6.
Glossary
Ability
"Ability" and "effect" are
often confused with one another. An instruction
in a card's or permanent's text is an ability.
The result of following such an instruction,
or of following a spell's instruction, is an
effect. A card or permanent may have one or
more abilities or no abilities at all. For more
information, see section 4, "Spells, Abilities,
and Effects." When an effect states that
a card or permanent "gains" or "has"
an ability, it's granting that card or permanent
an ability. If an effect defines a characteristic
of a card or permanent ("[card or permanent]
is [characteristic]"), it's not granting
an ability. For example, an enchant creature
might read, "Enchanted creature is red."
The enchantment isn't granting an ability of
any kind; it's simply
changing the enchanted creature's color to red.
Activated
Ability
An activated ability is written as "activation
cost: effect." By paying the activation
cost, a player may play such an ability whenever
he or she has priority. See rule 403, "Activated
Abilities."
Activation
Cost
The activation cost of an activated ability
is everything before the colon in "activation
cost: effect." It must be paid to play
the ability. For example, the activation cost
of an ability that reads "2, T: Gain 1
life" is two mana of any color plus tapping
the permanent. See rule 403, "Activated
Abilities."
Active
Player
The active player is the player whose turn it
is. The active player gets priority at the start
of each phase or step (except for the untap
and cleanup steps), after any spell or ability
(except a mana ability) resolves, and after
combat damage resolves. Whenever both players
are instructed to make choices at the same time,
the active player makes all his or her choices
first, then the nonactive player.
Additional
Cost
Some spells have additional costs listed in
their text. These are paid at the same time
the player pays the spell's mana cost. See rule
409, "Playing Spells and Activated Abilities."
Alternative
Cost
The rules text of some spells reads, "You
may [action] rather than pay [this card's] mana
cost." These are alternative costs. Other
spells and abilities that refer to a spell's
mana cost don't consider the alternative cost.
If an effect requires paying additional costs
to play a spell, it still applies to the alternative
cost.
Ante
(Obsolete)
Earlier versions of the Magic rules included
an ante rule as a way of playing "for keeps."
Playing Magic for ante is now considered an
optional variation on the game, and it is allowed
only where it's not forbidden by law or by other
rules. Playing for ante is strictly forbidden
under DCI tournament rules. When using the ante
rule, each player puts one random card from
his or her deck into his or her ante zone at
the beginning of the game. At the end of the
game, the winner becomes the owner of the cards
in each player's ante zone. See rule 217.9,
"Ante."
Artifact
Artifact is both a card type and a permanent
type. The active player can play artifact spells
only during his or her main phase when the stack
is empty.
Artifact
Creature
This permanent is a combination of artifact
and creature, and it's subject to the rules
for both. (See rule
214, "Permanent Type.") Some artifact
creatures don't have a creature type. Those
that do will say "Artifact Creature
[creature type]"; for example, "Artifact
Creature Golem." "Artifact"
isn't a creature type.
"As
though"
Text that states a player or card may do something
"as though" some condition were true
applies only to the stated action. For purposes
of that action, treat the game exactly as if
the stated condition is true. For all other
purposes, treat the game normally.n Example:
"Giant Spider may block as though it had
flying." You may treat the Spider as a
creature with flying, but only for the purpose
of declaring blockers. This allows Giant Spider
to block a creature with flying (and creatures
that "can't be blocked except by creatures
with flying"), assuming no other blocking
restrictions apply. For example, Giant Spider
can't
normally block a creature with both flying and
shadow. Example: "You may play that card
as though it were in your hand." The card
may be played by the usual rules. If it's a
spell, it's placed on the stack as the first
step of playing it (see rule 409, "Playing
Spells and Activated Abilities"); if it's
a land, it's put directly into play. Because
the card isn't actually in your hand, it can't
be discarded, removed from the game to pay a
cost, cycled, or counted toward the number of
cards in your hand. Example: "Walls may
attack as though they weren't Walls." As
long as this effect is active, Walls are treated
exactly like creatures that don't have the Wall
creature type. They're still subject to all
other rules and effects that determine whether
an attack is legal.
Attack
A creature attacks when it is declared as an
attacker during the combat phase. (See rule
308, "Declare
Attackers Step.") Playing a spell or ability
(even during the combat phase) is never considered
to be an
attack.
Attack
Alone
A creature is attacking alone when it's the
sole creature declared as an attacker in a given
combat phase.
Attacked
Some triggered abilities trigger when a player
is "attacked." At least one creature
must actually be attacking that player for such
abilities to trigger. Also, "attacked"
means "attacked by one or more creatures,"
so such abilities can trigger only once each
combat phase.
Attacking
Creature
A creature becomes an attacking creature when
(a) it's declared as part of a legal attack
during the combat phase and (b) all attack costs
have been paid. It remains an attacking creature
until it's removed from combat, it stops being
a creature, its controller changes, or the combat
phase ends. Attacking creatures don't exist
outside of the combat phase. See rule 308, "Declare
Attackers Step."
Attacks
and Isn't Blocked
An ability that triggers when a creature "attacks
and isn't blocked" triggers when the creature
becomes an unblocked attacking creature. See
rule 309.3.
Banding,
Bands with Other
Banding is a static ability that affects the
combat phase. "Bands with other" is
a specialized version of the ability. See rule
502.10, "Banding," and rule 502.11,
"Bands with Other."
Basic
Land
There are five basic land types: plains, island,
swamp, mountain, and forest. Any land whose
name is one of these five types is a basic land.
Every basic land has an intrinsic mana ability.
(See rule 214.9, "Lands.") Snow-covered
lands are still basic lands. For example, Snow-Covered
Plains is considered a plains.
Becomes
Some trigger events use the word "becomes."
(For example, "becomes tapped" or
"becomes blocked.") These trigger
only at the time the named event happensthey
don't trigger if that state already exists or
retrigger if it persists. For example, "becomes
tapped" triggers only once, and only when
a permanent's status changes from untapped to
tapped.
Beginning
Phase
The beginning phase is the first phase of the
turn. It has three steps: untap, upkeep, and
draw. See rule
301, "Beginning Phase."
Block
A creature blocks when it's declared as a blocker
during the combat phase. See rule 309, "Declare
Blockers Step."
Block
Alone
A creature is blocking alone when it's the sole
creature declared as a blocker in a given combat
phase.
Blocked
Creature
An attacking creature becomes a blocked creature
when another creature blocks it or an effect
causes it to become blocked during the combat
phase. It remains a blocked creature until it's
removed from combat, it stops being a creature,
its controller changes, or the combat phase
ends. A blocked creature doesn't become unblocked
if the blocking creature is later removed from
combat. Blocked creatures don't exist outside
of the combat phase. See rule 309, "Declare
Blockers Step."
Blocking
Creature
A creature becomes a blocking creature when
(a) it's declared as part of a legal block during
the combat phase and (b) all block costs have
been paid. It remains a blocking creature until
it's removed from combat, it stops being a creature,
its controller changes, or the combat phase
ends. Blocking creatures don't exist outside
of the combat phase. See rule 309, "Declare
Blockers Step."
Bury
(Obsolete)
Some older cards were printed with the term
"bury," which meant to put a permanent
into its owner's
graveyard. In general, cards that were printed
with the term "bury" now read "destroy
[a permanent]. It can't be regenerated."
Buyback
Buyback is a replacement effect modifying rule
413.2h. When playing an instant or sorcery spell
with buyback, the controller of the spell may
pay an additional cost specified on the card.
