GlossaryΒΆ

Abandon

To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck.

See also

Abandon

Ability
  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.

Ability Word
An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 206.2c.
Absorb
A keyword ability that prevents damage. See rule 702.62, “Absorb.”
Activate

To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect.

Activated Ability

A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]”

Activation Cost

Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability.

Active Player
The player whose turn it is. See rule 102.1.
Active Player, Nonactive Player Order
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 games using the shared team turns option; see rule 805.6.
Active Team
The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
Additional Cost

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.

Affinity
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.39, “Affinity.”
Alternating Teams Variant

A multiplayer variant played among two or more teams of equal size.

Alternative Cost

A cost a spell may have that its controller can pay rather than paying its mana cost.

Amplify
A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.36, “Amplify.”
Annihilator
A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.84, “Annihilator.”
Ante
  1. A zone used only when playing “for keeps.”

  2. To put a card into the ante zone.

    See also

    Ante

APNAP Order
See Active Player, Nonactive Player Order.
Archenemy
  1. A casual variant in which a team of players faces off against a single opponent bolstered with powerful scheme cards.

    See also

    Archenemy

  2. A player in an Archenemy game who is playing with a scheme deck.

Artifact

A card type. An artifact is a permanent.

See also

Artifacts

Artifact Creature

A combination of artifact and creature that’s subject to the rules for both.

See also

Artifacts

Creatures

Artifact Land

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 also

Artifacts

Lands

Artifact Type

A subtype that’s correlated to the artifact card type. See rule 204.3f for the list of artifact types.

See also

Artifacts

As Though
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.
Assign Combat Damage

To determine how an attacking or blocking creature will deal its combat damage.

At End of Turn (Obsolete)

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 also

End Step

Attach
To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.”
Attack

To send a creature into combat offensively. A creature can attack a player or a planeswalker.

Attack Alone
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.
Attack Left Option

An option that may be used in certain multiplayer variants.

Attack Multiple Players Option

An option that may be used in certain multiplayer variants.

Attack Right Option

An option that may be used in certain multiplayer variants.

Attacking Creature

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.

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 509.1h.
Aura

An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players.

See also

Enchantments and rule 702.5, “Enchant.”

Aura Swap
A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.63, “Aura Swap.”
Banding, “Bands with Other”
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 702.20, “Banding.”
Basic
A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 204.4, “Supertypes.”
Basic Landcycling
See Typecycling.
Basic Land Type

There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it.

See also

Lands

Battle Cry
A keyword ability that makes other attacking creatures better in combat. See rule 702.89, “Battle Cry.”
Battlefield

A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone.

See also

Battlefield

Becomes
A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
Beginning of Combat Step

Part of the turn. This step is the first step of the combat phase.

Beginning Phase

Part of the turn. This phase is the first phase of the turn.

See also

Beginning Phase

Block

To send a creature into combat defensively. A creature can block an attacking creature.

Block Alone
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.
Blocked Creature

An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first.

Blocking Creature

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.

Bloodthirst
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.52, “Bloodthirst.”
Bury (Obsolete)
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].”
Bushido
A keyword ability that can make a creature better in combat. See rule 702.43, “Bushido.”
Buyback
A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.25, “Buyback.”
Card

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 also

Cards

Card Type

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 also

Type Line

Card Types.

Cascade
A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.83, “Cascade.”
Cast

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 also

Casting Spells

Caster (Obsolete)
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.”
Casting Cost (Obsolete)
An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
Champion, Championed
“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 702.70, “Champion.”
Change a Target
To choose a new, legal target for a spell or ability. See rule 114.6.
Changeling
A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.71, “Changeling.”
Chaos Ability
An ability of a plane card that triggers “Whenever you roll C” on the planar die in the Planechase casual variant. See rule 309.7.
Chaos Symbol
The chaos symbol C appears on the planar die and in some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.
Characteristics
Information that defines an object. See rule 109.3.
Characteristic-Defining Ability
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.
Clash
To have a mini-contest involving the top cards of players’ libraries. See rule 701.19, “Clash.”
Cleanup Step

Part of the turn. This step is the second and final step of the ending phase.

