MTG Cheat Sheet
MTG Cheat Sheet
                                                                              You can cast permanent spells during your Main Phases, and it remains on
                                                                              the battlefield until it’s destroyed, sacrificed, exiled, or otherwise
                                                                              removed.                                                                        Triggered Abilities: Triggered by a specific event occurring in the game.
                                                                                                                                                              They will always start with the word “when,” “whenever,” or “at.”
                                                                              Some spells might be multiple types. For example, a creature can be an
                                                                              Artifact Creature, and counts as both types simultaneously.
                                                                              Creatures
                                                                              Creatures fight for you. They can attack during the Combat Phase of your        Activated Abilities: You can activate whenever you want as long as you
                                                                              turn and block during the Combat Phase of an opponent's turn. They              can pay the cost. Always formatted “Cost: Effect.”
                                                                              always have a power and toughness rating in the bottom right corner.
                                                                                                                                                              Some activated abilities cost mana. Others may contain the tap  symbol
                                                                              Creatures with 0 or less toughness die and are sent to the graveyard.
                                                                                                                                                              which means that you must tap the card to activate the ability. You can’t
                                                                              Creatures you cast enter the battlefield with Summoning Sickness and            activate these abilities if the permanent is already tapped or if it’s a creature
                                                                              can’t attack (or use an ability that has  in its cost) until your next turn.   with summoning sickness.
                    The amount of mana it costs to cast the spell.
  Mana Cost         Serra Angel’s mana cost is .                           Creatures with Summoning Sickness are still allowed to block.                   Dragon Hatchling’s ability costs  for every time you want to activate it.
                     See “Mana and Casting Spells.”
                    Every card in Magic has a type, and some cards also       Artifacts and Enchantments
                    have subtypes or supertypes that provide more             Artifacts represent machines or magical objects. Enchantments have
   Type Line        information. Serra Angel’s type is Creature, and its      persistent magical effect that affect the game as long as they’re on the
                    subtype is Angel.                                         battlefield.                                                                    Mazemind Tome’s ability costs  in addition to requiring you to tap  it.
                    Lists the rules and abilities of the card.                                                                                                If the artifact is already tapped, you can’t activate its ability until the next
                    Serra Angel has Flying and Vigilance.                     Planeswalkers                                                                   time it’s untapped.
   Text Box          See “Types of Abilities.”                               Planeswalkers come to your aid in your duel and start with an amount of
                     See Glossary for “Flying” and “Vigilance.”
                                                                              Loyalty Counters  shown in the bottom right corner.
   Power/           All creature cards have a power and toughness in the
                                                                              You may activate one Loyalty Ability per turn on your Main Phases by
                    bottom right corner. Serra Angel is 4/4.
  Toughness
                                                   Its toughness (the 2nd
                                                                              adding or removing the amount of Loyalty Counters beside the ability. You
                                                                              can’t activate the ability if it makes the Loyalty Counters drop to less than                                                                    
A creature’s power (the                                                       zero.                                                                           Some spells or abilities create permanents, and they are represented by
                                                   number) is the amount
      1st number) is the
   amount of damage it            4/4              of damage that must be
                                                   dealt to it in a single    Most Planeswalkers have a very powerful Loyalty Ability that costs many
                                                                                                                                                              tokens. They can only exist on the battlefield and cease to exist once they
                                                                                                                                                              leave and go to another zone (hand/library/graveyard/exile).
        deals in combat.                                                      Loyalty Counters. This ability is usually informally referred to as an
                                                   turn to destroy it.
                                                                              “ultimate ability” or “ult”. This Liliana Vess’ ult is her -8 ability.          For example, the creature Thopter Mechanic generates a 1/1 colorless
                                                                                                                                                              Thopter artifact creature token with flying upon its death. This is
                                                                            Opponents’ creatures can attack Planeswalkers, and they will lose Loyalty
                                                                              Counters equal to damage dealt.
                                                                                                                                                              represented by the token card on the right.
                                                                 
 White Mana       Blue Mana      Black Mana      Red Mana       Green Mana
                                                                                            →                                           ←                     Counters are small markers (such as
• Some nonbasic lands can make colorless mana () (that can only pay for                                                                                      pebbles, dice, or cardboard markers)
generic mana costs), some let you choose a color, and some enter tapped,                                                                                      placed on an object or player to keep
which is a downside, but usually with some added benefit for the next turn.                                                                                   track of a number or attribute.
                                                                                                                                                              Thopter Mechanic lets you put
                                                                              Sorceries and Instants have a one-time effect. You do what the card says,       +1/+1 counters on itself that boost
                                                                              and then put the card into your graveyard. They are never on the                its power and toughness while the
                                                                              battlefield.                                                                    counters exist on the card.