If he or she does,
when the spell resolves, the card is put into
his or her hand instead of into his or her graveyard.
If the card goes to some zone other than its
owner's graveyard as it resolves, buyback's
effect "loses track" of it, and the
card isn't returned to its owner's hand.
Cantrip
(Informal)
This is a nickname for any spell that has "Draw
a card" as part of its effect.
Card
This is specifically a Magic card, and is always
considered a card regardless of which zone it's
in. Tokens aren't cards. See section 2, "Cards."
Cast
(Obsolete)
Some older cards were used the term "cast"
to describe the playing of a spell. In general,
cards that were printed with the term "cast"
now use the term "play."
Caster
(Obsolete)
Some older cards used the term "caster"
to describe the player who played a spell. In
general, cards that were printed with the term
"caster" now refer to the spell's
"controller."
Casting
Cost (Obsolete)
Some older cards used the term "casting
cost" to describe the mana cost of a spell.
In general, cards that were printed with the
term "casting cost" now use the term
"mana cost." Cards that used the term
"total casting cost" now use the term
"converted mana cost."
Characteristics
A card, spell, or permanent's characteristics
are name, mana cost, color, type and subtype,
expansion
symbol, rules text, power, and toughness. A
card, spell, or permanent's characteristics
at any given time start with the initial values,
then are adjusted by any counters (on a permanent),
then by continuous effects. Characteristics
don't include any other information, such as
whether a permanent is tapped, a spell or permanent's
controller, a spell's target, what a local enchantment
enchants, and so on.
Cleanup
Cleanup is the second and final step of the
end phase. Spells and abilities may be played
during this step only if the conditions for
any state-based effects exist or if any abilities
have triggered. In that case, the step repeats.
See rule 314, "Cleanup Step."
Color
The only colors in Magic are white, blue, black,
red, and green. A permanent can be one or more
of those colors or it can be colorless. "Colorless"
isn't a color; neither are "artifact,"
"land," "brown," etc. A
card's initial color is determined by the color(s)
of the mana symbols in its mana cost. Spells
and abilities may change a permanent's color
temporarily or permanently. If an effect gives
a permanent a new color, the new color replaces
all previous colors the permanent had.
Colorless
A card with no color is colorless. Lands are
colorless because they have no mana cost. Artifacts
are
colorless because they have no colored mana
in their mana costs. A land or artifact can
be given a color by an effect.
Colorless
mana
The numeral mana symbols, X, and Y can represent
colorless mana as well as a generic mana cost.
Combat
Damage
Combat damage is dealt during the combat damage
step of the combat phase by attacking creatures
and blocking creatures. It doesn't include damage
dealt by spells and abilities during the combat
phase. See rule 310, "Combat Damage Step."
Combat
Phase
Combat is the third phase of the turn. The combat
phase has five steps: beginning of combat, declare
attackers, declare blockers, combat damage,
and end of combat. See rules 306311.
Comes
into Play
A permanent comes into play when the card or
token representing it is moved into the in-play
zone. A
permanent whose type or controller changes doesn't
"come into play." Permanents come
into play untapped and under the control of
whoever put them into play. Instructions that
alter permanents coming into play do so as they
come into play. For example, if an instruction
causes something to come into play tapped, it
isn't put into play untapped and then tapped.
The controller-to-be of that permanent makes
any choices required by the instruction. When
a permanent comes into play, first apply any
"as [this card] comes into play" text,
then apply any "[this card] comes into
play with" text, then apply continuous
effects, then check to determine if the current
form of the permanent generates any triggered
abilities.
Continuous
Ability (Obsolete)
In earlier versions of the rules, static abilities
were known as "continuous abilities."
Continuous
Effect
Continuous effects are usually active as long
as the permanent with the associated static
ability remains in play. A spell or ability
can also create a continuous effect that doesn't
depend on a permanent; these last for the specified
time. See rule 418, "Continuous Effects."
Continuous
Artifact (Obsolete)
Earlier versions of the rules provided support
for a "continuous artifact" card type.
All continuous artifact cards are now simply
artifact cards. Artifacts printed with the continuous
artifact card type generally have no activated
abilities.
Control,
Controller
Every permanent, spell, and ability has a controller.
When a permanent comes into play, its controller
is whoever put it into play unless the spell
or ability that generated the permanent states
otherwise. Other effects can later change a
permanent's controller. Cards in zones other
than in play or the stack have no controller.
A spell or activated ability on the stack is
controlled by whoever played it. A triggered
ability is controlled by the player who controlled
its source at the time it triggered.
Converted
Mana Cost
The converted mana cost of a card is the total
amount of mana in its mana cost, regardless
of color. For
example, Air Elemental has a mana cost of 3UU
and a converted mana cost of 5. See rule 203,
"Mana Cost."
Copy
Card
A "copy card" is a card that creates
or becomes a "copy" of another spell,
permanent, or card. See rule 503, "Copying
Spells and Abilities."
Cost
Playing spells and activated abilities requires
paying a cost. Most costs are paid in mana,
but they may also include paying life, tapping
or sacrificing permanents, discarding cards,
and so on. It's illegal to pay a cost without
having the necessary resources to pay it fully.
For example, a player with only 1 life can't
pay a cost of 2 life, and a permanent that's
already tapped can't be tapped to pay a cost.
See rule 203, "Mana Cost," and rule
403, "Activated Abilities."
Counter
Counter has two meanings in the Magic game.
1. To counter a spell or ability is to cancel
it, removing it from the stack zone. It doesn't
resolve and none of its effects occur. A countered
spell is put into its owner's graveyard. 2.
A counter is a marker placed on a permanent,
either modifying its characteristics or interacting
with an ability. A +X/+Y counter on a permanent,
where X and Y are numbers, adds X to that
permanent's power and Y to that permanent's
toughness. These bonuses are added after permanent-type
changing effects and before other power and
toughness changing effects. Counters with the
same name or description are interchangeable.
Counters may also be given to players. For information
about poison counters, see rule 102.8.
Counts
As (Obsolete)
Some older cards were printed with text stating
that the card "counts as" something.
As far as the game rules and other cards are
concerned the card is that thing. (Newer Magic
cards use "is" instead.) This isn't
an ability; it applies even when the card's
not in play. For example, a card that "counts
as a forest" can be retrieved with a spell
that searches the library for a forest card,
and once in play it may be tapped for green
mana and allows forestwalk.
Creature
Creature is both a card type and permanent type.
The active player can play creature spells only
during his or her main phase when the stack
is empty. See rule 214.7, "Creatures."
Cumulative
Upkeep
Cumulative upkeep is an upkeep-triggered ability.
"Cumulative upkeep [cost]" means "At
the beginning of your upkeep, put an age counter
on this permanent. You may pay [cost] for each
age counter on the permanent. If you don't,
sacrifice it." Note that if a permanent
has more than one instance of cumulative upkeep,
each creates a separate triggered ability at
the beginning of upkeep that counts all the
age counters on the permanent from both abilities.
See rule 502.13, "Cumulative Upkeep."
Cycling
Cycling is an activated ability. "Cycling
[cost]" means "[Cost], Discard this
card from your hand: Draw a card. Play this
ability only if this card is in your hand."
See rule 502.18, "Cycling."
Damage
Many spells and abilities deal damage to creatures
and/or players. Creatures may also deal combat
damage during the combat phase. Damage dealt
to a player is subtracted from his or her life
total. Damage dealt to a creature stays on the
permanent, even if it stops being a creature.
