www.ebbemunk.dk - Magic: Rules - Printable version
1. Text on an object that explains what that object does or can do.
2. An activated or triggered ability on the stack. This kind of ability is an object.
See rule 112. Abilities and section 6. Spells, Abilities, and Effects.
An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 206.2c.
A keyword ability that prevents damage. See rule 702.61 Absorb.
To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602. Activating Activated Abilities.
A kind of ability. Activated abilities are written as "[Cost]: [Effect.] [Activation restriction (if any).]" See rule 112. Abilities and rule 602. Activating Activated Abilities.
Everything that appears before the colon in an activated ability's text. It must be paid to activate the ability. See rule 116. Costs and rule 602. Activating Activated Abilities.
The player whose turn it is. See rule 102.1.
A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for Two-Headed Giant play; see rule 806.7b.
The team whose turn it is in a Two-Headed Giant game. See rule 806.7b.
A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 116. Costs and rule 601. Casting Spells.
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.38 Affinity.
A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 116. Costs and rule 601. Casting Spells.
A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.35 Amplify.
A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.83 Annihilator.
1. A zone used only when playing "for keeps."
2. To put a card into the ante zone.
See rule 407. Ante.
See Active Player, Nonactive Player Order.
A card type. An artifact is a permanent. See rule 301. Artifacts.
A combination of artifact and creature that's subject to the rules for both. See rule 301. Artifacts and rule 302. Creatures.
A combination of artifact and land that's subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301. Artifacts and rule 305. Lands.
A subtype that's correlated to the artifact card type. See rule 301. Artifacts. See rule 204.3f for the list of artifact types.
Text used to indicate that the game, for some specific purpose, treats a condition as true even though it's not. See rule 609.4.
To determine how an attacking or blocking creature will deal its combat damage. See rule 510. Combat Damage Step.
A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say "at the beginning of the end step" or "at the beginning of the next end step." See rule 513. End Step.
To move an Aura, Equipment, or Fortification onto another object. See rule 701.3 Attach.
To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508. Declare Attackers Step.
A creature "attacks alone" if it's the only creature declared as an attacker during the declare attackers step. A creature "is attacking alone" if it's attacking but no other creatures are. See rule 506.5.
An option that may be used in certain multiplayer variants. See rule 803. Attack Left and Attack Right Options.
An option that may be used in certain multiplayer variants. See rule 802. Attack Multiple Players Option.
An option that may be used in certain multiplayer variants. See rule 803. Attack Left and Attack Right Options.
A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it's removed from combat or the combat phase ends, whichever comes first. See rule 508. Declare Attackers Step.
An ability that triggers when a creature "attacks and isn't blocked" triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.
An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303. Enchantments and rule 702.5 Enchant.
A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.62 Aura Swap.
Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. "Bands with other" is a specialized version of the ability. See rule 702.19 Banding.
A supertype that's normally relevant on lands. Any land with this supertype is a basic land. See rule 204.4 Supertypes.
See Typecycling.
There are five "basic land types": Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305. Lands.
A zone. The battlefield is the zone in which permanents exist. It used to be known as the "in-play" zone. See rule 403. Battlefield.
A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
Part of the turn. This step is the first step of the combat phase. See rule 507. Beginning of Combat Step.
Part of the turn. This phase is the first phase of the turn. See rule 501. Beginning Phase.
To send a creature into combat defensively. A creature can block an attacking creature. See rule 509. Declare Blockers Step.
A creature "blocks alone" if it's the only creature declared as a blocker during the declare blockers step. A creature "is blocking alone" if it's blocking but no other creatures are. See rule 506.5.
An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocking creature until it's removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509. Declare Blockers Step.
A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it's removed from combat or the combat phase ends, whichever comes first. See rule 509. Declare Blockers Step.
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.51 Bloodthirst.
A term that meant "put [a permanent] into its owner's graveyard." In general, cards that were printed with the term "bury" have received errata in the Oracle card reference to read, "Destroy [a permanent]. It can't be regenerated," or "Sacrifice [a permanent]."
A keyword ability that can make a creature better in combat. See rule 702.42 Bushido.
A keyword ability of instants and sorceries that can let the spell return to its owner's hand as it resolves. See rule 702.24 Buyback.