• You can play one land on each of your turns by putting it from              Sorceries and Instants                                                          Counters are removed from the game
your hand onto the battlefield during either of your Main Phases.             Sorceries are spells that you can only cast during your Main Phases.            as soon as the permanent they are on
                                                                              Instants are spells that can be cast at any time, even during your              changes zones (moves to a
                                                                              opponent’s turn or during combat.                                               hand/library/graveyard/exile).
                                                                                                                                                                              
                                                                                                                                                                                                                                            
                                                                           Beginning of Combat Step                                                                    Example 1: An opponent is attacking you with a variety of creatures:
                                                                           Some triggered abilities are triggered at this step.
Untap Step (No one can cast spells/activate abilities.)
• Untap  all of your tapped permanents by turning them upright.                 (Players have an opportunity to cast instants or activate abilities right now.)
Upkeep Step (Players can cast instants/activate abilities.)                Declare Attackers Step
                                                                           You choose which of your creatures will attack, and you choose which opponents they
• “At the beginning of your upkeep” effects trigger.                       will attack. In games with multiple opponents, you can choose different creatures to
                                                                           attack different opponents simultaneously. Tap  your creatures to show that
Draw Step                                                                  they are attacking.
• Draw a card from your library.
                                                                           If no creatures are declared as attackers (or put onto the battlefield attacking), the
• Afterwards, players can cast instants/activate abilities.                Declare Blockers Step and Combat Damage Step are skipped.
                                                                                 (Players have an opportunity to cast instants or activate abilities right now.)        Their creature deals    The red creature is       Both creatures        The blue creature is
                                                                                                                                                                         2 damage to you.           destroyed.               survive.               destroyed.
• Play a land (only 1 per turn).                                           Declare Blockers Step
• You may cast spells as long as you have the mana to pay for them.        Your opponents choose which of their creatures will block, if any. Tapped creatures can’t   Example 2: Your opponent is the controller of a black
      See “Mana and Casting Spells”.                                      be declared as blockers. Blocking with creatures does not cause them to become              creature and is making it attack you, and you have two
• Opponents can cast instants/activate abilities.                          tapped.                                                                                     green creatures that can block.
                                                                                 (Players have an opportunity to cast instants or activate abilities right now.)       When you block one attacker with two or more creatures,
                                                                                                                                                                       your opponent must choose the order in which your blocks
 See “Your Combat Phase” for detailed rules.                              First Strike Combat Damage Step                                                             will take damage. The attacking player always chooses the
                                                                           Skip this step if there are no attacking or defending creatures with First Strike or        order in which blocking creatures receive damage.
Beginning of Combat Step (Players can cast instants/activate abilities.)   Double Strike.
• “At the beginning of combat” effects trigger.                                                                                                                        Your green creatures will deal a total of 5 damage to
                                                                           If any creatures in combat have the First Strike or Double Strike keyword abilities,        the black creature, which is enough to destroy it.
Declare Attackers Step                                                     they will deal their damage in an additional Combat Damage Step before the main
                                                                           Combat Damage Step.                                                                         Meanwhile, the black creature can deal enough damage to destroy one of your
• You may choose creatures to attack opponents/planeswalkers.
• Then, players can cast instants/activate abilities.                            (Players have an opportunity to cast instants or activate abilities right now.)       blockers (Creature A), but not enough to destroy the other one (Creature B). Since
                                                                                                                                                                       your opponent’s creature will be destroyed in either case, they order Creature A before
                                                                                                                                                                       Creature B to destroy at least one of your creatures.
Declare Blockers Step                                                      Combat Damage Step
• Opponents may choose creatures to block attackers, if any.               Once all blockers have been chosen, each                                                    Once blockers have been ordered, damage is dealt. The black creature deals 2
• Then, players can cast instants/activate abilities.                      creature – both attackers and blockers –                                                    damage to Creature A, destroying it, and deals no damage to Creature B. The green
                                                                           simultaneously deals damage equal to its                                                    creatures deal a total of 5 damage to the black creature, destroying it.
                                                                           power.
Combat Damage Step
• Attackers and blockers simultaneously deal damage to each other equal                                                                 Its toughness (the 2nd         Example 3: Your opponent has attacked with a Thundering Giant (4/3) and a Torch
to their power. Unblocked damage is dealt to opponents/planeswalkers.      A creature’s power (the 1st                                  number) is the amount of       Fiend (2/1). Your only untapped creature is a Runeclaw Bear (2/2). What will you block?
• Then, players can cast instants/activate abilities.                        number) is the amount of
                                                                            damage it deals in combat.
                                                                                                                   4/4                  damage that must be dealt
                                                                                                                                        to it in a single turn to          \   Thundering Giant                Torch Fiend                    Runeclaw Bear
                                                                                                                                        destroy it.
End of Combat Step (Players can cast instants/activate abilities.)
• “At the end of combat” effects trigger.
                                                                           • An attacking creature that isn’t blocked deals direct combat damage to the player
                                                                           it’s attacking, and they lose that much life.