A creature with damage greater than or equal
to its toughness (and greater than 0) has been
dealt lethal damage and is destroyed. (See rule
420, "State-Based Effects.") Damage
doesn't alter a creature's toughness. A noncreature
permanent isn't affected by damage (but if it
becomes a creature again before the damage is
removed, the creature may be destroyed). During
the cleanup step, all damage is removed from
permanents. Costs and effects that read "lose
life" or "pay life" don't deal
damage, and that loss of life can't be prevented
or otherwise altered by damage-prevention effects.
Damage-Prevention
Ability
A damage-prevention ability is a static or activated
ability that generates a damage-prevention effect.
See rule 419.7, "Prevention Effects."
Deck
A player's deck is the collection of cards that
player starts the game with. When the game begins,
each
player's deck becomes his or her library.
Defending
Player
During the combat phase, the active player's
opponent is the defending player. (In a multiplayer
game, there may be one defending player at a
time or there may be more than one, depending
on which variant is being played.) Creatures
can attack only the defending player; they can't
attack other players or creatures. During phases
other than combat, there is no defending player.
Delayed
Triggered Ability
A delayed triggered ability is created by effects
generated when some spells or abilities resolve.
See rule 406.2, "Delayed Triggered Abilities."
Destroy
To destroy a permanent is to move it from the
in-play zone to its owner's graveyard. Regeneration
or other destruction-replacement effects can
replace this action. See rule 419, "Replacement
and Prevention Effects."
Discard
A player discards a card by putting a card from
his or her hand into his or her graveyard. By
default, spells and abilities that cause a player
to discard a card allow the affected player
to choose which card to discard. Some spells
and abilities, however, require a random discard
or allow another player to choose which card
is discarded.
Draw
Draw has two meanings in the Magic game. 1.
A player draws a card by putting the top card
of his or her library into his or her hand.
A spell or ability may move cards from a player's
library to that player's hand without the player
"drawing" them; this makes a difference
for abilities that trigger on drawing cards
or that replace card draws. 2. A game ends in
a draw if both players lose or win simultaneously.
Draw
Step
The draw step is the third step of the beginning
phase, with a triggered ability that requires
the active
player to draw a card at the beginning of the
step. A player may play spells and abilities
during this step whenever he or she has priority.
See rule 304, "Draw Step."
Dual
Land (Informal)
Ten "dual land" cards were printed
in early Magic editions; each of these has two
basic land types in addition to its inherent
land type. For example, Taiga has the land types
Taiga, forest, and mountain. Dual land cards
have the default abilities of both basic land
types and are treated as both by all spells
and abilities that specifically refer to those
types. However, they are not basic lands. A
dual land card doesn't count as two lands while
in playit's just one land with multiple
land types. Changing one of the land type words
on a dual land also changes which mana ability
it has. Thus, if you play a spell or ability
that edits Taiga to read, "Taiga is a plains
and a forest in addition to its land type,"
it could then be tapped for white or green mana.
Duel
(Obsolete)
In earlier versions of the rules, a game of
Magic was known as a "duel." See also
Match.
During
(Obsolete)
Earlier versions of the rules provided support
for "phase abilities," which were
written "During [phase], [action]"
In general, cards that were printed with phase
abilities now 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.
Echo
Echo is an upkeep-triggered ability. "Echo"
in a permanent's rules text 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 its mana cost." See rule 502.19, "Echo."
Effect
"Ability" and "effect" are
often confused with one another. An instruction
in a permanent's text is an ability. The result
of carrying out such an instruction, or that
of a spell, is an effect. See rule 416, "Effects."
When a spell or ability resolves, it creates
an effect. There are three basic types: one-shot
effects, continuous effects, and replacement
or prevention effects. Some effects may in turn
create delayed triggered abilities that trigger
later.
Enchant
World
A card printed with the type "Enchant World"
is a global enchantment. If two or more enchant
worlds are in play, all except for the one that
has been an enchant world for the shortest amount
of time are put into their owners' graveyards.
This is a state-based effect; see rule 420.
Enchantment
Enchantment is both a card type and a permanent
type. The active player can play enchantment
spells only during his or her main phase when
the stack is empty. See rule 214.8, "Enchantments."
See also
Global Enchantment, Local Enchantment.
End
of Turn
This is the first step of the end phase. See
rule 313, "End of Turn Step."
End
Phase
The end phase is the fifth and final phase of
the turn. It has two steps: end of turn and
cleanup. See rule 312, "End Phase."
Evasion
Ability
Evasion abilities restrict what creatures can
block an attacking creature. These are static
abilities that
modify the declare blockers step of the combat
phase. See rule 501, "Evasion Abilities."
Event
Anything that happens in a game is an event.
Multiple events may take place during the resolution
of a
spell or ability. The text of triggered abilities
and replacement effects defines the event they're
looking for; one "happening" may be
treated as a single event by one ability and
as multiple events by another. For example,
if an attacking creature is blocked by two defending
creatures, this is one event for a triggered
ability that reads "Whenever [name] becomes
blocked" but two events for a triggered
ability that reads "Whenever [name] becomes
blocked by a creature."
Exchange
A spell or ability may instruct two 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 it can't exchange the chosen things, it has
no effect on them. For 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. Or if a spell attempts to
exchange control of two target creatures but
both of those creatures are controlled by the
same player, the spell does nothing to the two
creatures. When control of two permanents is
exchanged, each player simultaneously gains
control of the permanent that was controlled
by the other player. 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. Some spells or abilities may
instruct a player to exchange cards in two different
zones (for example, cards removed from the game
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.
Expansion
Symbol
The small icon printed below the right edge
of the illustration on a Magic card is the expansion
symbol, indicating in which set the card was
published. Cards reprinted in the basic set
receive its expansion symbol and no longer count
as part of their original set. This is important
only to spells and abilities that affect cards
from a particular expansion. The first five
editions of the basic set had no expansion symbol.
The expansion symbols to date are:
Expansions
and Editions
Arabian Nights®
Antiquities®
Legends®
The Dark®
Fallen Empires
Ice Age
Homelands
Alliances
Mirage
Visions
Weatherlight
Tempest
Stronghold
Exodus
Urza's Saga
Urza's Legacy
Urza's Destiny
Classic (Sixth Edition)
Mercadian Masques
Nemesis
Prophecy
Invasion
Planeshift
Apocalypse
Seventh Edition
Odyssey
Torment
Starter-Level Sets
Portal
Portal Second Age
Portal Three Kingdoms
Starter
Promotional
Cards
DragonCon
Magic novels
Arena league cards
Social-Play
Sets
Unglued
Fading
Fading is a keyword ability that causes permanents
to stay in play for a limited time. Cards with
fading come into play with a specified number
of fade counters on them, as if the card read,
"[This card] comes into play with [a number
of] fade counters on it." They also have
a triggered ability that reads "At the
beginning of your upkeep, remove a fade counter
from [this card]. If you can't, sacrifice [this
card]." See rule 502.20, "Fading."
Fast
Effect (Obsolete)
In earlier versions of the rules, instants and
activated abilities were also known as "fast
effects."
First
Strike
First strike is a static ability that modifies
the rules for the combat phase. Creatures with
first strike assign and deal their damage first,
then surviving creatures without first strike
assign and deal their damage in a separate step.
See rule 502.2, "First Strike."
Fizzle
(Obsolete)
In earlier versions of the rules, the term "fizzle"
was used when a spell or ability was countered
as a result of all its targets being missing
or illegal when it resolved.
