cards were put into exile and any foretell costs other than their printed foretell costs those cards may have. If a player leaves the game, all face-down foretold cards that player owns must be revealed to all players. At the end of each game, all face-down foretold cards must be revealed to all players.
Demonstrate
Demonstrate
Demonstrate is a triggered ability. “Demonstrate” means “When you cast this spell, you may copy it and you may choose new targets for the copy. If you copy the spell, choose an opponent. That player copies the spell and may choose new targets for that copy.”
Daybound and Nightbound
Daybound and Nightbound
Daybound and nightbound are found on opposite faces of some transforming double-faced cards (see rule 712, “Double-Faced Cards”). Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters transformed,” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 729, “Day and Night.” Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action. Any time a player controls a permanent with daybound, if it’s neither day nor night, it becomes day. Nightbound is found on the back faces of some transforming double-faced cards and represents two static abilities. “Nightbound” means “As it becomes day, if this permanent is back face up, transform it” and “This permanent can’t transform except due to its nightbound ability.” Any time a player controls a permanent that is back face up with nightbound and it’s day, that player transforms that permanent. This happens immediately and isn’t a state-based action. Any time a player controls a permanent with nightbound, if it’s neither day nor night and there are no permanents with daybound on the battlefield, it becomes night.
Disturb
Disturb
Disturb is an ability found on the front face of some transforming double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c. A resolving transforming double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.
Decayed
Decayed
Decayed represents a static ability and a triggered ability. “Decayed” means “This creature can’t block” and “When this creature attacks,
sacrifice
it at end of combat.”
Cleave
Cleave
Cleave is a keyword that represents two static abilities that function while a spell with cleave is on the stack. “Cleave [cost]” means “You may cast this spell by paying [cost] rather than paying its mana cost” and “If this spell’s cleave cost was paid, change its text by removing all text found within square brackets in the spell’s rules text.” Casting a spell for its cleave cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. Cleave’s second ability is a text-changing effect. See rule 612, “Text-Changing Effects.”
Training
Training
Training is a triggered ability. “Training” means “Whenever this creature and at least one other creature with power greater than this creature’s power attack, put a
+1/+1
counter
on this creature.” If a creature has multiple instances of training, each triggers separately. Some creatures with training have abilities that trigger when they train. “When this creature trains” means “When a resolving training ability puts one or more
+1/+1
counters on this creature.”
Compleated
Compleated
Compleated is a static ability found on some planeswalker cards. Compleated means “If this permanent would enter with one or more loyalty counters on it and the player who cast it chose to pay life for any part of its cost represented by Phyrexian mana symbols, it instead enters the battlefield with that many loyalty counters minus two for each of those mana symbols.”
Reconfigure
Reconfigure
Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.” Attaching an Equipment with reconfigure to another creature causes the Equipment to stop being a creature until it becomes unattached from that creature.
Blitz
Blitz
Blitz represents three abilities: two static abilities that function while the card with blitz is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with blitz is on the battlefield. “Blitz [cost]” means “You may cast this card by paying [cost] rather than its mana cost,” “If this spell’s blitz cost was paid,
sacrifice
the permanent this spell becomes at the beginning of the next end step,” and “As long as this permanent’s blitz cost was paid, it has haste and ‘When this permanent is put into a graveyard from the battlefield,
draw
a card.’” Casting a spell for its blitz cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. If a spell has multiple instances of blitz, only one may be used to cast that spell. If a permanent has multiple instances of blitz, each one refers only to payments made for that blitz ability as the spell was cast, not to any payments made for other instances of blitz.
Casualty
Casualty
Casualty is a keyword that represents two abilities. The first is a static ability that functions while the spell with casualty is on the stack. The second is a triggered ability that functions while the spell with casualty is on the stack. Casualty N means “As an additional cost to cast this spell, you may
sacrifice
a creature with power N or greater,” and “When you cast this spell, if a casualty cost was paid for it, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s casualty cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. If a spell has multiple instances of casualty, each is paid separately and triggers based on the payments made for it, not any other instance of casualty.
Enlist
Enlist
Enlist represents a static ability and a triggered ability. Enlist means “As this creature attacks, you may tap up to one untapped creature you control that you didn’t choose to attack with and that either has haste or has been under your control continuously since this turn began. When you do, this creature gets +X/+0 until end of turn, where X is the tapped creature’s power.” Enlist’s static ability represents an optional cost to attack (see rule 508.1g). Its triggered ability is linked to that static ability (see rule 607.2h). A creature “enlists” another creature when you pay the cost of the creature’s enlist ability by tapping the other creature. Note that it isn’t possible for a creature to enlist itself. Multiple instances of enlist on a single creature function independently. The triggered ability represented by each instance of enlist triggers only once and only for the cost associated with that enlist ability.
Read Ahead
Read Ahead
Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.” As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.” Multiple instances of read ahead on the same object are redundant.