See also

Cleanup Step

Collector Number

A number printed on most cards that has no effect on game play.

Color
  1. A characteristic of an object.

  2. An attribute mana may have.

    See also

    Mana

Colorless
  1. An object with no color is colorless. Colorless is not a color.

  2. A type of mana.

    See also

    Mana and rule 107.4c.

Color Identity
A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.
Combat Damage

Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat.

Combat Damage Step

Part of the turn. This step is the fourth step of the combat phase.

Combat Phase

Part of the turn. This phase is the third phase of the turn.

See also

Combat Phase

Command

A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.

See also

Command

Commander
  1. A casual variant in which each deck is led by a legendary creature.

    See also

    Commander

  2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.

Concede

To quit the game. Conceding a game immediately causes that player to leave that game and lose that game.

See also

Ending the Game

Conspire
A keyword ability that creates a copy of a spell. See rule 702.76, “Conspire.”
Constructed
A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a.
Continuous Effect

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.

Continuous Artifact (Obsolete)
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, Controller
“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.
Control Another Player

To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects.

Converted Mana Cost
The total amount of mana in a mana cost, regardless of color. See rule 202.3.
Convoke
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.49, “Convoke.”
Copiable Values
Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.
Copy
  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 also

Copying Objects

Cost

An action or payment necessary to take another action or to stop another action from taking place.

See also

Costs

Counter
  1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.”

  2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability.

    See also

    Counters

Counts As (Obsolete)
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.
Creature

A card type. A creature is a permanent.

See also

Creatures

Creature Type

A subtype that’s correlated to the creature card type and the tribal card type.

See also

Creatures

Tribals

See rule 204.3k for the list of creature types.

Cumulative Upkeep
A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.22, “Cumulative Upkeep.”
Cycling
A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.27, “Cycling.”
Damage

Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage.

See also

Damage

Damage Assignment Order
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.
Deal
See Damage.
Deathtouch
A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”
Deck

The collection of cards a player starts the game with; it becomes that player’s library.

Declare Attackers
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.
Declare Attackers Step

Part of the turn. This step is the second step of the combat phase.

Declare Blockers
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.
Declare Blockers Step

Part of the turn. This step is the third step of the combat phase.

Defender
A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”
Defending Player

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 also

Attack Multiple Players Option and rule 810.7.

Defending Team
The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a Two-Headed Giant game. See rule 810.7.
Delayed Triggered Ability
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.
Delve
A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.64, “Delve.”
Dependency
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.
Deploy Creatures Option

An option that may be used in certain multiplayer variants to pass control of creatures between teammates.

Destroy
To move a permanent from the battlefield to its owner’s graveyard. See rule 701.6, “Destroy.”
Devour
A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.80, “Devour.”
Dies
A creature “dies” if it is put into a graveyard from the battlefield. See rule 700.6.
Discard
To move a card from its owner’s hand to that player’s graveyard. See rule 701.7, “Discard.”
Double Strike
A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
Draw
  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 also

    Drawing a Card

  2. The result of a game in which neither player wins or loses. See rule 104.4.

Draw Step

Part of the turn. This step is the third and final step of the beginning phase.

See also

Draw Step

Dredge
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.50, “Dredge.”
During (Obsolete)
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.
Echo
A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.28, “Echo.”
EDH (Obsolete)

An older name for the Commander casual variant.

See also

Commander

Effect

Something that happens in the game as a result of a spell or ability.

See also

Effects

Emblem

An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.

See also

Emblems

Emperor

The middle player on each team in an Emperor game.

See also

Emperor Variant

Emperor Variant

A multiplayer variant played among three-player teams.

See also

Emperor Variant

Enchant

A keyword ability that restricts what an Aura spell can target and what an Aura permanent can be attached to.

See also

Enchantments and rule 702.5, “Enchant.”

Enchantment

A card type. An enchantment is a permanent.

See also

Enchantments

Aura

Enchantment Type

A subtype that’s correlated to the enchantment card type.

See also

Enchantments See rule 204.3g for the list of enchantment types.

End of Combat Step

Part of the turn. This step is the fifth and final step of the combat phase.

End Step

Part of the turn. This step is the first step of the ending phase.