Flanking
Flanking is a triggered ability that triggers
during the declare blockers step of the combat
phase. The word "flanking" in a creature
card's rules text means "Whenever this
creature becomes blocked by a creature without
flanking, the blocking creature gets -1/-1 until
end of turn." See rule 502.3, "Flanking."
Flashback
Flashback is a static ability of some instant
and sorcery cards that functions while the card
is in its owner's graveyard. The card's owner
can play the spell from his or her graveyard
by paying its flashback cost. If a spell is
played this way, it's removed from the game
instead of being put anywhere else any time
it would leave the stack. Playing a spell using
its flashback ability follows the rules for
paying alternative costs in rules 409.1b and
409.1f.
Flavor
Text
This is text in italics appearing below the
rules text on a card. It provides a mood or
gives interesting
background detail for the game world but has
no effect on play.
Flying
Flying is an evasion ability. A creature with
flying can't be blocked by creatures without
flying. A creature with flying can block a creature
with or without flying. See rule 502.4, "Flying."
Forestwalk
See Landwalk.
Generic
Mana Cost
A generic mana cost is represented by a number
in a gray circle. Any color of mana, as well
as colorless
mana, may be used to pay a generic mana cost.
Global
Enchantment
Global enchantments are a category of enchantments.
A global enchantment is labeled "Enchantment"
and isn't attached to another permanent while
it's in play.
Graveyard
Each player's discard pile is his or her graveyard.
Countered spells, destroyed or sacrificed permanents,
and discarded cards are put into their owner's
graveyard. See rule 217, "Zones."
Hand
The hand is the zone where a player holds cards
that haven't been played yet. See rule 217,
"Zones."
Haste
Normally a creature can't attack or use activated
abilities whose cost includes tapping the creature
(that is, the tap symbol) unless it's been controlled
by the player continuously since the beginning
of that controller's most recent turn. Haste
is a static ability that allows a creature to
ignore this rule. See rule 502.5, "Haste."
Hidden
Information (Obsolete)
In earlier versions of the rules, choices involved
in playing spells and abilities were made during
announcement, except sacrifices and certain
categories of choices involving "hidden
information" defined by complex rules.
Under current Magic rules, a clearly defined
set of choices is made during the announcement
of a spell or ability, and all other choices
are made when the spell or ability resolves.
See rule 409, "Playing Spells and Activated
Abilities."
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 502.17, "Horsemanship."
If
A triggered ability may read "When/Whenever/At
[trigger], if [condition], [effect]." The
ability checks for the stated condition to be
true when the trigger event occurs. If it is,
the ability triggers and goes on the stack.
On resolution, the ability rechecks the condition.
If the condition isn't true at either of those
times, the ability does nothing. This rule is
referred to as the "intervening 'if' clause"
rule. Note that the word "if" has
only its normal English meaning anywhere else
in the text of a card; this rule only applies
to an "if" that immediately follows
the trigger condition.
In
Play
In play is the zone in which permanents exist.
When an artifact, creature, or enchantment spell
resolves, the card is put into the in-play zone
as a permanent. Tokens and lands also exist
in this zone. See rule 217, "Zones."
Infinity
Rule
There's no such thing as "infinity"
in Magic rules. Occasionally the game can get
into a state where a set of actions could be
repeated forever. The "infinity rule"
governs how to break such loops. See rule 421,
"Handling 'Infinite' Loops."
Initial
Value
The initial values of a permanent's characteristics
are printed on the card or in the rules text
of the spell or ability that created the token.
Effects that change a permanent's type change
the initial values for one or more of its characteristics,
not the current values. They don't override
continuous effects that are changing those characteristics.
See rule 214.5.
Instant
Instant is a card type. A player may play instant
spells whenever he or she has priority. An instant
spell is put into its owner's graveyard as the
last step of its resolution. See rule 409, "Playing
Spells and Activated Abilities."
Interrupt
(Obsolete)
Earlier versions of the rules provided support
for the "interrupt" spell type. All
interrupt cards are now instant cards. All abilities
that were played as interrupts are now played
like normal activated abilities (and mana abilities
if they produce mana).
Islandwalk
See Landwalk.
Kicker
Kicker is a keyword ability with a cost and
an effect. Paying a spell's kicker cost causes
the spell to have an additional or alternative
effect. See rule 502.21, "Kicker."
A kicker cost is an additional cost to play
a spell. You declare whether you intend to pay
a spell's kicker cost at the same time you would
choose the spell's mode (see rule 409.1b), and
you actually pay the cost when you pay the rest
of the spell's costs (see rule 409.1f). Paying
a kicker cost is always optional. A spell's
controller chooses targets (see rule 409.1c)
for a kicker effect only if he or she declared
the intention to pay the kicker cost for that
effect. If the spell's controller declared that
he or she wouldn't pay a particular kicker cost,
he or she doesn't choose the targets for the
effect associated with that kicker cost.
Lair
Lair is a land type. Having the type Lair does
not make a land a basic land.
Land
Land is both a card type and a permanent type.
Lands aren't spells and don't go on the stack;
they are
simply put in play from the hand. The active
player may play a land once each turn during
his or her main phase when he or she has priority
and the stack is empty. See rule 214.9, "Lands."
Land
Type
A land's type is its card name. For example,
a Forest is type "forest" and an Adarkar
Wastes is type "Adarkar Wastes." Note
that "basic" and "nonbasic"
aren't land types.
Landhome
(Obsolete)
Earlier versions of the rules provided support
for a class of abilities called "landhome."
The term itself is generic; a card's rules text
usually named a specific type of land, such
as "islandhome." This means, "This
creature can't attack unless defending player
controls an island" and "When you
control no islands, sacrifice this creature."
Cards that previously had landhome now simply
have the two parts of landhome written out without
using the keyword.
Landwalk
"Landwalk" is a generic term; a card's
rules text usually names a specific type of
land, such as "islandwalk."
Landwalk is an evasion ability. A creature with
landwalk is unblockable as long as the defending
player controls at least one land of the specified
type. See rule 502.6, "Landwalk."
Leaves
Play
A permanent leaves play when it moves from the
in-play zone to any other zone. See rule 410.10c.
If a token leaves play, it ceases to exist.
This is a state-based effect. If a card leaves
play and later returns, it's treated as an entirely
new permanent with no "memory" of
anything from its former existence. (Phasing
is an exception to this; see rule 502.15, "Phasing.")
Legend,
Legendary
Legend is a special creature type. Legendary
is a supertype that may apply to any type ("Legendary
Land," "Legendary Artifact,"
etc.). If two or more Legends or legendary permanents
with the same name are in play, all except the
one that has been a Legend or legendary permanent
with that name the longest are put into their
owners' graveyards. This "Legend rule"
is a state-based effect. A Legend that stops
being a creature is still legendary, and a legendary
permanent that becomes a creature gets the creature
type Legend in addition to any other creature
type it may have. A Legend that changes creature
type to a creature type other than Legend is
no longer a Legend and is no longer subject
to the Legend rule. A creature that changes
creature type to Legend is now a Legend, and
is subject to the Legend rule.
Lethal
Damage
Lethal damage is an amount of damage greater
than 0 and greater than or equal to a creature's
toughness. A creature with lethal damage is
destroyed. This is a state-based effect.
Library
The library is the zone from which a player
draws cards. When a game begins, each player's
deck becomes his or her library. See rule 217.2,
"Library."
Life,
Life Total
Life total is a sort of score. Each player starts
the game with 20 life, and a player whose life
total drops to 0 or less loses. This is a state-based
effect.