Ravenous
Ravenous
Ravenous is a keyword found on some creature cards with
in their mana cost. Ravenous represents both a replacement effect and a triggered ability. “Ravenous” means “This permanent enters with X
+1/+1
counters on it” and “When this permanent enters, if X is 5 or more,
draw
a card.” See rule 107.3m.
Squad
Squad
Squad is a keyword that represents two linked abilities. The first is a static ability that functions while the creature spell with squad is on the stack. The second is a triggered ability that functions when the creature with squad enters the battlefield. “Squad [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When this creature enters, if its squad cost was paid, create a token that’s a copy of it for each time its squad cost was paid.” Paying a spell’s squad cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. If a spell has multiple instances of squad, each is paid separately. If a permanent has multiple instances of squad, each triggers based on the payments made for that squad ability as it was cast, not based on payments for any other instance of squad.
Space Sculptor
Space Sculptor
One card (Space Beleren) has the space sculptor ability. This keyword ability causes creatures to gain sector designations. A sector designation is a designation a permanent can have. The sector designations are alpha sector, beta sector, and gamma sector. Only permanents can have a sector designation. Once a permanent gets a sector designation, it keeps it until no player controls a permanent with space sculptor or an ability whose source has space sculptor. A sector designation is not part of the permanent’s copiable values. Any time a permanent with space sculptor and any creatures without a sector designation are on the battlefield at the same time, each player who controls one or more of those creatures and doesn’t control a permanent with space sculptor chooses a sector designation for each of those creatures they control. Then, each other player who controls one or more of those creatures chooses a sector designation for each of those creatures they control. This is a state-based action (see rule 704.5u). Some abilities include an instruction to choose a sector along with an instruction to perform an action on each creature in that sector. To do this, choose one of the three sector designations, then perform that action on each creature with that sector designation. Two permanents are in the same sector if each has the same sector designation.
Visit
Visit
Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule 701.52, “Roll to Visit Your Attractions.” Some Attractions instruct a player to “claim the prize,” followed by a second paragraph that starts with the word “Prize” and a long dash. This text is part of its visit ability. To claim the prize of an Attraction, perform the actions listed after the long dash.
Prototype
Prototype
Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”
Living Metal
Living Metal
Living metal is a keyword ability found on some Vehicles. “Living metal” means “During your turn, this permanent is an artifact creature in addition to its other types.”
More Than Meets the Eye
More Than Meets the Eye
More Than Meets the Eye represents a static ability that functions in any zone from which the spell may be cast. “More Than Meets the Eye [cost]” means “You may cast this card converted by paying [cost] rather than its mana cost.” Casting a spell using its More Than Meets the Eye ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h). See rule 701.28, “Convert.”
For Mirrodin!
For Mirrodin!
For Mirrodin! is a triggered ability. “For Mirrodin!” means “When this Equipment enters, create a 2/2 red Rebel creature token, then attach this Equipment to it.”
Toxic
Toxic
Toxic is a static ability. It is written “toxic N,” where N is a number. Some rules and effects refer to a creature’s “total toxic value.” A creature’s total toxic value is the sum of all N values of toxic abilities that creature has. Example: If a creature with toxic 2 gains toxic 1 due to another effect, its total toxic value is 3. Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 120.3.
Backup
Backup
Backup is a triggered ability. “Backup N” means “When this creature enters, put N
+1/+1
counters on target creature. If that’s another creature, it also gains the non-backup abilities of this creature printed below this one until end of turn.” Cards with backup have one or more abilities printed after the backup ability. (Some cards with backup also have abilities printed before the backup ability.) If a permanent enters the battlefield as a copy of a permanent with a backup ability or a token is created that is a copy of that permanent, the order of abilities printed on it is maintained. Only abilities printed on the object with backup are granted by its backup ability. Any abilities gained by a permanent, whether due to a copy effect, an effect that grants an ability to a permanent, or an effect that creates a token with certain abilities, are not granted by a backup ability. The abilities that a backup ability grants are determined as the ability is put on the stack. They won’t change if the permanent with backup loses any abilities after the ability is put on the stack but before it resolves.
Bargain
Bargain
Bargain is a static ability that functions while the spell with bargain is on the stack. “Bargain” means “As an additional cost to cast this spell, you may
sacrifice
an artifact, enchantment, or token.” Paying a spell’s bargain cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. If a spell’s controller declares the intention to pay that spell’s bargain cost, that spell has been “bargained.” See rule 601.2b. Objects with bargain have additional abilities that specify what happens if they were bargained. These abilities are linked to the bargain ability printed on that object: they can refer only to that specific bargain ability. See rule 607, “Linked Abilities.” If part of a spell’s ability has its effect only if that spell was bargained and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was bargained. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
Craft
Craft
Craft represents an activated ability. It is written as “Craft with [materials] [cost],” where [materials] is a description of one or more objects. It means “[Cost], Exile this permanent, Exile [materials] from among permanents you control and/or cards in your graveyard: Return this card to the battlefield transformed under its owner’s control. Activate only as a sorcery.” If an object in the [materials] of a craft ability is described using only a card type or subtype without the word “card,” it refers to either a permanent on the battlefield that is that type or subtype or a card in a graveyard that is that type or subtype. This is an exception to rule 109.2. An ability of a permanent may refer to the exiled cards used to craft it. This refers to cards in exile that were exiled to pay the activation cost of the craft ability that put this permanent onto the battlefield.