See also

End Step

End the Turn

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 also

Ending the Turn

Ending Phase

Part of the turn. This phase is the fifth and final phase of the turn.

See also

Ending Phase

Enters the Battlefield
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.
Entwine
A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.40, “Entwine.”
Epic
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 702.48, “Epic.”
Equip

A keyword ability that lets a player attach an Equipment to a creature he or she controls.

See also

Artifacts and rule 702.6, “Equip.”

Equipment

An artifact subtype. Equipment can be attached to creatures.

See also

Artifacts and rule 702.6, “Equip.”

Evasion Ability
An ability that restricts what creatures can block an attacking creature. See rules 509.1b-c.
Event
Anything that happens in a game. See rule 700.1.
Evoke
A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.72, “Evoke.”
Exalted
A keyword ability that can make a creature better in combat. See rule 702.81, “Exalted.”
Exchange
To swap two things, such as objects, sets of objects, or life totals. See rule 701.8, “Exchange.”
Exile
  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 also

    Exile

Expansion Symbol

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 also

Expansion Symbol

Extra Turn
A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.
Face Down
  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 702.35, “Morph.”

  3. Face-down spells have additional rules.

    See also

    Face-Down Spells and Permanents and rule 702.35, “Morph.”

Face Up
  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 702.35, “Morph.”
Fading
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.30, “Fading.”
Fateseal
To manipulate some of the cards on top of an opponent’s library. See rule 701.18, “Fateseal.”
Fear
A keyword ability that restricts how a creature may be blocked. See rule 702.34, “Fear.”
First Strike
A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”
Flanking
A keyword ability that can make a creature better in combat. See rule 702.23, “Flanking.”
Flash
A keyword ability that lets a player play a card any time he or she could cast an instant. See rule 702.8, “Flash.”
Flashback
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.32, “Flashback.”
Flavor Text
Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 206.2.
Flip Cards

Cards with a two-part card frame (one part of which is printed upside down) on a single card.

See also

Flip Cards

Flipped
A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped.
Flipping a Coin

A method of randomization with two possible outcomes of equal likelihood.

See also

Flipping a Coin

Flying
A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
Forecast
A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.55, “Forecast.”
Forest
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.
Forestcycling
See Typecycling.
Forestwalk
See Landwalk.
Fortification

An artifact subtype. Fortifications can be attached to lands.

See also

Artifacts and rule 702.65, “Fortify.”

Fortify

A keyword ability that lets a player attach a Fortification to a land he or she controls.

See also

Artifacts and rule 702.65, “Fortify.”

Frenzy
A keyword ability that can make a creature better in combat. See rule 702.66, “Frenzy.”
Free-for-All

A multiplayer variant in which a group of players compete as individuals against each other.

General

Any player in the Emperor multiplayer variant who isn’t an emperor.

See also

Emperor Variant

Generic Mana
Mana in a cost not represented by colored mana symbols; it can be paid with mana of any type. See rule 107.4.
Global Enchantment (Obsolete)
An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
Graft
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 702.56, “Graft.”
Grand Melee

A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other.

Gravestorm
A keyword ability that creates copies of a spell. See rule 702.67, “Gravestorm.”
Graveyard
  1. A zone. A player’s graveyard is his or her discard pile.

  2. All the cards in a player’s graveyard.

    See also

    Graveyard

Hand
  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 also

    Hand

Hand Modifier

A characteristic that only vanguards have.

See also

Hand Modifier

Haste
A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
Haunt
A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.53, “Haunt.”
Hexproof
A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”
Hidden Zone
A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.
Hideaway
A keyword ability that lets a player store a secret card. See rule 702.73, “Hideaway.”
Horsemanship
A keyword ability that restricts how a creature may be blocked. See rule 702.29, “Horsemanship.”
Hybrid Card
A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d.
Hybrid Mana Symbols
A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
If
See Intervening “If” Clause.
Illegal Action

An action that violates the rules of the game and/or requirements or restrictions created by effects.

Illegal Target
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.
Illustration

A picture printed on the upper half of a card that has no effect on game play.

See also

Illustration

Illustration Credit

Information printed directly below the text box that has no effect on game play.