LIFO
An acronym for "Last In, First Out,"
LIFO is the order in which spells and abilities
resolve after going on the stack. The last played
is resolved first. See rule 413, "Resolving
Spells and Abilities."
Local
Enchantment
Local enchantments are a category of enchantments.
A local enchantment is labeled "Enchant
[type]" and is attached to another permanent
while in play. See rule 214.8, "Enchantments."
Main
Phase
The term "main phase" comprises the
first main and second main phases, also called
the "precombat" and "postcombat"
main phases. Artifact, creature, enchantment,
and sorcery spells may be played only by the
active player during his or her main phase,
and only when the stack is empty. A player may
also play one land each turn during his or her
main phase.
Mana
Mana is the energy used to play spells and it's
usually produced by lands. Mana is created by
mana abilities (and sometimes by spells), and
it can be used to pay costs immediately or can
go into the player's mana pool. Colored mana
costs, represented by colored mana symbols,
can be paid only with the appropriate
color of mana. Generic mana costs can be paid
with any color of, or with colorless, mana.
Specialized types of mana can exist. For example,
an ability might produce mana that can be used
only to play creature spells, or to pay activation
costs.
Mana
Ability
This is an ability category. A mana ability
is either activated or triggered. A mana ability
doesn't go on the stackit resolves immediately.
A player may play a mana ability whenever he
or she has priority and whenever a rule or effect
asks for a mana payment. This is the only type
of ability that can be played in the middle
of playing or resolving a spell or ability.
See rule 406.1, "Mana Abilities."
Mana
Burn
When a phase ends, any unused mana remaining
in a player's mana pool is lost. The player
loses 1 life for each mana lost this way. This
is called "mana burn."
Mana
Cost
The mana cost of a nonland card is indicated
by the mana symbols printed on its upper-right
corner. The mana cost of a land card or a token
is 0. See rule 203, "Mana Cost."
Mana
Pool
When a spell or ability creates mana that's
not used immediately to pay a cost, the mana
is stored in the mana pool, an imaginary area.
From there, it can be used to pay for spells
and abilities. The mana pool is cleared at the
end of each phase. See also Mana Burn.
Mana
Source (Obsolete)
Earlier versions of the rules provided support
for the "mana source" spell type.
All mana source cards are now instant cards.
Abilities that read, "Play this ability
as a mana source" are now mana abilities.
Mana
Symbol
The mana symbols are W, U, B, R, G, 0, numerals,
X, and Y. Each of the colored mana symbols represents
one colored mana: W white, U blue, B black,
R red, and G green. Numeral symbols (such as
1) are generic mana costs and represent an amount
of mana that can be paid with any color of,
or colorless, mana. The symbols X and Y represent
unspecified amounts of mana; when playing a
spell or activated ability with X or Y in its
cost, its controller decides the value of that
variable. Numeral symbols, X, and Y can also
represent colorless mana if they appear in the
effect of a spell or of a mana ability that
reads "add [mana symbol] to your mana pool"
or something similar. The symbol 0 represents
zero mana and is used as a placeholder when
a spell or activated ability costs nothing to
play. A spell or ability whose cost is 0 must
still be played the same way as one with a cost
greater than zero; it won't play itself automatically.
Match
A match is a series of Magic games and is
important only for tournament or league play.
A match usually consists of the best two of
three games, or sometimes the best three of
five. For more information, consult the Magic
DCI Floor Rules.
Maximum
Hand Size
Each player's maximum hand size is normally
seven cards, though effects may modify this.
As the first part of the active player's cleanup
step, if he or she has too many cards in his
or her hand, that player chooses and discards
as many cards as needed to reduce his or her
hand to its maximum size (but no more than that).
See rule 314, "Cleanup Step."
Modal,
Mode
A spell is modal if it offers a choice of effects.
Its controller must choose the mode as part
of playing the
spell. On current cards, modal spells are always
written "Choose one " or "[a
specified player] chooses one ."
Mono
Artifact (Obsolete)
Earlier versions of the rules provided support
for the "mono artifact" card type.
All mono artifact cards are now simply artifact
cards. Artifacts printed with the mono artifact
card type generally have the tap symbol in their
activation cost. If there is none printed, "tap"
must be added to the printed cost.
Mountainwalk
See Landwalk.
Move
A spell or ability may instruct a player to
"move" a local enchantment or a counter
from one permanent to another. If the enchantment
or counter no longer exists or the new permanent
is no longer in play when the spell or ability
resolves, nothing happens. Similarly, an enchantment
can't be moved onto a permanent it couldn't
enchant; if this kind of move is attempted,
the enchantment stays where it was. A moved
enchantment stops enchanting the previous permanent
and starts enchanting the new one, and it receives
a new timestamp. Nothing else about the enchantment
changes. The enchantment never left play, so
no comes-into-play or leaves-play triggered
abilities will trigger. If an ability of the
moved enchantment affecting "enchanted
[permanent]" was on the stack when the
enchantment moved, it will affect the new enchanted
permanent when it resolves, not the old one.
Mulligan
A player can "mulligan" by shuffling
his or her hand back into his or her library
and drawing a new hand with one fewer card before
taking the first turn. Any player dissatisfied
with his or her starting hand may mulligan as
often as he or she wishes, drawing one fewer
card each time. See rule 101.5.
Multicolored
A multicolored card has two or more colors.
Multicolored cards are printed with gold frames
to reinforce this. A multicolored permanent
is affected by anything that singles out any
of its colors. For example, a
black-and-green creature is destroyed by a spell
that reads "Destroy all green creatures."
Something that can't affect a particular color
won't affect a multicolored permanent with that
color, so that same creature can't be targeted
by a spell or ability that reads "Destroy
target nonblack creature."
Name
The name of a card is printed on its upper-left
corner. See rule 202, "Name."
Nonbasic
Land
Any land with a name other than Plains, Island,
Swamp, Mountain, or Forest is nonbasic. A nonbasic
land that is a basic land type has that land's
mana ability and is subject to any spells or
abilities that act on that land type, but it
isn't a basic land.
Number
Magic uses only natural numbers. You may not
choose a fractional number, deal fractional
damage, and so on. When a spell or ability could
generate a fractional number, the spell or ability
will tell you whether to round up or down. If
a creature's power or toughness, a mana cost,
a player's life total, an amount of damage,
or an amount of life loss would be less than
zero, it's treated as zero for all purposes
except adding to or subtracting from that total.
Example: A 0/2 creature gets -1/-1 until end
of turn. It is now a -1/1 creature, which acts
exactly like a 0/1 creature except for things
that would change its power further. If it is
later given +2/+0, then it becomes a 1/1 creature,
not a 2/1 creature.
Obsolete
Terms marked "(Obsolete)" in this
glossary were used on older cards or in older
editions of the rules. Updated wordings for
all cards using these terms are available in
the Oracle card reference.
One-Shot
Effect
One-shot effects are effects that do something
only once and then end. See also Continuous
Effects.
Opponent
The word "opponent" in a spell or
ability's rules text always refers to the opponent
of the player controlling the spell or ability.
In a team game, only members of the opposing
team are opponents; teammates aren't opponents.
In a free-for-all, all other players are a player's
opponents.
Owner
The owner of a card is the player who started
the game with that card in his or her deck.
(Legal ownership is irrelevant to the game rules.)
The owner of a token is the controller of the
spell or ability that created it.