Disguise
Disguise
Disguise is a static ability that functions in any zone from which you could play the card it’s on, and the disguise effect works any time the card is face down. “Disguise [cost]” means “You may cast this card as a 2/2 face-down creature with ward
, no name, no subtypes, and no mana cost by paying
rather than paying its mana cost.” (See rule 708, “Face-Down Spells and Permanents.”) To cast a card using its disguise ability, turn the card face down and announce that you are using a disguise ability. It becomes a 2/2 face-down creature card with ward
, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 707, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay
rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a disguise ability to cast a card from any zone from which you could normally cast it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The disguise effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up. You can’t normally cast a card face down. A disguise ability allows you to do so. Any time you have priority, you may turn a face-down permanent you control with a disguise ability face up. This is a special action; it doesn’t use the stack (see rule 116). To do this, show all players what the permanent’s disguise cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a disguise cost if it were face up, it can’t be turned face up this way.) The disguise effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield. If a permanent’s disguise cost includes X, other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X chosen as the disguise special action was taken. See rule 708, “Face-Down Spells and Permanents,” for more information about how to cast cards with a disguise ability.
Solved
Solved
Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability. For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].” For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.” For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”
Plot
Plot
Plot is a keyword ability that functions while the card with plot is in a player’s hand. “Plot [cost]” means “Any time you have priority during your main phase while the stack is empty, you may exile this card from your hand and pay [cost]. It becomes a plotted card.” Exiling a card using its plot ability is a special action, which doesn’t use the stack. See rule 116, “Special Actions.” In addition to the plot special action, some spells and abilities cause a card in exile to become plotted. A plotted card’s owner may cast it from exile without paying its mana cost during their main phase while the stack is empty during any turn after the turn in which it became plotted. Casting a spell this way follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. A plotted card may be cast this way even if it doesn’t have the plot ability while in exile. If an effect refers to plotting a card, it means performing the special action associated with a plot ability. An effect may allow the plot ability of a card to function in a zone other than a player’s hand. In that case, the card is exiled from the zone it is in as the action is taken rather than from its owner’s hand.
Saddle
Saddle
Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.” Saddled is a designation that has no rules meaning other than to act as a marker that spells and abilities can identify. Only permanents can be or become saddled. Once a permanent has become saddled, it stays saddled until the end of the turn or it leaves the battlefield. Being saddled is not a part of the permanent’s copiable values. A creature “saddles” a permanent as it’s tapped to pay the cost to activate a permanent’s saddle ability.
Spree
Spree
Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.” Cards with the spree ability have a plus sign icon in the upper right corner of the card, and use a plus sign (+) rather than traditional cullet points. These symbols are a visual reminder that this card requires an additional cost to be cast, and do not have additional rules meaning..
Freerunning
Freerunning
Freerunning is a static ability that functions on the stack. “Freerunning [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a creature that, at the time it dealt that damage, was an Assassin creature or a commander under your control.” Casting a spell for its freerunning cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Gift
Gift
Gift is a keyword that represents two abilities. It is written “Gift a [something].” The first ability is a static ability that functions while the card with gift is on the stack, and the second is either a static ability that functions while the card with gift is on the stack or a triggered ability that functions while the card with gift is on the battlefield. The first ability is always “As an additional cost to cast this spell, you may choose an opponent.” Paying a spell’s gift cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h. The second ability depends on the [something] listed as well as whether the object with the ability is a permanent or an instant or sorcery spell. On a permanent, the second ability represented by gift is “When this permanent enters, if its gift cost was paid, [effect].” On an instant or sorcery spell, the second ability represented by gift is “If this spell’s gift cost was paid, [effect].” The specific effect is defined by the [something] listed. Some effects trigger whenever a player gives a gift. Such an ability triggers whenever an instant or sorcery spell that player controls whose gift cost was paid resolves. It also triggers whenever the gift triggered ability of a permanent that player controls resolves. “Gift a Food” means the effect is “The chosen player creates a Food token.” “Gift a card” means the effect is “The chosen player
draw
s a card.” “Gift a tapped Fish” means the effect is “The chosen player creates a tapped 1/1 blue Fish creature token.” “Gift an extra turn” means the effect is “The chosen player takes an extra turn after this one.” “Gift a Treasure” means the effect is “The chosen player creates a Treasure token.” “Gift an Octopus” means the effect is “The chosen player creates an 8/8 blue Octopus creature token.” For instant and sorcery spells, the effect of a gift ability always happens before any other spell abilities of the card. If the spell is countered or otherwise leaves the stack before resolving, the gift effect doesn’t happen. If a spell’s controller declares the intention to pay a spell’s gift cost, that spell’s gift was promised. If part of a spell’s ability has its effect only if its gift was promised, and that part of the ability includes any targets, the spell’s controller chooses those targets only if the gift was promised.