The standard component of the game: a Magic card with a Magic card front and a Magic card back. Cards may be traditional or nontraditional. Tokens aren't considered cards. In the text of spells or abilities, the term "card" is used only to refer to a card that's not on the battlefield or on the stack, such as a creature card in a player's hand. See rule 108. Cards.
A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn't a card. Each card type has its own rules. See rule 204. Type Line and section 3. Card Types.
A keyword ability that may let a player cast a random extra spell for no cost. See 702.82 Cascade.
To take a spell from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601. Casting Spells.
An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term "caster" have received errata in the Oracle card reference to say "controller."
An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
"Champion" is a keyword ability that lets one creature temporarily replace another. A permanent is "championed" by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.69 Champion.
To choose a new, legal target for a spell or ability. See rule 113.6.
A characteristic-defining ability that grants the object it's on every creature type. See rule 702.70 Changeling.
An ability of a plane card that triggers "Whenever you roll {C}" on the planar die in the Planar Magic casual variant. See rule 309.7.
The chaos symbol {C} appears on the planar die and in some triggered abilities of plane cards in the Planar Magic casual variant. See rule 107.12.
Information that defines an object. See rule 109.3.
A kind of static ability that conveys information about an object's characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.
To have a mini-contest involving the top cards of players' libraries. See rule 701.19 Clash.
Part of the turn. This step is the second and final step of the ending phase. See rule 514. Cleanup Step.
A number printed on most cards that has no effect on game play. See rule 211. Information Below the Text Box.
1. A characteristic of an object. See rule 105. Colors, and rule 202. Mana Cost and Color.
2. An attribute mana may have. See rule 106. Mana.
1. An object with no color is colorless. Colorless is not a color. See rule 105. Colors, and rule 202. Mana Cost and Color.
2. A type of mana. See rule 106. Mana, and rule 107.4c.
Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510. Combat Damage Step.
Part of the turn. This step is the fourth step of the combat phase. See rule 510. Combat Damage Step.
Part of the turn. This phase is the third phase of the turn. See rule 506. Combat Phase.
A zone used for nontraditional Magic cards in certain casual variants. See rule 408. Command.
To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104. Winning and Losing.
A keyword ability that creates a copy of a spell. See 702.75 Conspire.
A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a.
An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611. Continuous Effects.
An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say "Artifact."
"Control" is the system that determines who gets to use an object in the game. An object's "controller" is the player who currently controls it. See rule 108.4.
To make all choices and decisions that player is allowed to make, or is told to make, during that turn by rules or by any objects. See rule 711. Controlling Another Player's Turn.
The total amount of mana in a mana cost, regardless of color. See rule 202.3.
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.48 Convoke.
Values of an object's characteristics that are checked by copy effects. See rules 706.2 and 706.3.
1. To create a new object whose copiable values have been set to those of another object.
2. An object whose copiable values have been set to those of another object.
See rule 706. Copying Objects.
An action or payment necessary to take another action or to stop another action from taking place. See rule 116. Costs.
1. To cancel a spell or ability so it doesn't resolve and none of its effects occur. See rule 701.5.
2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 120. Counters.
Some older cards were printed with text stating that the card "counts as" something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.
A card type. A creature is a permanent. See rule 302. Creatures.
A subtype that's correlated to the creature card type and the tribal card type. See rule 302. Creatures and rule 308. Tribals. See rule 204.3k for the list of creature types.
A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.21 Cumulative Upkeep.
A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.26 Cycling.
Objects can deal "damage" to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 118. Damage.
The order, announced during the declare blockers step, that an attacking creature will assign its combat damage among the multiple creatures blocking it, or that a blocking creature will assign its combat damage among the multiple creatures it's blocking. See rules 509.2 and 509.3.
See Damage.
A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2 Deathtouch.
The collection of cards a player starts the game with; it becomes that player's library. See section 100. General and section 103. Starting the Game
To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1.
Part of the turn. This step is the second step of the combat phase. See rule 508. Declare Attackers Step.
To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1.
Part of the turn. This step is the third step of the combat phase. See rule 509. Declare Blockers Step.
A keyword ability that prohibits a creature from attacking. See rule 702.3 Defender.
The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; See rule 802. Attack Multiple Players Option and rule 806.8.
The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a Two-Headed Giant game. See rule 806.8.
An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7.
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.63 Delve.
A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Timestamp Order.