Imprint
“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.
In Play (Obsolete)
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.
In Response To
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 116.7.
Independent
See Dependency.
Indestructible
An attribute of a permanent that precludes it from being destroyed. See rule 700.4.
Infect
A keyword ability that affects how an object deals damage to creatures and players. See rule 702.88, “Infect.”
Instant

A card type. An instant is not a permanent.

See also

Instants

Instead

Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with.

Interrupt (Obsolete)
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.
Intervening “If” Clause
A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4
Intimidate
A keyword ability that restricts how a creature may be blocked. See rule 702.12, “Intimidate.”
Island
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.
Islandcycling
See Typecycling.
Islandhome (Obsolete)
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.
Islandwalk
See Landwalk.
Keyword Ability

A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities.

Keyword Action

A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning.

See also

Keyword Actions

Kicker, Kicked
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 702.31, “Kicker.”
Land

A card type. A land is a permanent.

See also

Lands

Land Type

A subtype that’s correlated to the land card type.

See also

Lands See rule 204.3h for the list of land types.

Landwalk
A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.13, “Landwalk.”
Last Known Information
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.
Layer

A system used to determine in which order continuous effects are applied.

Leaves the Battlefield
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.

Legend (Obsolete)
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.
Legendary
A supertype that’s normally relevant on permanents. See rule 204.4, “Supertypes.” See also Legend Rule.
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.
Lethal Damage
An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g.
Level Symbol
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.”
Level Up
A keyword ability that can put level counters on a creature. See rule 702.85, “Level Up.”
Leveler Cards

Cards with striated text boxes and three power/toughness boxes.

See also

Leveler Cards

Library
  1. A zone. A player’s library is where that player draws cards from.

  2. All the cards in a player’s library.

    See also

    Library

Life, Life Total

Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost.

See also

Life

Life Modifier

A characteristic that only vanguards have.

See also

Life Modifier

A keyword ability that causes a player to gain life. See rule 702.14, “Lifelink.”
Limited
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.
Limited Range of Influence

An optional rule used in some multiplayer games that limits what a player can affect.

Linked Abilities

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 also

Linked Abilities

Living Weapon
A keyword ability that causes a creature token to be put onto the battlefield along with the Equipment with the ability. See rule 702.90, “Living Weapon.”
Local Enchantment (Obsolete)
An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
Loop

A set of actions that could be repeated indefinitely.

See also

Taking Shortcuts

Lose the Game

There are several ways to lose the game.

See also

Ending the Game rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.14 (for an additional rule for Commander games).

Loyalty
  1. Part of a card that only planeswalkers have. A planeswalker card’s loyalty is printed in its lower right corner.

    See also

    Loyalty

  2. A characteristic that only planeswalkers have. See rule 306.5.

Loyalty Ability

An activated ability with a loyalty symbol in its cost.

Madness
A keyword ability that lets a player cast a card he or she discards. See rule 702.33, “Madness.”
Main Game

The game in which a spell (or ability) that created a subgame was cast (or activated).

See also

Subgames

Main Phase

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 also

Main Phase

Mana

The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities.

See also

Mana rule 107.4, and rule 202, “Mana Cost and Color.”

Mana Ability

An activated or triggered ability that could create mana and doesn’t use the stack.

See also

Mana Abilities

Mana Burn (Obsolete)
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.
Mana Cost
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.”
Mana Pool
Where mana created by an effect is temporarily stored. See rule 106.4.
Mana Source (Obsolete)
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.
Mana Symbol
An icon that represents mana or a mana cost. See rule 107.4.
Match
A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
Maximum Hand Size
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.
Modal, Mode
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.
Modular
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 702.41, “Modular.”
Mono Artifact (Obsolete)
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.
Monocolored

An object with exactly one color is monocolored. Colorless objects aren’t monocolored.

See also

Colors and rule 202, “Mana Cost and Color.”