Offspring
Offspring
Offspring represents two abilities. “Offspring [cost]” means “You may pay an additional [cost] as you cast this spell” and “When this permanent enters, if its offspring cost was paid, create a token that’s a copy of it, except it’s 1/1.” If a spell has multiple instances of offspring, each is paid separately and triggers based on the payments made for it, not any other instances of offspring.
Impending
Impending
Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time
counter
on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time
counter
on it, remove a time
counter
from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
Exhaust
Exhaust
An exhaust ability is a special kind of activated ability. “Exhaust — [Cost]: [Effect]” means “[Cost]: [Effect]. Activate only once.” An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn. Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.
Max Speed
Max Speed
A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!” If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)
Start Your Engines!
Start Your Engines!
Start your engines! is a static ability. If a player controls a permanent with start your engines! and that player has no speed, their speed becomes 1. This is a state-based action. See rule 704. Players do not have speed until a rule or effect sets their speed to a specific value. If a player has no speed and they are instructed to increase their speed by a certain value, their speed becomes that value. There is an inherent triggered ability associated with a player having 1 or more speed. This ability has no source and is controlled by that player. That ability is “Whenever one or more opponents lose life during your turn, if your speed is less than 4, your speed increases by 1. This ability triggers only once each turn.” Rules and effects may refer to whether a player has “max speed.” A player has max speed if their speed is 4. Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.
Harmonize
Harmonize
Harmonize represents three static abilities that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this spell from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.
Mobilize
Mobilize
Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking.
Sacrifice
them at the beginning of the next end step.”
Triple
Triple
Tripling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.4c. To triple a creature’s power, that creature gets +X/+0, where X is twice that creature’s power as the spell or ability that triples its power resolves. Similarly, an effect that triples a creature’s toughness gives it +0/+X, where X is twice that creature’s toughness. Tripling a creature’s power and toughness gives it +X/+Y, where X is twice its power and Y is twice its toughness. If a creature’s power is less than 0 when it’s tripled, tripling that creature’s power instead means that the creature gets -X/-0, where X is twice the difference between 0 and its power. Similarly, if its toughness is less than 0 when tripled, it gets -0/-X. If one characteristic’s value is negative but the other isn’t when both are tripled, it gets -X/+Y or +X/-Y, as appropriate.
Job Select
Job Select
Job select is a triggered ability. “Job select” means “When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this Equipment to it.”
Tiered
Tiered
Tiered is a static ability found on some modal spells (see rule 700.2) that applies while the spell is on the stack. Tiered means “Choose one. As an additional cost to cast this spell, pay the cost associated with that mode.”
Formats
Standard
Standard
Standard games are one-on-one with a 60 card minimum for the main deck (up to 15 card sideboard). Winner is determined either by best of one, or best of three games. These games should last standard length for a game (about 20 minutes on average).
How does set rotation work?
Each year, new Magic sets are released and added to Standard. Once per year, after the fall set Prerelease, the four oldest sets in Standard rotate out.
What Sets Are Legal in Standard?
Aetherdrift
Magic: The Gathering® Foundations
Duskmourn: House of Horror
Bloomburrow
Outlaws of Thunder Junction
Murders at Karlov Manor
The Lost Caverns of Ixalan
Wilds of Eldraine
March of the Machine: The Aftermath
March of the Machine
Phyrexia: All Will Be One
The Brothers' War
Dominaria United
Read more
Here
Modern
Modern
These are one-on-one games with 60 card minimums for the main deck (up to 15 card sideboard). Modern games should last average length for a game (about 20 minutes).
With the exception of basic lands (Plains, Island, Swamp, Mountain, Forest, and Wastes), your combined deck and sideboard may not contain more than four of any individual card, counted by its English card title equivalent. This format includes powerful cards and strategies from the last two decades of Magic.
What Sets Are Legal in Modern?