An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804. Deploy Creatures Option.
To move a permanent from the battlefield to its owner's graveyard. See rule 701.6.
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.79 Devour.
To move a card from its owner's hand to that player's graveyard. See rule 701.7 Discard.
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4 Double Strike.
1. To put the top card of a player's library into his or her hand as a turn-based action or as the result of an effect that uses the word "draw." See rule 119. Drawing a Card.
2. The result of a game in which neither player wins or loses. See rule 104.4.
Part of the turn. This step is the third and final step of the beginning phase. See rule 504. Draw Step.
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.49 Dredge.
Some older cards used the phrase "during [phase], [action]." These abilities were called "phase abilities." In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. "During" still appears in current card text, but only in its normal English sense and not as game terminology.
A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.27 Echo.
A casual variant in which each deck is led by a legendary general. See rule 903. EDH.
Something that happens in the game as a result of a spell or ability. See rule 609. Effects.
The middle player on each team in an Emperor game. See rule 807. Emperor Variant.
A multiplayer variant played among three-player teams. See rule 807. Emperor Variant
A keyword ability that restricts what an Aura spell can target and what an Aura permanent can be attached to. See rule 303. Enchantments and rule 702.5 Enchant.
A card type. An enchantment is a permanent. See rule 303. Enchantments. See also Aura.
A subtype that's correlated to the enchantment card type. See rule 303. Enchantments. See rule 204.3g for the list of enchantment types.
Part of the turn. This step is the fifth and final step of the combat phase. See rule 511. End of Combat Step.
Part of the turn. This step is the first step of the ending phase. See rule 513. End Step.
To "end the turn" as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 712. Ending the Turn.
Part of the turn. This phase is the fifth and final phase of the turn. See rule 512. Ending Phase.
A nontoken permanent "enters the battlefield" when it's moved onto the battlefield from another zone. A token "enters the battlefield" when it's created. See rules 403.3, 603.6a, 603.6e, and 614.12.
A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.39 Entwine.
A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.47 Epic.
A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301. Artifacts and rule 702.6 Equip.
An artifact subtype. Equipment can be attached to creatures. See rule 301. Artifacts and rule 702.6 Equip.
An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.
Anything that happens in a game. See rule 700.1.
A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.71 Evoke.
A keyword ability that can make a creature better in combat. See rule 702.80 Exalted.
To swap two things, such as objects, sets of objects, or life totals. See rule 701.8 Exchange.
1. A zone. Exile is essentially a holding area for cards. It used to be known as the "removed-from-the-game" zone.
2. To put an object into the exile zone from whatever zone it's currently in. An "exiled" card is one that's been put into the exile zone.
See rule 406. Exile.
A characteristic, and part of a card. A card's expansion symbol is a small icon normally printed below the right edge of the illustration. See rule 205. Expansion Symbol.
A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a Two-Headed Giant game, see 806.7f. For rules about extra turns in a Grand Melee game, see rule 808.4.
1. A card is "face down" if it's physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4. Zones.
2. A status a permanent may have. See rule 110.6 and rule 702.34 Morph.
3. Face-down spells have additional rules. See rule 707. Face-Down Spells and Permanents and rule 702.34 Morph.
1. A card is "face up" if it's physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4. Zones.
2. A default status a permanent may have. See rule 110.6 and rule 702.34 Morph.
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.29 Fading.
To manipulate some of the cards on top of an opponent's library. See rule 701.18 Fateseal.
A keyword ability that restricts how a creature may be blocked. See rule 702.33 Fear.
A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7 First Strike.
A keyword ability that can make a creature better in combat. See rule 702.22 Flanking.
A keyword ability that lets a player play a card any time he or she could cast an instant. See rule 702.8 Flash.
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.31 Flashback.
Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 206.2.
Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709. Flip Cards.
A status a permanent may have. See rule 110.6 and rule 709. Flip Cards. See also Unflipped.
A method of randomization with two possible outcomes of equal likelihood. See rule 705. Flipping a Coin.
A keyword ability that restricts how a creature may be blocked. See rule 702.9 Flying.
A keyword ability that allows an activated ability to be activated from a player's hand. See rule 702.54 Forecast.
One of the five basic land types. Any land with this subtype has the ability "{T}: Add {G} to your mana pool." See rule 305.6.