Monocolored Hybrid Mana Symbols
See Hybrid Mana Symbols.
Morph
A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.35, “Morph,” and rule 707, “Face-Down Spells and Permanents.”
Mountain
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.
Mountaincycling
See Typecycling.
Mountainwalk
See Landwalk.
Move
To remove a counter from one object and put it on a different object. See rule 121.5. 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.”
Mulligan
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.
Multicolored

An object with two or more colors is multicolored. Multicolored is not a color.

See also

Colors and rule 202, “Mana Cost and Color.”

Multikicker
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 702.31, “Kicker.” See also Kicker.
Multiplayer Game
A game that begins with more than two players. See section 8, Multiplayer Rules.
Name

A characteristic, and part of a card. A card’s name is printed in its upper left corner.

See also

Name

Ninjutsu
A keyword ability that lets a creature suddenly enter combat. See rule 702.47, “Ninjutsu.”
Nonbasic Land
Any land that doesn’t have the supertype “basic.” See rule 204.4, “Supertypes.”
Nontraditional Magic Card
An oversized Magic card that has a Magic back but not a “Deckmaster” back. See rule 108.2.
Object

An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent.

See also

Objects

Offering
A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.46, “Offering.”
One-Shot Effect

An effect that does something just once and doesn’t have a duration.

See also

One-Shot Effects See also Continuous Effects.

Ongoing
A supertype that appears only on scheme cards. See rule 204.4, “Supertypes.”
Opening Hand
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.
Opponent
Someone a player is playing against. See rules 102.2 and 102.3.
Option
An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
Oracle
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 <http://gatherer.wizards.com>. See rule 108.1.
Outside the Game
An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10.
Owner
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.
Pass

To decline to take any action (such as casting a spell or activating an ability) when you have priority.

Pass in Succession

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.

Pay

To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life.

See also

Costs

Permanent

A card or token on the battlefield.

See also

Permanents

Permanent Card
A card that could be put onto the battlefield. See rule 110.4a.
Permanent Spell
A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
Permanently (Obsolete)
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.
Persist
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.77, “Persist.”
Phase
  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 702.24, “Phasing.”
Phased In, Phased Out
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 702.24, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)
Phasing
A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.24, “Phasing.”
Phyrexian Mana Symbol
A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
Phyrexian Symbol
A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
Pile
A temporary grouping of cards. See rule 700.3.
Placed

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 also

Counters

Plains
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.
Plainscycling
See Typecycling.
Plainswalk
See Landwalk.
Planar Deck
A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.
Planar Die
A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
Plane

A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent.

See also

Planes

Planechase

A casual variant in which plane cards add additional abilities and randomness to the game.

See also

Planechase

Planeswalk
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 Planechase game. See rule 701.20, “Planeswalk.”
Planeswalker

A card type. A planeswalker is a permanent.

See also

Planeswalkers

Planeswalker Symbol
The Planeswalker symbol PW appears on the planar die in the Planechase casual variant. See rule 107.11.
Planeswalker Type

A subtype that’s correlated to the planeswalker card type.

See also

Planeswalkers See rule 204.3i for the list of planeswalker types. See also Planeswalker Uniqueness Rule.

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.
Play
  1. To play a land is to put a land onto the battlefield as a special action.

  2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate.

    See also

    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.

Player

One of the people in the game.

See also

Players

Poison Counter

A counter that may be given to a player.

See also

Counters and rule 704.5c.

Poisoned

Having one or more poison counters.

See also

Counters

Poisonous
A keyword ability that causes a player to get poison counters. See rule 702.68, “Poisonous.”
Poly Artifact (Obsolete)
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.”
Postcombat Main Phase
A main phase that occurs after a combat phase. See Main Phase.
Power
  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 also

Power/Toughness

  1. A characteristic that only creatures have. See rule 302.4.
Precombat Main Phase
The first main phase of a turn. See Main Phase.
Prevent

A word used by prevention effects to indicate what damage will not be dealt.

Prevention Effect

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.

Priority

Which player can take actions at any given time is determined by a system of “priority.”