Aetherdrift
Magic: The Gathering® Foundations
Duskmourn: House of Horror
Bloomburrow
Assassin's Creed
Modern Horizons 3
Outlaws of Thunder Junction
Murders at Karlov Manor
The Lost Caverns of Ixalan
Wilds of Eldraine
The Lord of the Rings: Tales of Middle Earth
March of the Machine: The Aftermath
March of the Machine
Phyrexia: All Will Be One
The Brothers' War
Dominaria United
Streets of New Capenna
Kamigawa: Neon Dynasty
Innistrad: Crimson Vow
Innistrad: Midnight Hunt
Adventures in the Forgotten Realms
Modern Horizons 2
Strixhaven
Kaldheim
Zendikar Rising
Core 2021
Ikoria: Lair of Behemoths
Theros Beyond Death
Throne of Eldraine
Core Set 2020
Modern Horizons
War of the Spark
Ravnica Allegiance
Guilds of Ravnica
Core Set 2019
Dominaria
Rivals of Ixalan
Ixalan
Hour of Devastation
Amonkhet
Aether Revolt
Kaladesh
Eldritch Moon
Shadows over Innistrad
Oath of the Gatewatch
Battle for Zendikar
Magic Origins
Dragons of Tarkir
Fate Reforged
Khans of Tarkir
Magic 2015
Journey into Nyx
Born of the Gods
Theros
Magic 2014
Dragon's Maze
Gatecrash
Return to Ravnica
Magic 2013
Avacyn Restored
Dark Ascension
Innistrad
Magic 2012
New Phyrexia
Mirrodin Besieged
Scars of Mirrodin
Magic 2011
Rise of the Eldrazi
Worldwake
Zendikar
Magic 2010
Alara Reborn
Conflux
Shards of Alara
Eventide
Shadowmoor
Morningtide
Lorwyn
Tenth Edition
Future Sight
Planar Chaos
Time Spiral
Coldsnap
Dissension
Guildpact
Ravnica: City of Guilds
Ninth Edition
Saviors of Kamigawa
Eighth Edition
Betrayers of Kamigawa
Champions of Kamigawa
Fifth Dawn
Darksteel
Mirrodin
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Here
Sealed Deck
Sealed Deck
Unlike constructed games—where you arrive with a strategically created deck—Sealed games have you build a new deck from six unopened booster packs. Additionally, you may add as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) as you’d like, even if they weren’t in the booster packs you opened. These games are 1v1 and can be played as best of one or best of three.
A minimum deck size of 40 cards
Sideboard for your deck is any of the cards you opened
Format featured at prerelease events
Read more
Here
Pioneer
Pioneer
This nonrotating format features sets from Return to Ravnica, forward. It aims to be more powerful than Standard but less powerful than Modern or Legacy. Constructed decks can have up to four of any card in their combined deck and sideboard. Basic lands are not included in this restriction.
- Minimum deck size of 60 cards
- Up to 15 cards in your sideboard (if used)
What Sets Are Legal in Pioneer?
Aetherdrift
Magic: The Gathering® Foundations
Duskmourn: House of Horror
Bloomburrow
Outlaws of Thunder Junction
Murders at Karlov Manor
The Lost Caverns of Ixalan
Wilds of Eldraine
March of the Machine: The Aftermath
March of the Machine
Phyrexia: All Will Be One
The Brothers' War
Dominaria United
Streets of New Capenna
Kamigawa: Neon Dynasty
Innistrad: Crimson Vow
Innistrad: Midnight Hunt
Adventures in the Forgotten Realms
Strixhaven
Kaldheim
Zendikar Rising
Core 2021
Ikoria Lair of Behemoths
Theros Beyond Death
Throne of Eldraine
Core Set 2020
War of the Spark
Ravnica Allegiance
Guilds of Ravnica
Core Set 2019
Dominaria
Rivals of Ixalan
Ixalan
Hour of Devastation
Amonkhet
Aether Revolt
Kaladesh
Eldritch Moon
Shadows over Innistrad
Oath of the Gatewatch
Battle for Zendikar
Magic Origins
Dragons of Tarkir
Fate Reforged
Khans of Tarkir
Magic 2015
Journey into Nyx
Born of the Gods
Theros
Magic 2014
Dragon's Maze
Gatecrash
Return to Ravnica
Read more
Here
Booster Draft
Booster Draft
A format for up to 8 players to open card packs, then play one-on-one games on the spot! Each deck should have at least 40 cards and should last an average length for a game (about 20 minutes).
How to draft: First, players sit around a table in a semi-circle. Each player then opens a booster pack and picks a single card without showing the other players.
Each player then passes the remaining cards to the left, and continues drafting from the new cards they get from the player on their right. This continues until all of the cards in those packs have been distributed (drafted). Then each player opens a second pack, but this time, pass the pack to the right. After all those cards are drafted, you do the same with the third pack, passing to the left again. At the end, each player will have about 45 cards (along with any number of basic lands) which they can use to build a 40 card deck.
Read more
Here
Commander Draft
Commander Draft
Inspired by one of the most popular formats, this is a multiplayer fight to the finish! At the start of Commander Draft, each player opens one of three booster packs and drafts two cards into their card pool at a time. This play style is generally meant for increments of four players, and the seating arrangement should be at random. You may add multiples of the same card to your deck and each deck must have at least 60 cards.
Each player starts at
40 life
Players can attack multiple players at a time
Last player standing wins
What sets are designed for Commander Draft?
Commander Legends
Commander Legends: Battle for Baldur’s Gate
Commander Masters
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Here
Pauper
Pauper
Build decks using cards that are readily available! In this Magic format, all cards must have been released at common rarity in a Magic set or product. Common promo cards are only legal if the card meets that qualification.
