completed |
A keyword ability that causes a planeswalker to enter the battlefield with fewer loyalty counters if a player chose to pay life for Phyrexian mana symbols in its cost. |
counter a spell |
If a card counters a spell, you can cast it in response to a spell your opponent is casting. The countered spell has no effect, and it’s put into the graveyard. |
crew |
A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. |
deathtouch |
A creature dealt damage by a creature with deathtouch is destroyed. |
defender |
A creature with defender can’t attack. |
destroy |
A permanent that’s destroyed is put into the graveyard. Creatures that are dealt damage at least equal to their toughness in a single turn are destroyed. Spells and abilities can also destroy permanents. |
double strike |
A creature with double strike deals damage twice each combat: once before creatures without first strike or double strike, and then again when creatures normally deal damage. |
equip |
If you have an Equipment card on the battlefield, you can pay its equip cost to attach it to one of your creatures on the battlefield. If the equipped creature leaves the battlefield, the Equipment card stays. fight —When two creatures fight, each deals damage equal to its power to the other. This is different from creatures dealing damage in combat. |
first strike |
A creature with first strike deals its damage in combat before creatures without first strike or double strike. |
flash |
You may cast a spell with flash any time you could cast an instant, even in response to other spells. |
flying |
A creature with flying can be blocked only by other creatures with flying and creatures with reach. |
haste |
A creature with haste can attack and you can activate its abilities as soon as it comes under your control. |
hexproof |
A creature with hexproof can’t be the target of spells or abilities your opponents control, including Aura spells. Your spells and abilities can still target it. |
indestructible |
An indestructible permanent can’t be destroyed by damage or by effects that say “destroy.” It can still be sacrificed or exiled. If an effect reduces an indestructible creature’s toughness to 0 or less, it’s still put into its owner’s graveyard. |
intimidate |
A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. |
lifelink |
If a creature with lifelink deals damage, its controller also gains that much life. |
london mulligan |
A variation of a mulligan. Shuffle your hand back into your deck and draw a new 7 card hand. You can take multiple mulligans, but when decide to keep your hand, you have to return one card for each mullidan you took. |
modified |
A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. |
mulligan |
At the start of the game, if you don’t like your hand, you can take a mulligan. Shuffle your hand back into your deck and draw a new hand with one fewer card. You can take as many mulligans as you like, but your starting hand gets smaller each time. Usually players take mulligans because they don’t have enough land cards, or because they have too many lands and not enough spells. |
ninjutsu |
A keyword ability that lets a creature suddenly enter combat. |
permanent |
Lands, creatures, artifacts, enchantments, and planeswalkers are permanents. They enter the battlefield after you cast them. Token creatures are also permanents. Instants and sorceries are not permanents. They go to the graveyard after they resolve. |
protection |
A creature with protection from a color can’t be blocked, dealt damage, enchanted, or targeted by anything of that color. |
reach |
A creature with reach can block creatures with flying (and creatures without flying). |
reconfigure |
A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. |
regenerate |
Regenerating a creature keeps it from being destroyed. Instead of being destroyed, the creature gets tapped, it’s removed from combat (if it’s in combat), and all its damage is healed. |
sacrifice |
Sometimes a card tells you to sacrifice a creature or some other permanent.To sacrifice a permanent, you move it from the battlefield to your graveyard. You can’t regenerate it or save it in any way. You can sacrifice only your own permanents. |
target |
If a spell uses the word “target,” you choose what the spell will affect when you cast it. The same is true for abilities you activate. |
trample |
If a creature with trample would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to the player or planeswalker it’s attacking. |
vigilance |
A creature with vigilance doesn’t tap to attack. (Vigilance doesn’t allow a tapped creature or a creature that entered the battlefield this turn to attack, though.) |
ward |
A triggered ability that can counter spells or abilities that target the permanent with ward. |