See Typecycling.
See Landwalk.
An artifact subtype. Fortifications can be attached to lands. See rule 301. Artifacts and rule 702.64 Fortify.
A keyword ability that lets a player attach a Fortification to a land he or she controls. See rule 301. Artifacts and rule 702.64 Fortify.
A keyword ability that can make a creature better in combat. See rule 702.65 Frenzy.
A multiplayer variant in which a group of players complete as individuals against each other. See rule 805. Free-for-All Variant.
1. Any player in the Emperor multiplayer variant who isn't an emperor. See rule 807. Emperor Variant.
2. A designation given to a card in the EDH casual variant. See rule 903. EDH.
Mana in a cost not represented by colored mana symbols; it can be paid with mana of any type. See rule 107.4.
An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.55 Graft.
A multiplayer variant in which a large group of players (usually ten or more) complete as individuals against each other. See rule 808. Grand Melee Variant.
A keyword ability that creates copies of a spell. See rule 702.66 Gravestorm.
1. A zone. A player's graveyard is his or her discard pile.
2. All the cards in a player's graveyard.
See rule 404. Graveyard.
1. A zone. A player's hand is where that player holds cards he or she has drawn but not played yet.
2. All the cards in a player's hand.
See rule 402. Hand.
A characteristic that only vanguards have. See rule 209. Hand Modifier.
A keyword ability that lets a creature ignore the "summoning sickness" rule. See rule 702.10 Haste and rule 302.6.
A keyword ability that exiles cards. A card exiled this way "haunts" a creature targeted by the haunt ability. See rule 702.52 Haunt.
A zone in which not all players can be expected to see the cards' faces. See rule 400.2. See also Public Zone.
A keyword ability that lets a player store a secret card. See rule 702.72 Hideaway.
A keyword ability that restricts how a creature may be blocked. See rule 702.28 Horsemanship.
A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d.
A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 715. Handling Illegal Actions.
A target that no longer exists or no longer meets the specifications stated by the spell or ability that's targeting it. See rule 608.2b.
A picture printed on the upper half of a card that has no effect on game play. See rule 203. Illustration.
Information printed directly below the text box that has no effect on game play. See rule 211. Information Below the Text Box.
"Imprint" used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.
An obsolete term for the battlefield. Cards that were printed with text that contain the phrases "in play," "from play," "into play," or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
An instant spell that's been cast, or an activated ability that's been activated, while another spell or ability is on the stack has been cast or activated "in response to" the earlier spell or ability. See rule 115.7.
See Dependency.
An attribute of a permanent that precludes it from being destroyed. See rule 700.4.
A card type. An instant is not a permanent. See rule 304. Instants.
Effects that use the word "instead" are replacement effects. The word "instead" indicates what an event will be replaced with. See rule 614. Replacement Effects
An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could "play as an interrupt" can now be activated like any other activated abilities (unless they're mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.
A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4.
A keyword ability that restricts how a creature may be blocked. See rule 702.11 Intimidate.
One of the five basic land types. Any land with this subtype has the ability "{T}: Add {U} to your mana pool." See rule 305.6.
See Typecycling.
An obsolete keyword ability that meant "This creature can't attack unless defending player controls an Island" and "When you control no Islands, sacrifice this creature." Cards printed with this ability have been given errata in the Oracle card reference.
See Landwalk.
A game term, such as "flying" or "haste," used as shorthand for a longer ability or group of abilities. See rule 702. Keyword Abilities.
A verb, such as "destroy" or "cast," used as a game term rather than as its normal English meaning. See rule 701. Keyword Actions.
Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.30 Kicker.
A card type. A land is a permanent. See rule 305. Lands.
A subtype that's correlated to the land card type. See rule 305. Lands. See rule 204.3h for the list of land types.
A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.12 Landwalk.
Information about an object that's no longer in the zone it's expected to be in, or information about a player that's no longer in the game. This information captures that object's last existence in that zone or that player's last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4f.
A system used to determine in which order continuous effects are applied. See rule 613. Interaction of Continuous Effects. See also Dependency and Timestamp Order.
A permanent "leaves the battlefield" when it's moved from the battlefield to another zone, or (if it's phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.6d.
Information printed directly below the text box that has no effect on game play. See rule 211. Information Below the Text Box.
An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.