If a common version of a particular card was ever released in a Magic: The Gathering paper product or Magic: The Gathering Online, any version of that card is legal in this format. This includes land cards that were printed with both a common set symbol and the L rarity code.
Minimum of 60 cards in the main deck
(There is no maximum size for main decks)
Up to 15 cards in your sideboard, if used
No more than four of any individual card in the main deck and sideboard combined (with the exception of basic lands)
Read more
Here
Brawl
Brawl
An exciting deck-brewing challenge, Brawl is most similar to Commander. In this format, you'll build a Commander-style deck around a legendary creature or Planeswalker and play 1v1 games on MTG Arena.
Read more
Here
Historic
Historic
Historic is MTG Arena’s largest Constructed format, filled with both old and new Magic cards. Digital-only cards are legal in this format, including rebalanced versions of existing cards. Play unique strategies, wild synergies, and construct unique decks! Historic never rotates and is curated as a digital-first format.
Your deck must be at least 60 cards.
Up to fifteen cards may be included in your sideboard, seven in best of 1.
Include no more than four copies of any individual card in your main deck and sideboard combined (except basic lands).
Read more
Here
Two Headed Giant
Two Headed Giant
Play, plan, and battle as a team. In Two-Headed Giant, the life total is shared and starts at
30 life
. In Two-Headed Giant, each two-player teams shares a starting
30 life
and takes their turn simultaneously. The team does not share any other resources other than life. For instance, any reference to "you" on a card still applies to the individual holder.
Effects that read "each opponent" or "each player", however, affect each team member separately. Players can block any creature(s) that are attacking them, their teammates or Planeswalkers their team controls.
The team that goes first skips their first
draw
step.
Constructed: Only four copies of any non-basic land card are allowed to be shared between teammates. 60 card deck.
Limited: Players share a card pool. Players pool the cards they open and build decks together. 40 card deck.
Commander: 99 card deck + a Commander card.
Read more
Here
Legacy
Legacy
As a constructed format, Legacy does not rotate and allows cards to be played from all Magic sets (with the exception of those from the banned card list). Your deck and sideboard is not allowed to hold more than four of any individual card in this format, except for basic lands.
Minimum deck size of 60 cards
Up to 15 cards in your sideboard (if used)
Read more
Here
Vintage
Vintage
This format allows for cards to be played from all Magic card sets and includes cards from expansions and special sets (with the exception of cards on the banned list)! This format holds a restricted list which limits the use of a card to a single copy allowed either in the sideboard or in the main deck. Vintage is a constructed format does not allow your combined deck and sideboard to contain more than four of any individual card.
Minimum deck size of 60 cards
Up to 15 cards in your sideboard (if used)
Read more
Here
Planechase
Planechase
Oversized cards and a planar die add just the right amount of random fun to any multiplayer game of Magic!
Shared planar deck: Start a multiplayer game and reveal the top card of the shared planar deck. That is the plane that everybody is on, and its effects apply to all players. During each player's main phase, they may roll the six-sided planar die for a chance to take an action: If it lands on the planeswalker symbol the players must planeswalk and move on to the next plane - put the current plane on the bottom of the planar deck and reveal the next one.
If it lands on the Chaos symbol, that player must trigger the Chaos ability of the plane. The first roll each turn is free, but if the player wants to roll the planar die more than once, they must pay (1) additional for each dice roll - the second roll each turn costs (1), the third roll costs (2), and so on.
Individual planar deck: The first player gets to reveal the first plane from their own deck, and when anybody rolls the planeswalker symbol, they move on to the top plane of their own Planar deck. All other rules remain the same.
A shared planar deck must contain at least 40 cards, or at least 10x the number of players in the game, whichever number is smaller.
A shared planar deck also cannot contain more phenomenon cards than 2x the number of players in the game.
Individual planar decks should contain at least 10 cards, including no more than 2 phenomenon cards. Either way, each card in a Planar deck must have a different name - you may not have multiple copies of the same plane or phenomenon in the same Planar deck.
Game duration about 50 minutes
Read more
Here
Archenemy
Archenemy
An Archenemy game consists of one player playing as the archenemy facing off against three (or more) other players in a team.
Each player on the team brings a normal deck of 60+ Magic cards. Each team member starts with
20 life
.
The archenemy player brings a normal deck of 60+ Magic cards. They also bring a scheme deck, which must contain 20 or more oversized scheme cards, and can’t include more than two copies of any one scheme. The archenemy starts with
40 life
and always goes first. They still
draw
a card during their first
draw
step.
On each of the archenemy’s turns, at the start of their first main phase, they reveal the top card of their scheme deck and set that scheme in motion. Schemes can provide powerful advantages for the archenemy or setbacks for the heroes. Most schemes have an ability that immediately triggers when they’re set in motion, after which those schemes are put on the bottom of the scheme deck. Some schemes, however, are labeled “ongoing”; after an ongoing scheme is set in motion, that scheme remains face up and active until an ability says to “abandon” it, at which point that scheme is put on the bottom of the scheme deck.