A spell or ability can change a permanent's
controller but never its owner. A card is always
put into its owner's library, hand, or graveyard,
regardless of who controlled the card in its
previous zone.
Pass
To pass is to decline to play a spell or ability.
When a player passes, his or her opponent receives
priority. If both players pass in succession,
the spell, ability, or combat damage on top
of the stack resolves. If the stack is empty,
the phase or step ends.
Pay
Playing most spells and activated abilities
requires paying costs. Paying mana is done by
removing the indicated amount of mana from the
player's mana pool. Any time a player is asked
to pay mana, mana abilities may be played. Paying
life subtracts the indicated amount of life
from the player's life total. A player can't
pay a nonzero mana cost greater than the amount
of mana in his or her mana pool or a life cost
greater than his or her life total. Costs of
zero can always be paid. To pay any other cost,
the player carries out the instructions specified
in the card's rules text. It's illegal to attempt
paying a cost when unable to successfully follow
the instructions. For example, a player can't
pay a cost that requires tapping a creature
if that creature is already tapped. Each payment
applies to only one spell or ability. For example,
a player can't sacrifice just one creature to
play the activated abilities of two permanents
that require sacrificing a creature as a cost.
Also, the resolution of a spell or ability doesn't
pay another spell or ability's cost, even if
part of its effect is doing the same thing the
other cost asks for.
Permanent
A permanent is any card or token in the in-play
zone. See rule 214, "Permanent Type."
Permanently
(Obsolete)
Certain older cards were printed with the term
"permanently" to indicate effects
with no expiration. In
general, cards that were printed with the term
"permanently" now instead use reminder
text to indicate that the effect lasts past
the end of the turn. Example: An ability that
originally had the text "Gain control of
target creature permanently" would now
have the following text: "Gain control
of target creature. (This effect doesn't end
at end of turn.)" This effect grants control
of the permanent until something else changes
the controller or it leaves play. It doesn't
make the permanent immune to other control effects.
Phase
Each turn is divided into five phases: beginning,
first main, combat, second main, and end. See
section 3, "Turn Structure."
Phase
Ability (Obsolete)
Earlier versions of the rules provided support
for "phase abilities," which were
written "During [phase], . . . ."
In general, cards that were printed with phase
abilities now have abilities that trigger at
the beginning of a step or phase.
Phased-Out
The phased-out zone is a special zone for permanents
with phasing that are temporarily out of play.
See rule 502.15, "Phasing."
Phasing
Phasing is a static ability that causes a permanent
to leave play and later return, without losing
its "memory." See rule 502.15, "Phasing."
Plainswalk
See Landwalk.
Play
The act of playing a spell, land, or ability
involves announcing the action and taking the
necessary steps to complete it. Playing a spell
or activated ability requires paying any costs
and choosing any required modes
and/or targets. See rule 409, "Playing
Spells and Activated Abilities." Playing
a land simply requires choosing a land card
from the hand and putting it into play. Playing
a mana ability requires paying any costs, then
immediately resolving the ability. See rule
411, "Playing Mana Abilities." Triggered
abilities and static abilities aren't playedthey
happen automatically.
Play/Draw
At the start of a game, one player gets to choose
the order of play. Whoever plays first skips
his or her
first draw step. This is referred to as the
play/draw rule. See rule 101, "Starting
the Game."
Poly
Artifact (Obsolete)
Earlier versions of the rules provided support
for the "poly artifact" card type.
All poly artifact cards are now artifact cards.
Artifacts printed with the poly artifact card
type generally have an activated ability that
doesn't require tapping the artifact as part
of the activation cost.
Postcombat
The second main phase in each turn is called
the postcombat main phase. If an effect causes
a turn to
have an extra combat phase and another main
phase, the additional one is also a postcombat
main phase.
Power
The number before the slash printed on the lower-right
corner of a creature card is the creature's
power. A creature's current power is the initial
value (the printed number), modified by any
counters that adjust power and then by any continuous
effects. Creatures that attack or block assign
combat damage equal to their power. See rule
310, "Combat Damage Step." A few creature
cards have power represented by * instead of
a number. This signifies that the creature has
a static ability that sets its power according
to some stated condition. If a spell or ability
attempts to read the power when the creature
card isn't in play, the * is equal to 0.
Precombat
The first main phase in each turn is called
the precombat main phase.
Prevention
Effects that prevent something from happening
replace it with "do nothing." (See
rule 419, "Replacement and Prevention Effects.")
A prevention effect must be active before the
event it's intended to prevent.
Effects that prevent a specific amount of damage
act as "shields" and stay active until
that amount of damage has been prevented or
the turn ends. The damage doesn't have to be
dealt by a single source or all at once. Effects
that prevent all damage from a specific source
apply to the next damage dealt by that source,
regardless of the amount. These effects expire
when the turn ends.
Priority
The player who has the option to play a spell
or ability at any given time has priority. Each
time a spell, an ability (other than a mana
ability), or combat damage resolves, and at
the beginning of most phases or steps, the active
player receives priority. After a player plays
a spell, ability, or land, he or she again receives
priority. When a player passes, his or her opponent
receives priority. (If both players pass in
succession, the spell, ability, or combat damage
on top of the stack resolves or, if the stack
is empty, the phase or step ends.) Each time
a player would get priority, all applicable
state-based effects resolve first as a single
event (see rule 420). Then, if any new state-based
effects have been generated, they resolve as
a single event. This process repeats until no
more applicable state-based effects are generated.
Then triggered abilities are added to the stack
(see rule 410). These steps repeat in order
until no further state-based effects or triggered
abilities are generated.
Protection
Protection is a static ability. A permanent
with protection from [quality] can't be targeted
by [quality]
spells, targeted by abilities from a [quality]
source, or enchanted by [quality] enchantments.
Such enchantments enchanting the permanent with
protection will be put into their owners' graveyards
as a
state-based effect. If a creature with protection
attacks, it can't be blocked by [quality] creatures.
In
addition, all damage dealt to it from [quality]
sources is prevented. See rule 502.7, "Protection."
Pseudospell
A pseudospell is an activated or triggered
ability that goes on the stack like a spell.
See rule 217.6b.
Rampage
Rampage is a triggered ability. "Rampage
X" means "When this creature becomes
blocked by two or more creatures, it gets +X/+X
until end of turn for each creature blocking
it beyond the first." See rule 502.12,
"Rampage."
Redirect
(Obsolete)
Some older cards were printed with the term
"redirect" to describe the act of
dealing damage to a different player or creature
than originally specified by a spell, ability,
or combat-damage assignment, without changing
the source or type of damage. In general, cards
that were printed with the term "redirect"
now have abilities that generate replacement
effects which modify where the damage will be
dealt. "Redirect" is still used informally
to describe what these replacement effects do.
Regenerate
Regeneration is a destruction-replacement effect.
"Regenerate [permanent]" means "The
next time
[permanent] would be destroyed this turn, instead
remove all damage from it, tap it, and (if it's
in combat) remove it from combat." Because
it's a replacement effect, it must be active
before the attempted destruction event. Note
that if destruction is caused by lethal damage,
any abilities that trigger from that damage
being dealt still trigger even if the permanent
regenerates.
Reminder
Text
Reminder text appears after a keyword ability
printed on a card or on cards that might otherwise
be
commonly misunderstood. Reminder text is italicized
and in parentheses. This text provides a summary
of the game rule but isn't itself considered
rules text.
Removed
from Combat
An attacking or blocking creature that is
removed from combat stops being an attacking
or blocking
creature and can no longer assign combat damage
or have combat damage assigned to it. Any combat
damage that's already on the stack assigned
to or by the creature will still resolve normally.