A supertype that's normally relevant on permanents. See rule 204.4 Supertypes. See also Legend Rule.
A state-based action that causes all legendary permanents with the same name to be put into their owners' graveyards. See rule 704.5k.
An amount of damage greater than or equal to a creature's toughness. See rules 118.6, 510.1, and 704.5g.
A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 710. Leveler Cards.
A keyword ability that can put level counters on a creature. See rule 702.84 Level Up.
Cards with striated text boxes and three power/toughness boxes. See rule 710. Leveler Cards.
1. A zone. A player's library is where that player draws cards from.
2. All the cards in a player's library.
See rule 401. Library.
Each player has an amount of "life," represented by that player's "life total." Life may be gained or lost. See rule 117. Life.
A characteristic that only vanguards have. See rule 210. Life Modifier.
A keyword ability that causes a player to gain life. See rule 702.13 Lifelink.
A way of playing in which each player gets a quantity of unopened Magic product and creates his or her own deck on the spot. See rule 100.2.
An optional rule used in some multiplayer games that limits what a player can affect. See rule 801. Limited Range of Influence Option.
Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607. Linked Abilities.
An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
A set of actions that could be repeated indefinitely. See rule 714. Taking Shortcuts.
There are several ways to lose the game. See rule 104. Winning and Losing, rule 806.9 (for additional rules for Two-Headed Giant games), rule 807.5 (for additional rules for Emperor games), and rule 903.12 (for an additional rule for EDH games).
1. Part of a card that only planeswalkers have. A planeswalker card's loyalty is printed in its lower right corner. See rule 208. Loyalty.
2. A characteristic that only planeswalkers have. See rule 306.5.
An activated ability with a loyalty symbol in its cost. See rule 606. Loyalty Abilities.
A keyword ability that lets a player cast a card he or she discards. See rule 702.32 Madness.
The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 713. Subgames.
Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505. Main Phase.
The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106. Mana, rule 107.4, and rule 202. Mana Cost and Color.
An activated or triggered ability that could create mana and doesn't use the stack. See rule 605. Mana Abilities.
Older versions of the rules stated that unspent mana caused a player to lose life; this was called "mana burn." That rule no longer exists.
A characteristic, and part of a card. A card's mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202. Mana Cost and Color.
Where mana created by an effect is temporarily stored. See rule 106.4.
An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could "play as a mana source" are now mana abilities. All relevant cards have been given errata in the Oracle card reference.
An icon that represents mana or a mana cost. See rule 107.4.
A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
The number of cards in hand a player must discard down to during his or her cleanup step. See rule 402.2 and 514.1.
A spell or ability is "modal" if it has two or more options preceded by "Choose one —," "Choose two —," "Choose one or both —," or "[a specified player] chooses one —." Each option is a "mode." See rule 700.2.
A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.40 Modular.
An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say "Artifact," and those abilities now include the tap symbol in their costs.
An object with exactly one color is monocolored. Colorless objects aren't monocolored. See rule 105. Colors, and rule 202. Mana Cost and Color.
See Hybrid Mana Symbols.
A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.34 Morph and rule 707. Face-Down Spells and Permanents.
One of the five basic land types. Any land with this subtype has the ability "{T}: Add {R} to your mana pool." See rule 305.6.
See Typecycling.
See Landwalk.
To remove a counter from one object and put it on a different object. See rule 120.4.
Some older cards used "move" with respect to Auras; those cards have received errata in the Oracle card reference and now use the word "attach."
To take a "mulligan" is to reject a prospective opening hand and draw a new one (usually with one fewer card). See rule 103.4.
An object with two or more colors is multicolored. Multicolored is not a color. See rule 105. Colors, and rule 202. Mana Cost and Color.
Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.30 Kicker. See also Kicker, Kicked.
A game that begins with more than two players. See section section 8. Multiplayer Rules.
A characteristic, and part of a card. A card's name is printed in its upper left corner. See rule 201. Name.
A keyword ability that lets a creature suddenly enter combat. See rule 702.46 Ninjutsu.
Any land that doesn't have the supertype "basic." See rule 204.4 Supertypes.
An oversized Magic card that has a Magic back but not a "Deckmaster" back. See rule 108.2.
An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109. Objects.
A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.45 Offering.
An effect that does something just once and doesn't have a duration. See rule 610. One-Shot Effects." See also Continuous Effect.