The other players take their turns simultaneously. They take their beginning phase together, then their main phase, then declare attacks at the same time during their combat phase, and so on.
When the archenemy is declaring attackers, they must choose for each attacker which player (or planeswalker) that creature will attack. The team members then declare blockers together, and they may block attacks aimed at their allies.
If a player on the team goes to
0 life
and loses the game, remove all cards they own from the game. The game continues until the archenemy loses, or until all the team members have lost the game.
Read more
Here
Conspiracy
Conspiracy
Build your deck on the fly with this draft format, with a twist! Find special cards like Conspiracy and Hidden Agenda cards that can quite literally change the game.
Each player opens one of three booster packs and drafts one card into their card pool. Then each player passes the remaining cards face down to the next player. This continues until all cards have been selected. Some cards may have effects that happen during the draft (example: a player can select multiple cards from the booster pack). These cards can be identified by the special frame they share.
Players will also choose which cards with the type "Conspiracy" will start the game in their command zone. The command zone is a special area set apart from the battlefield. Conspiracy cards aren't permanents, and nothing can affect them once the game begins. These cards may have the ability to affect their holder, opponents, or decks!
Players may attack, use permanents, spell cast etc. on multiple players during their attack phase (as long as the cards don't explicitly say to be used on "you").
Minimum deck size 40 cards (Conspiracy cards don't count as part of the player's 40-card deck)
1v1 or free-for-all multiplayer games
Read more
Here
Archenemy Commander
Archenemy Commander
An Archenemy Commander game consists of one player playing as the archenemy facing off against three (or more) other players in a team, all using Commander decks.
Each player on the team brings a Commander deck of 100 Magic cards, using typical Commander deckbuilding rules. Unlike regular Archenemy, the team shares a life total which starts at
60 life
.
The archenemy player brings a Commander deck of 100 Magic cards, using typical Commander deckbuilding rules. They also bring a scheme deck which must contain 10 or more oversized scheme cards, each of which must be unique. The archenemy starts with
60 life
and always goes first. They still
draw
a card during their first
draw
step.
On each of the archenemy’s turns, at the start of their first main phase, they reveal the top card of their scheme deck and set that scheme in motion. Schemes can provide powerful advantages for the archenemy or setbacks for the heroes. Most schemes have an ability that immediately triggers when they’re set in motion, after which those schemes are put on the bottom of the scheme deck. Some schemes, however, are labeled “ongoing”; after an ongoing scheme is set in motion, that scheme remains face up and active until an ability says to “abandon” it, at which point that scheme is put on the bottom of the scheme deck.
The other players take their turns simultaneously. They take their beginning phase together, then their main phase, then declare attacks at the same time during their combat phase, and so on. They also share a life total, though they don’t share other resources, and effects that read “each opponent” or “each player” still affect each team member separately. Players can block any creature(s) that are attacking them, their teammates, or Planeswalkers their team controls.
Read more
Here
Oathbreaker
Oathbreaker
Oathbreaker is a multiplayer format where each player builds around their favorite Planeswalker. Each player’s deck consists of 60 total cards as follows:
1 Oathbreaker (a Planeswalker card)
1 Signature Spell (an instant or sorcery card)
58 maindeck cards
Every card in a player’s deck, including their Signature Spell, must match the color identity of their Oathbreaker. With the exception of basic lands, players are only allowed one of each card in their deck. Cards from all sets in Magic’s history are legal.
COLOR IDENTITYThe colors of the symbols in the mana cost of your Oathbreaker, plus any mana symbols in its rule text, define your deck’s color identity. Every card in your deck, including your Signature Spell, must only use mana symbols that also appear on your Oathbreaker. Colorless cards are allowed as well.
COMMAND ZONEYou’ll have access to your Oathbreaker and Signature Spell from the beginning of each game. When you start a game of Oathbreaker, put your Oathbreaker and Signature Spell face up into the command zone.
You can cast your Oathbreaker from the command zone for its normal costs, plus an additional two mana for each previous time it’s been cast from the command zone this game. If your Oathbreaker would be put into your library, hand, graveyard, or exile from anywhere, you may return it to your command zone instead.
If your Oathbreaker is on the battlefield under your control, you can cast your Signature Spell for its normal costs, plus an additional two mana for each previous time you’ve cast your Signature Spell from the command zone this game. When your Signature Spell resolves, put it into the command zone instead of your graveyard. If your Signature Spell would go anywhere besides the command zone or the stack, you must put it into the command zone instead.
PLAY FREE-FOR-ALL MULTIPLAYEROathbreaker is usually played in free-for-all multiplayer games of three to five players.
Each player starts with
20 life
. Before the game begins, players should sit randomly in a circle and place their Oathbreaker and Signature Spell face-up in their command zone. Turns progress one player at a time in clockwise order around the table.