Proliferate
To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.23, “Proliferate.”
Protection
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.15, “Protection.”
Provoke
A keyword ability that can force a creature to block. See rule 702.37, “Provoke.”
Prowl
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.74, “Prowl.”
Public Zone
A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
Rampage
A keyword ability that can make a creature better in combat. See rule 702.21, “Rampage.”
Range of Influence
See Limited Range of Influence.
Reach
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.16, “Reach.” See also Flying.
Rebound
A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.86, “Rebound.”
Recover
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.57, “Recover.”
Redirect (Obsolete)
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.
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.
Regenerate
To replace a permanent’s destruction with an alternate sequence of events. See rule 701.11, “Regenerate.”
Reinforce
A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.75, “Reinforce.”
Reminder Text
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.
Removed from Combat
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 from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
“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.
Replacement Effect

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.

Replicate
A keyword ability that creates copies of a spell. See rule 702.54, “Replicate.”
Requirement
An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
Resolve

When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect.

Restart the Game

To immediately end the current game and restart it.

See also

Ending the Game

Respond
To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7.
Restriction
An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
Retrace
A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.79, “Retrace.”
Reveal
To show a card to all players for a brief time. See rule 701.12, “Reveal.”
Ripple
A keyword ability that may let a player cast extra cards from his or her library for no cost. See rule 702.58, “Ripple.”
Rules Text
A characteristic that defines a card’s abilities. See rule 206.1.
Sacrifice
To move a permanent you control to its owner’s graveyard. See rule 701.13, “Sacrifice.”
Scheme

A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent.

See also

Schemes

Scry
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 Aside (Obsolete)
“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.
Set in Motion
To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.21, “Set in Motion.”
Shadow
A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.26, “Shadow.”
Shared Life Total

In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total.

Shared Team Turns Option

An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy.

Shortcut

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 also

Taking Shortcuts

Shroud
A keyword ability that precludes a permanent or player from being targeted. See rule 702.17, “Shroud.”
Shuffle
To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
Sideboard
Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
Skip

Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing.

Slivercycling
See Typecycling.
Snow
A supertype that’s normally relevant on permanents. See rule 204.4, “Supertypes.”
Snow Mana Symbol
The snow mana symbol S represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.
Snow-Covered (Obsolete)
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.
Sorcery

A card type. A sorcery is not a permanent.

See also

Sorceries

Soulshift
A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.44, “Soulshift.”
Source of an Ability
The object that generated that ability. See rule 112.7.
Source of Damage
The object that dealt that damage. See rule 609.7.
Special Action

An action a player may take that doesn’t use the stack.

See also

Special Actions

Spell

A card on the stack. Also a copy (of either a card or another spell) on the stack.

See also

Spells

Spell Ability
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.
Spell Type

A subtype that’s correlated to the instant card type and the sorcery card type.

See also

Instants and rule 307, “Sorceries.” See rule 204.3j for the list of spell types.

Splice
A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.45, “Splice.”
Split Cards

Cards with two card faces on a single card.

See also

Split Cards

Split Second
A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.59, “Split Second.”
Stack

A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve.

See also

Stack

Starting Player
The player chosen to take the first turn of a game. See rule 103.2.
Starting Team
The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
State-Based Actions

Game actions that happen automatically whenever certain conditions are met.

State Trigger
A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
Static Ability

A kind of ability. Static abilities do something all the time rather than being activated or triggered.

See also

Abilities and rule 604, “Handling Static Abilities.”

Status
The physical state of a permanent. See rule 110.6.
Step
A subsection of a phase. See section 5, Turn Structure.
Storm
A keyword ability that creates copies of a spell. See rule 702.38, “Storm.”
Subgame

A completely separate Magic game created by an effect.

See also

Subgames

Subtype
A characteristic that appears after the card type and a long dash on a card’s type line. See rule 204.3, “Subtypes.”
Successfully Cast (Obsolete)
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.”
Summon (Obsolete)
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.
Summoning Sickness Rule
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.
Sunburst
A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.42, “Sunburst.”
Supertype
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.”
Supervillain Rumble

A Free-for-All game in which each player is an archenemy.

See also

Free-for-All Variant and rule 904, “Archenemy.”