The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.4.
Someone a player is playing against. See rules 102.2 and 102.3.
An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card's Oracle text can be found using the Gatherer card database at http://gatherer.wizards.com. See rule 108.1.
An object is "outside the game" if it isn't in any of the game's zones. See rule 400.10.
The player who (for purposes of the game) a card, token, or copy of a spell belongs to. See rules 108.3, 110.2, 110.5a, and 111.2.
To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 115. Timing and Priority.
All players "pass in succession" if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 115. Timing and Priority.
To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See section 116. Costs.
A card or token on the battlefield. See rule 110. Permanents.
A card that could be put onto the battlefield. See rule 110.4a.
A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.76 Persist.
1. A subsection of a turn. See section 5. Turn Structure.
2. A permanent "phases in" when its status changes from phased out to phased in. A permanent "phases out" when its status changes from phased in to phased out. See rule 702.23 Phasing.
A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.6 and rule 702.23 Phasing ("Phased-out" was a zone in older versions of the rules).
A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.23 Phasing.
A temporary grouping of cards. See rule 700.3.
If a spell or ability refers to a counter being "placed" on a permanent, it means putting a counter on that permanent while it's on the battlefield, or that permanent entering the battlefield with a counter on it. See rule 120. Counters.
One of the five basic land types. Any land with this subtype has the ability "{T}: Add {W} to your mana pool." See rule 305.6.
See Typecycling.
See Landwalk.
A deck of at least ten plane cards needed to play the Planar Magic casual variant. See rule 901.3.
A specialized six-sided die needed to play the Planar Magic casual variant. See rule 901.3.
A casual variant in which plane cards add additional abilities and randomness to the game. See rule 901. Planar Magic.
A card type seen only on nontraditional Magic cards in the Planar Magic casual variant. A plane card is not a permanent. See rule 309. Planes.
To put the face-up plane 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 in a Planar Magic game. See rule 701.20 Planeswalk.
A card type. A planeswalker is a permanent. See rule 306. Planeswalkers.
The planeswalker symbol {P} appears on the planar die in the Planar Magic casual variant. See rule 107.11.
A subtype that's correlated to the planeswalker card type. See rule 306. Planeswalkers. See rule 204.3i for the list of planeswalker types. See also Planeswalker Uniqueness Rule.
A state-based action that causes multiple planeswalkers with the same planeswalker type to be put into their owners' graveyards. See rule 704.5j.
1. To play a land is to put a land onto the battlefield as a special action. See rule 114. Special Actions and rule 305. Lands.
2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601. Casting Spells.
3 (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.
4 (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.
5 (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases "in play," "from play," "into play," or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
One of the people in the game. See rule 102. Players.
A counter that may be given to a player. See rule 120. Counters and rule 704.5c.
A keyword ability that causes a player to get poison counters. See rule 702.67 Poisonous.
An obsolete term that appeared on the type line of artifacts with activated abilities that didn't cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say "Artifact."
A main phase that occurs after a combat phase. See Main Phase.
1. Part of a card that only creatures have. A creature card's power is printed before the slash in its lower right corner. See rule 207. Power/Toughness.
2. A characteristic that only creatures have. See rule 302.4.
The first main phase of a turn. See Main Phase.
A word used by prevention effects to indicate what damage will not be dealt. See rule 615. Prevention Effects.
A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615. Prevention Effects.
Which player can take actions at any given time is determined by a system of "priority." see rule 115. Timing and Priority.
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.14 Protection.
A keyword ability that can force a creature to block. See rule 702.36 Provoke.
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.73 Prowl.
A zone in which all players can be expected to see the cards' faces. See rule 400.2. See also Hidden Zone.
A keyword ability that can make a creature better in combat. See rule 702.20 Rampage.
See Limited Range of Influence.
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.15 Reach. See also Flying.
A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.85 Rebound.
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.56 Recover.
Some older cards were printed with the term "redirect" to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt "instead" to another. See Redirection Effect.
A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.
To replace a permanent's destruction with an alternate sequence of events. See rule 701.11.
A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.74 Reinforce.
Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 206.2.
Certain events can cause an attacking or blocking creature, or a planeswalker that's being attacked, to be "removed from combat." A permanent that's removed from combat has no further involvement in that combat phase. See rule 506.4.