During gameplay, a player may choose to attack any other player, regardless of their position on the table, and can also choose to attack multiple different players during their attack phase. Permanents, spells, and abilities can also target any player around the table (as long as they don't explicitly say they must be used on "you"). A player wins when all other players are eliminated from the game.
If you’re excited to find out what happens when your favorite Planeswalkers battle it out, or if you’re looking for a new and exciting deckbuilding challenge, Oathbreaker is the right format for you.
For more information about the Oathbreaker format, visit https://oathbreakermtg.org/.
For the current list of cards banned in the Oathbreaker format, visit https://oathbreakermtg.org/banned-list/.
Read more
Here
Team Sealed Deck
Team Sealed Deck
This format, while being much like individual Sealed, challenges teams of three players to build three decks out of twelve boosters, one deck for each teammate.
Additionally, you may add as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) as you’d like, even if they weren’t in the booster packs you opened. These games are then played 1v1 and when a team has two players win their individual matches, the whole team wins the match. .
A minimum deck size of 40 cards
Sideboard for your deck is any of the cards you opened
Format featured at prerelease events
Read more
Here
Timeless
Timeless
Timeless is MTG Arena’s largest Constructed format where every card is legal. It includes the most powerful cards throughout Magic history. This format makes use of a restricted list which limits the use of a card to a single copy allowed either in the sideboard or in the main deck. Timeless is a constructed format that does not allow your combined deck and sideboard to contain more than four of any individual card.
Read more
Here
Team Booster Draft
Team Booster Draft
Grab two friends and battle against another team of three for 1v1 games! Seating arrangement for this format consists of two teams (Team A and Team B) each with three players, seating alternates between the teams as you go around the table. No communication, verbal or non-verbal, is allowed between players during the draft.
Gameplay follows standard draft rules: Players sit around a table in a semi-circle. Each player then opens a booster pack and picks a single card without showing the other players. Each player then passes the remaining cards to the left, and continues drafting from the new cards they get from the player on their right. This continues until all of the cards in those packs have been distributed (drafted). Then each player opens a second pack, but this time, pass the pack to the right. After all those cards are drafted, you do the same with the third pack, passing to the left again. At the end, each player will have about 45 cards (along with any number of basic lands) which they can use to build a 40 card deck.
Minimum 40 cards per deck
30 min game duration for draft, 30 minutes to build, then about 20 minutes per game
Read more
Here
Freeform
Freeform
A fun, anything goes, format! Freeform is a constructed MTG format that allows all sets and cards to be used. And that does mean ALL. Decks can include any number of copies of a card. Freeform games last standard length (about 10 minutes).
40 card minimum for the main deck (up to 15 card sideboard)
1v1 games
Read more
Here
Commander
Commander
This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.
The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history.
Read more
Here
Standard
Standard
Standard games are one-on-one with a 60 card minimum for the main deck (up to 15 card sideboard). Winner is determined either by best of one, or best of three games. These games should last standard length for a game (about 20 minutes on average).
How does set rotation work?
Each year, new Magic sets are released and added to Standard. Once per year, after the fall set Prerelease, the four oldest sets in Standard rotate out.
What Sets Are Legal in Standard?
Aetherdrift
Magic: The Gathering® Foundations
Duskmourn: House of Horror
Bloomburrow
Outlaws of Thunder Junction
Murders at Karlov Manor
The Lost Caverns of Ixalan
Wilds of Eldraine
March of the Machine: The Aftermath
March of the Machine
Phyrexia: All Will Be One
The Brothers' War
Dominaria United
Read more
Here
Booster Draft
Booster Draft
A format for up to 8 players to open card packs, then play one-on-one games on the spot! Each deck should have at least 40 cards and should last an average length for a game (about 20 minutes).
How to draft: First, players sit around a table in a semi-circle. Each player then opens a booster pack and picks a single card without showing the other players.
Each player then passes the remaining cards to the left, and continues drafting from the new cards they get from the player on their right. This continues until all of the cards in those packs have been distributed (drafted). Then each player opens a second pack, but this time, pass the pack to the right. After all those cards are drafted, you do the same with the third pack, passing to the left again. At the end, each player will have about 45 cards (along with any number of basic lands) which they can use to build a 40 card deck.
Read more
Here
Momir Basic
Momir Basic
A battle of strategic wits, this format plays with decks of lands (Plains, Island, Swamp, Mountain, Forest) and one single card: Momir Vig.
Each turn players
discard
a basic land to Momir Vig and get a random creature from throughout Magic's history!
Read more
Here
Commander 1v1
Commander 1v1
Choose a legendary creature and get ready to face off against your opponent!
The Commander format is all about picking your hero and building a deck around them. In this casual format, you choose a legendary creature to serve as your commander and then create the rest of your deck around their color identity and unique abilities.
Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history.
Deck sizes are 99 cards + 1 commander card
Game duration about 40 minutes
Read more
Here
Commander
Commander
This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.
The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history.
Read more
Here
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