Suspend
A keyword ability that provides an alternate way to play a card. See rule 702.60, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
Swamp
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.
Swampcycling
See Typecycling.
Swampwalk
See Landwalk.
Tap
To turn a permanent sideways from an upright position. See rule 701.16, “Tap and Untap.”
Tapped
A status a permanent may have. See rule 110.6 and rule 701.16, “Tap and Untap.” See also Untapped.
Tap Symbol
The tap symbol T in an activation cost means “Tap this permanent.” See rule 107.5.
Target

A preselected object, player, and/or zone a spell or ability will affect.

See also

Targets

Team

A group of players who share a common victory condition in a multiplayer game.

Teammate
In a multiplayer game between teams, a player’s teammates are the other players on his or her team. See rule 102.3.
Team vs. Team Variant

A multiplayer variant played among two or more teams, each of which sits together.

Text Box

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 also

Text Box

Text-Changing Effect

A continuous effect that changes the text that appears in an object’s text box and/or type line.

Threshold
“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.
Timestamp Order
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.
Token
A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
Tombstone Icon
An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
Total Casting Cost (Obsolete)
An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle card reference.
Total Cost
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.
Totem Armor
A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.87, “Totem Armor.”
Toughness
  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 also

    Power/Toughness

  2. A characteristic that only creatures have. See rule 302.4.

Tournament
An organized play activity where players compete against other players. See rule 100.6.
Tournament Rules
Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
Traditional Magic Card
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.
Trample
A keyword ability that modifies how a creature assigns combat damage. See rule 702.18, “Trample.”
Transfigure
A keyword ability that lets a player search his or her library for a replacement creature card. See rule 702.69, “Transfigure.”
Transmute
A keyword ability that lets a player search his or her library for a replacement card. See rule 702.51, “Transmute.”
Tribal

A card type. Whether or not a tribal is a permanent depends on its other card type.

See also

Tribals

Trigger

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.

Trigger Condition

The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event.

Triggered Ability

A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].”

Trigger Event

The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers.

Turn-Based Actions

Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends.

Turn Markers
Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
Two-Headed Giant Variant

A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn.

Type
  1. An object’s card type or, more broadly, its card type, subtype, and/or supertype.

    See also

    Type Line

    Card Types.

  2. An attribute mana has.

    See also

    Mana

Type Icon
An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
Type Line

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 also

Type Line

Type-Changing Effect
An effect that changes an object’s card type, subtype, and/or supertype. See rule 613.1d.
Typecycling
A variant of the cycling ability. See rule 702.27, “Cycling.”
Unattach
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.
Unblockable
An attribute of a creature that precludes it from being blocked. See rule 700.5.
Unblocked Creature

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.

Unearth
A keyword ability that lets a player return a creature card from his or her graveyard to the battlefield. See rule 702.82, “Unearth.”
Unflipped
A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped.
Unless
A word used to indicate a certain style of cost. See rule 117.12a.
Untap
To rotate a permanent back to the upright position from a sideways position. See rule 701.16, “Tap and Untap.”
Untap Step

Part of the turn. This step is the first step of the beginning phase.

See also

Untap Step

Untap Symbol
The untap symbol Q in an activation cost means “Untap this permanent.” See rule 107.6.
Untapped
A default status a permanent may have. See rule 110.6 and rule 701.16, “Tap and Untap.” See also Tapped.
Upkeep Step

Part of the turn. This step is the second step of the beginning phase.

See also

Upkeep Step

Vanguard
  1. A casual variant in which each player plays the role of a famous character.

    See also

    Vanguard

  2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent.

    See also

    Vanguards

Vanishing
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.61, “Vanishing.”
Variant
An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
Vigilance
A keyword ability that lets a creature attack without tapping. See rule 702.19, “Vigilance.”
Wall
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.
Win the Game

There are several ways to win the game.

See also

Ending the Game and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).

Wither
A keyword ability that affects how an object deals damage to a creature. See rule 702.78, “Wither.”
Wizardcycling
See Typecycling.
World
A supertype that’s normally relevant on enchantments. See rule 204.4, “Supertypes.” See also World Rule.
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.
X
A placeholder for a number that needs to be determined. See rule 107.3.
Y
See X.
You, Your
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.
Zone
A place where objects can be during a game. See section 4, Zones.
Zone-Change Triggers
Trigger events that involve objects changing zones. See rule 603.6.