"Remove [something] from the game" is an obsolete term for "exile [something]." "The removed card" is an obsolete term for "the exiled card." The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.
A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614. Replacement Effects
A keyword ability that creates copies of a spell. See rule 702.53 Replicate.
An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
When the spell or ability on top of the stack "resolves," its instructions are followed and it has its effect. See rule 608. Resolving Spells and Abilities.
To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 115.7.
An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.78 Retrace.
To show a card to all players for a brief time. See rule 701.12 Reveal.
A keyword ability that may let a player cast extra cards from his or her library for no cost. See rule 702.57 Ripple.
A characteristic that defines a card's abilities. See rule 206.1.
To move a permanent you control to its owner's graveyard. See rule 701.13 Sacrifice.
To manipulate some of the cards on top of your library. See rule 701.17 Scry.
To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.14 Search.
"Set [something] aside" is an obsolete term for "exile [something]." Cards with that text have received errata in the Oracle card reference. See Exile.
A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.25 Shadow.
In the Two-Headed Giant multiplayer variant, each team has a "shared life total" rather than each player having an individual life total. See rule 806. Two-Headed Giant Variant.
A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 714. Taking Shortcuts.
A keyword ability that precludes a permanent or player from being targeted. See rule 702.16 Shroud.
To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
Effects that use the word "skip" are replacement effects. The word "skip" indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614. Replacement Effects
See Typecycling.
A supertype that's normally relevant on permanents. See rule 204.4 Supertypes.
The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4f
Some older cards were printed with the term "snow-covered" in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype "snow" instead. See Snow.
A card type. A sorcery is not a permanent. See rule 307. Sorceries.
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.43 Soulshift.
The object that generated that ability. See rule 112.7.
The object that dealt that damage. See rule 609.7.
An action a player may take that doesn't use the stack. See rule 114. Special Actions
A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111. Spells
A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 112.3a.
A subtype that's correlated to the instant card type and the sorcery card type. See rule 304. Instants and rule 307. Sorceries. See rule 204.3j for the list of spell types.
A keyword ability that lets a player copy a card's text box onto another spell. See rule 702.44 Splice.
Cards with two card faces on a single card. See rule 708. Split Cards.
A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.58 Split Second.
A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405. Stack.
Game actions that happen automatically whenever certain conditions are met. See rule 704. State-Based Actions.
A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 112. Abilities, and rule 604. Handling Static Abilities.
The physical state of a permanent. See rule 110.6.
A subsection of a phase. See section 5. Turn Structure.
A keyword ability that creates copies of a spell. See rule 702.37 Storm,
A completely separate Magic game created by an effect. See rule 713. Subgames.
A characteristic that appears after the card type and a long dash on a card's type line. See rule 204.3 Subtypes.
A term that was printed on some older cards. In general, cards that referred to a spell being "successfully cast" have received errata in the Oracle card reference to simply refer to a spell being "cast."
Older creature cards were printed with "Summon [creature type]" on their type lines. All such cards have received errata in the Oracle card reference to say "Creature — [creature type]." (many of these cards' creature types have also been updated). See Creature.
Informal term for a player's inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player's control since the beginning of that player's most recent turn. See rule 302.6. See also Haste.
A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.41 Sunburst.
A characteristic that appears before the card type on a card's type line. Most cards don't have a supertype. See rule 204.4 Supertypes.
A keyword ability that provides an alternate way to play a card. See rule 702.59 Suspend. A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it.
One of the five basic land types. Any land with this subtype has the ability "{T}: Add {B} to your mana pool." See rule 305.6.
See Typecycling.
See Landwalk.
To turn a permanent sideways from an upright position. See rule 701.16 Tap and Untap.
A status a permanent may have. See rule 110.6 and rule 701.16 Tap and Untap. See also Untapped.
The tap symbol {T} in an activation cost means "Tap this permanent." See rule 107.5.
A preselected object, player, and/or zone a spell or ability will affect. See rule 113. Targets.
A group of players who share a common victory condition in a multiplayer game. See rule 806. Two-Headed Giant Variant, rule 807. Emperor Variant and rule 809. Teams Variant.
In a multiplayer game between teams, a player's teammates are the other players on his or her team. See rule 102.3.
A multiplayer variant played among two or more teams of equal size. See rule 809. Teams Variant.