Removed
from the Game
A card removed from the game is out of play
and can't be affected by spells or abilities.
However, the spell or ability that removed the
card may specify a way for it to return. Some
cards use the expression "set aside"
for situations in which a card removed from
the game can return to play. See rule 217.7,
"Removed from the Game."
Replacement
Effect
A replacement effect is a type of continuous
effect that "watches" for a specified
event and replaces it
with a different one. See rule 419, "Replacement
and Prevention Effects."
Resolve
When a spell or ability on top of the stack
resolves, its controller carries out the instructions
printed on the card, in the order written. When
combat damage resolves, it's dealt as previously
assigned to the fullest extent possible. See
rule 413, "Resolving Spells and Abilities."
Respond,
Response (Informal)
A player can choose to play an instant spell
or activated ability when something else is
already on the stack, rather than waiting for
the earlier spell or ability to resolve first.
The spell or ability is said to be
played "in response to" the earlier
spell or ability.
Reveal
To reveal a card is to show that card to all
players. This is a one-shot effect; after all
players have seen
the card, it's returned to its former state.
Sacrifice
To sacrifice a permanent, its controller moves
it from the in-play zone directly to its owner's
graveyard. If an effect instructs a player to
sacrifice a permanent that he or she doesn't
control, nothing happens. Sacrificing a permanent
doesn't destroy it, so regeneration or other
effects that replace destruction can't affect
it.
Search
If you're required to search a zone not revealed
to all players for cards matching some criteria,
you aren't required to find those cards even
if they're present. Even if you don't find any
cards, you are still considered to have searched
the zone. If you're simply searching for "any
card," however, you must find a card (if
possible). If you're required to search for
a specific number of cards, you must choose
that many cards (or as many as possible.) For
example, if an effect causes you to search a
player's library for all duplicates of a particular
card and remove them from the game, you may
choose to leave some of them alone, but if an
effect causes you to search your library for
three cards and it contains at least three,
you can't choose less than three.
Separating
Cards into Piles
If a player is asked to separate a group of
cards into two or more piles, the cards do not
leave the zone
they're currently in. If cards in a graveyard
are split into piles, the order of the graveyard
must be
maintained as much as possible.
Set
Aside
To set aside a card is to remove it from the
game; however, the effect will specify some
condition that
allows the set-aside card to return to the game.
See also Removed from the Game.
Shadow
Shadow is an evasion ability. Attacking creatures
with shadow can't be blocked by creatures without
shadow, and attacking creatures without shadow
can't be blocked by creatures with shadow. See
rule
502.8, "Shadow."
Skip
To skip a step, phase, or turn is to proceed
past it as though it didn't exist. Skipping
is a replacement effect. "Skip [something]"
is the same as "Instead of doing [something],
do nothing." Once a step, phase, or turn
has started, it can no longer be skippedany
skip effects will wait until the next occurrence.
Anything scheduled for a skipped step, phase,
or turn won't happen. Anything scheduled for
the "next" occurrence of something
waits for the first occurrence that isn't skipped.
If two effects each cause a player to skip his
or her next occurrence, that player must skip
the next two; one effect will be satisfied in
skipping the first occurrence, while the other
will remain until another occurrence can be
skipped
Snow-Covered
Snow-covered is an ability that doesn't
do anything in its own right; it's simply a
keyword that other cards look for. When a card
refers to a "snow-covered land," it
means a land with the snow-covered ability.
When a card refers to a "snow-covered forest,"
it means a forest with the snow-covered ability,
and so on. See rule 502.14, "Snow-Covered."
Snow-Covered
Landwalk
Snow-covered landwalk is a special form
of landwalk. A creature with snow-covered landwalk
is unblockable as long as the defending player
controls at least one land of the specified
type that has the
snow-covered ability. See rule 502.6, "Landwalk."
Sorcery
Sorcery is a card type. The active player can
play sorcery spells only during his or her main
phase when the stack is empty. A sorcery spell
is put into its owner's graveyard as part of
its resolution. See rule 408.1d.
Source
The source of an ability or of damage is the
card or token that generated it. If an effect
requires a player
to choose a source, he or she may choose either
a permanent or a spell on the stack (including
one that
creates a permanent) or any card or permanent
referred to by a spell or pseudospell on the
stack. The effect will apply in the way specified
to the damage dealt by that spell or by that
permanent (in combat or by one of its abilities).
A source doesn't need to be capable of dealing
damage to be a legal choice.
Spell
A nonland card becomes a spell when it's played
and remains a spell until it's countered or
it resolves.
Nonland cards can also be referred to as "spell
cards." See rule 213, "Spell Type."
Split
Cards
Split cards have two card faces on a single
card. The back of a split card is the normal,
full-size Magic card back. Split cards have
two sets of characteristics: two names, two
mana costs, and so on. They always have both
sets, except when they're on the stack. When
you play a split card, you announce which side
of the card you're playing. While it's on the
stack, the other side of the card is ignored
completely. Split cards have two mana costs
with different colors of mana in them. That
means they are
multicolored cards, except while they're on
the stack. If an effect tells you to name a
card, you must name all of a split card's names.
Effects that ask for a split card's characteristic
get both answers. Effects that ask if a split
card's characteristic matches a given value
get only one answer. This answer is "yes"
if either side of the split card matches the
given value. See rule 505, "Split Cards."
Stack
A spell or ability goes on top of the stack
when it's played or triggered. Combat-damage
assignments also go on top of the stack as though
they were a single pseudospell. Whenever both
players pass in succession, the spell, ability,
or combat damage on top of the stack resolves
and the active player
receives priority again. See rule 217.6, "Stack,"
and rule 408.1, "Timing, Priority, and
the Stack."
State-Based
Effects
State-based effects continually "watch"
the game for a particular state. Whenever a
player would receive priority, state-based effects
are checked and applied. See rule 420, "State-Based
Effects."
State
Triggers
State triggers are triggered abilities that
watch for a game state rather than an event
and trigger as soon
as the game state matches the condition. Once
a state trigger has triggered, it won't trigger
again until
the pseudospell it created has resolved or been
countered. See rule 410.11.
Static
Ability
Static abilities do something all the time rather
than being played at specific times. Static
abilities create
continuous effects, which are active as long
as the permanent with the ability remains in
play and has the ability. A spell or ability
can also create a continuous effect that doesn't
depend on a permanent; these may last a specified
length of time or for the rest of the game.
See rule 412, "Handling Static Abilities."
Step
Some phases of the turn are further subdivided
into steps. See section 3, "Turn Structure."
Successfully
Cast (Obsolete)
Earlier versions of the rules provided support
for "successfully cast" as a step
in the announcement and resolution of a spell
or ability. In general, any ability that's written
as triggering when a spell is "successfully
cast" should be read as triggering when
the spell is played.
Summon
(Obsolete)
Older creature cards were printed with the type
"Summon [creature subtype]." All "Summon
[creature
subtype]" cards should be read as "Creature
[creature subtype]."
Summoning
Sickness (Obsolete)
In earlier versions of the rules, the term "summoning
sickness" was used to describe a creature's
inability to attack or to use activated abilities
which include the tap symbol when it has come
under a player's control since the beginning
of that player's most recent turn. See also
Haste.
Swampwalk
See Landwalk.
Tap
To tap a permanent is to turn it sideways. The
tap symbol (T in these rules) in an activation
cost means
"Tap this permanent"a permanent
that's already tapped can't be tapped again
to pay the cost.