Part of a card. The text box is printed on the lower half of the card and contains the card's rules text, reminder text, and flavor text. See rule 206. Text Box.
A continuous effect that changes the text that appears in an object's text box and/or type line. See rule 612. Text-Changing Effects.
"Threshold" used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.
A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.6. See also Dependency.
A marker used to represent any permanent that isn't represented by a card. See rule 110.5.
An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle card reference.
What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2e.
A keyword ability that allows an Aura to protect the permanent it's enchanting. See rule 702.86 Totem Armor.
1. Part of a card that only creatures have. A creature card's toughness is printed after the slash in its lower right corner. See rule 207. Power/Toughness.
2. A characteristic that only creatures have. See rule 302.4.
An organized play activity where players compete against other players. See rule 100.6.
Additional rules that apply to games played in a DCI-sanctioned tournament. See rule 100.6.
A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and has a "Deckmaster" back. See rule 108.2.
A keyword ability that modifies how a creature assigns combat damage. See rule 702.17 Trample.
A keyword ability that lets a player search his or her library for a replacement creature card. See rule 702.68 Transfigure.
A keyword ability that lets a player search his or her library for a replacement card. See rule 702.50 Transmute.
A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308. Tribals.
Whenever a game event or game state matches a triggered ability's trigger event, that ability automatically "triggers." That means its controller puts it on the stack the next time a player would receive priority. See rule 603. Handling Triggered Abilities.
The first part of a triggered ability, consisting of "when," "whenever," or "at" followed by a trigger event. See rule 603. Handling Triggered Abilities.
A kind of ability. Triggered abilities begin with the word "when," "whenever," or "at." They're written as "[Trigger condition], [effect]." See rule 112. Abilities and rule 603. Handling Triggered Abilities.
The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603. Handling Triggered Abilities.
Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703. Turn-Based Actions.
Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 808.4.
A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 806. Two-Headed Giant Variant.
1. An object's card type or, more broadly, its card type, subtype, and/or supertype. See rule 204. Type Line and section 3. Card Types.
2. An attribute mana has. See rule 106. Mana.
An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
Part of a card. The type line is printed directly below the illustration and contains the card's card type(s), subtype(s), and/or supertype(s). See rule 204. Type Line.
An effect that changes an object's card type, subtype, and/or supertype. See rule 613.1d.
A variant of the cycling ability. See rule 702.26 Cycling.
To move an Equipment away from the creature it's attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.
An attribute of a creature that precludes it from being blocked. See rule 700.5.
An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it's removed from combat or the combat phase ends, whichever comes first. See rule 509. Declare Blockers Step.
A keyword ability that lets a player return a creature card from his or her graveyard to the battlefield. See rule 702.81 Unearth.
A default status a permanent may have. See rule 110.6 and rule 709. Flip Cards. See also Flipped.
A word used to indicate a certain style of cost. See rule 116.12a.
To rotate a permanent back to the upright position from a sideways position. See rule 701.16 Tap and Untap.
Part of the turn. This step is the first step of the beginning phase. See rule 502. Untap Step.
The untap symbol {Q} in an activation cost means "Untap this permanent." See rule 107.6.
A default status a permanent may have. See rule 110.6 and rule 701.16 Tap and Untap. See also Tapped.
Part of the turn. This step is the second step of the beginning phase. See rule 503. Upkeep Step.
1. A casual variant in which each player plays the role of a famous character. See rule 902. Vanguard.
2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 310. Vanguards.
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.60 Vanishing.
An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
A keyword ability that lets a creature attack without tapping. See rule 702.18 Vigilance.
A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.
There are several ways to win the game. See rule 104. Winning and Losing, and rules 806.9 (for additional rules for Two-Headed Giant games) and rule 807.5 (for additional rules for Emperor games).
A keyword ability that affects how an object deals damage to a creature. See rule 702.77 Wither.
See Typecycling.
A supertype that's normally relevant on enchantments. See rule 204.4 Supertypes. See also World Rule.
A state-based action that causes all permanents with the world supertype except the newest to be put into their owners' graveyards. See rule 704.5m.
A placeholder for a number that needs to be determined. See rule 107.3.
See X.
Words that refer to an object's controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.
A place where objects can be during a game. See section 4. Zones.
Trigger events that involve objects changing zones. See rule 603.6.