Creatures that haven't been under a player's
control continuously since the beginning of
his or her most recent turn can't use any ability
with the tap symbol in the cost.
Target
Whenever the word target appears in the rules
text of a spell or ability, the controller of
the spell or ability chooses something that
matches whatever follows that word. This may
be as simple as "target land" or as
complex as "target tapped creature an opponent
controls." The choice of a spell or ability's
targets is made when the spell or ability is
played. A spell or pseudospell on the stack
can't target itself.
Text
Box
The text box is printed below the illustration
on a Magic card and contains rules, reminder
text, and flavor text.
Threshold
Threshold is a static ability. A card with threshold
has the text after "Threshold "
if its controller has
seven or more cards in his or her graveyard.
Otherwise, the text after "Threshold "
is treated as though it did not appear on the
card. An instant or sorcery card with threshold
has the threshold text only if the card is on
the stack. An artifact, creature, enchantment,
or land card with threshold, or any permanent
with threshold, has the threshold text only
if the card or permanent is in play.
Tie
If an effect could result in a tie, the text
of the spell or ability that created the effect
will specify what to
do in the event of a tie. The Magic game has
no default for ties.
Timestamp
Order
A permanent's timestamp is the time it came
into play, with two exceptions: (1) If two or
more permanents enter play simultaneously, the
active player determines their timestamp order
at the time they come into play, but a local
enchantment must be timestamped after what it
enchants; (2) Whenever a local enchantment becomes
attached to a permanent, the enchantment receives
a new timestamp. Continuous effects generated
by static abilities have the same timestamp
as the permanent that generated them. Continuous
effects generated by the resolution of a spell
or ability receive a timestamp when the spell
or ability creating them resolves.
Token
A token is an object in play representing a
noncard permanent created by a spell or ability.
Tokens can be tapped and untapped just like
cards, though an alternative to rotation might
be needed to distinguish their status. See rule
216, "Tokens."
Tombstone
Icon
Starting with the Odyssey set, a tombstone icon
appears to the left of the name of any card
with an ability that's relevant in a player's
graveyard. The purpose of the icon is to make
those cards stand out
when they're in a graveyard. This icon has no
effect on game play.
Total
Casting Cost (Obsolete)
Some older cards were printed with the term
"total casting cost" to describe the
converted mana cost of a spell. In general,
cards that were printed with the term "total
casting cost" now use the term "converted
mana cost."
Toughness
The number after the slash printed on the lower-right
corner of a creature card is the creature's
toughness. A creature's current toughness is
the initial value (the printed number), modified
by any counters that adjust toughness and then
by any continuous effects. A creature that's
been dealt damage greater than or equal to its
toughness (and greater than 0) has lethal damage
and will be destroyed the next time any player
would receive priority. This is a state-based
effect. A few creature cards have toughness
represented by * instead of a number. This signifies
that the creature has a static ability that
sets its toughness according to some stated
condition. If a spell or ability attempts to
read the toughness when the creature card isn't
in play, the * is equal to 0.
Trample
Trample is a static ability modifying the combat
damage step of the combat phase. It lets an
attacking
creature "trample over" blocking creatures
and assign part of its combat damage to the
defending player. See rule 502.9, "Trample."
Trigger,
Triggered Ability
A triggered ability begins with the word "when,"
"whenever," or "at." Whenever
the trigger event occurs, the ability goes on
top of the stack the next time a player would
receive priority. See rule 404, "Triggered
Abilities."
Type
The word type by itself is ambiguousit
may mean the basic type of a card, spell, and
so on, or the
subtype of a creature, enchantment, or land.
See rules 212215. A card's type (and subtype,
if applicable) is printed directly below the
illustration on the card. The spell type for
a nonland card is the same as its card type,
even if its rules text states it can be played
"as" some other type (that is, following
the timing rules for playing that other type).
The permanent type for a card in play is the
same as its card type. Tokens have no card or
spell type but do have a permanent type. When
a spell or ability changes a permanent's type,
the new type replaces all previous types. If
the spell or ability is adding a type, it will
say so. A creature's type is printed after the
word "creature" below the illustration
on the card or defined
by the spell or ability that created a token.
A creature may have multiple types. A noncreature
card that's changed into a creature by a spell
or ability has no creature type unless the spell
or ability gives it one. A land's type is the
same as its name. A local enchantment's type
is printed after the word "Enchant"
on the card's type line. Categories of cards,
such as basic land or local enchantment, aren't
types or subtypes and can't be named when a
type must be chosen. The "type" of
mana includes both its color and any restrictions
placed upon it (for example, mana that can be
used only to play artifact spells).
Unblockable
If an attacking creature "is unblockable,"
no creature can legally block it. Spells or
abilities may still cause it to become blocked.
Unblocked
Creature
An attacking creature becomes an unblocked
creature during the declare blockers step of
the combat phase if no creature blocks it. It
remains an unblocked creature until a spell
or ability causes it to become blocked, it's
removed from combat, it stops being a creature,
its controller changes, or the combat phase
ends. Unblocked creatures don't exist outside
of the combat phase or before the declare blockers
step. See rule 309, "Declare Blockers Step."
Unless
Some cards use the phrase "[Do something]
unless you [do something else]." This means
the same thing as "You may [do something
else]. If you don't, [do something]."
Untap
1. To untap a tapped card, rotate it back to
the upright position. See also Tap. 2. Untap
is the first step of the beginning phase of
the turn. All permanents controlled by the active
player normally untap at this time. See rule
302, "Untap Step."
Upkeep
Upkeep is the second step of the beginning phase
of the turn. Some cards have abilities that
trigger at the beginning of the upkeep step;
such an ability is called an "upkeep cost"
or an "upkeep effect." An upkeep cost
is usually written in the form "At the
beginning of your upkeep, you may [pay cost].
If you don't, sacrifice [this card]." See
rule 303, "Upkeep Step."
Vanguard
Card
The Vanguard supplements consist of oversized
cards that modify the game. A Vanguard card
is selected before the game begins, adjusting
a player's starting and maximum hand size and
starting life total. Any abilities printed on
a Vanguard card are played exactly like those
of an in-play Magic card; however, these abilities
have no color, and damage from them isn't damage
from a permanent of any type or a source of
any color. A Vanguard card isn't a Magic card,
so it can't be affected by spells or abilities.
Wall
A Wall is a type of creature that can't be declared
as an attacker. In all other respects, a Wall
is the same as any other creature.
X
If a cost has an "X" in it, the value
of X must be announced as part of playing the
spell or ability. (See rule
409, "Playing Spells and Abilities.")
While the spell or ability is on the stack,
the X in its mana cost equals that amount of
generic mana. If a card in any other zone has
X in its mana cost, the amount is treated as
0. In other cases, X will be defined by the
text of a spell or ability. If X isn't defined,
the controller of the spell or ability chooses
the value of X. All Xs on a card have the same
value.
Y,
Z
See X.
Yield
Priority (Obsolete)
In earlier versions of the rules, the term "yield
priority" was used instead of "pass."
You,
Your
The words "you" and "your"
in on a card or permanent refer to the spell
or ability's controller. For static abilities,
this is the current controller of the card or
permanent (or the card's owner if it isn't in
play). For activated abilities, this is the
player who played the ability For triggered
abilities, this is the controller of the card
when the ability triggered (or the card's owner
if it wasn't in play).
Zone
A zone is any place that Magic cards can be
during a game. See rule 217, "Zones."