                                                                                                                                                                                  4/3                            2/1                             2/2
                                                                           • An attacking creature that is blocked deals damage to the creature(s) that are
                                                                           blocking it, and vice versa.
• Play a land (only 1 per turn).                                           • If one of your attacking creatures is blocked by multiple creatures, you decide how
• You may cast spells as long as you have the mana to pay for them.        to divide it’s combat damage among them. You must assign at least enough damage
      See “Mana and Casting Spells.”                                      to the first blocking creature to destroy it before you can assign damage to the second
• Opponents can cast instants/activate abilities.                          one, and so on.
                                                                           • If a creature is dealt damage equal to or greater than its toughness over the course
                                                                           of a single turn (whether it be combat damage, damage from spells or abilities, or a
                                                                           combination of both), that creature is destroyed, and it’s goes to its owner’s graveyard
End Step (Players can cast instants/activate abilities.)                   (or “dies”).                                                                                           Option A:                         Option B:                      Option C:
• “At the beginning of your end step” effects trigger.                                                                                                                         You Don’t Block             Block Thundering Giant              Block Torch Fiend
                                                                           • If a creature isn’t dealt enough damage to destroy it in a single turn, that creature
                                                                                                                                                                       • You’ll take a total of 6        • Your Runeclaw Bear will      • Runeclaw Bear and Torch
                                                                           stays on the battlefield, and the damage wears off later at the end of the turn.
                                                                                                                                                                       damage from both unblocked die from combat with                  Fiend will destroy each other
Cleanup Step (No one can cast spells/activate abilities.)                                                                                                              creatures.                        Thundering Giant.              in combat.
• If you have more than seven cards in your hand, choose and discard             (Players have an opportunity to cast instants or activate abilities right now.)
                                                                                                                                                                                                         • You will take 2 damage       • You will take 4 damage
cards until you have only seven.
                                                                                                                                                                                                         from Torch Fiend.              from Thundering Giant.
• All damage on creatures is healed.
• “Until the end of turn” effects end.
                                                                           End of Combat Step                                                                          • You might choose not to         • You didn’t destroy any of    • You might block this way if
                                                                                                                                                                       block if your life total is high, your opponent’s creatures,     you want to destroy one of
• Pass the turn.                                                           Some triggered abilities are triggered at this step.                                        and you want to save your         but you might block this way   your opponent’s creatures
                                                                                                                                                                       creature for a counterattack. if your life total was low.        and don’t mind being dealt a
                                                                                 (Players have an opportunity to cast instants or activate abilities right now.)
                                                                                                                                                                                                                                        little damage.
                                                                                                                                                
                                                                                                                                                                                           Mana Value: 3
To tap  a card is to turn it sideways to show that it has been used                                                                                           This symbol means you need to pay  of any kind of
for the turn.                                                                                                               Mana Value: 1
                                                                                                                                                              mana. That means , , , , , or .
                                                                                           This symbol means you need to pay one  mana.                       Each Phyrexian Mana  can be paid with either  or
You do this when you use a land to make mana, when you attack with a
creature, or when you activate an ability that has the tap  symbol as part
                                                                                          This cannot be paid with any other kind of mana.                  2 life. That means ,  and 2 life, or 4 life.
of the cost ( means “tap this permanent”). When a card is tapped, you
can’t tap it again until it’s been untapped (turned back upright). As your turn                                             Mana Value: 2                                                        Mana Value: 1
begins, during your untap step, untap your tapped cards so you can use
                                                                                           These symbols mean you need to pay two  mana.                      This symbol means you need to pay  which is mana
them again.
                                                                                         This cannot be paid with any other kind of mana.                   from a snow source, e.g., a Snow-Covered Plains.
                                                                                                                          Mana Value: 3
                                                                                                                                                Example of a
                                                                                                                                                snow source:
Mana is the magical energy and resource used to cast spells and
activate abilities. It is usually generated by tapping lands.                              This symbol means you need to pay  of any kind of
There are five colors of mana in addition to colorless mana.                              mana. That means , , , , , or .                                                                 Mana Value: 1
                                                                                                                                                                                                  (Despite )
                                                                                                                                                         Some spells have  in the casting cost.
   White
   Mana
                 Blue
                 Mana
                              Black
                              Mana
                                           Red
                                           Mana
                                                        Green
                                                        Mana
                                                                   Colorless
                                                                    Mana
                                                                                                                            Mana Value: 2
                                                                                                                                                              You get to choose the number that  stands for.
                                                                                           This symbol means you need to pay  of any kind of                  This symbol means you need to pay one  mana.
When you tap a basic land, one mana of that color is added to your                        mana. That means , , , , , or .                              This cannot be paid with any other kind of mana
                                                                                           This symbol means you need to pay one  mana.
Mana Pool, an imaginary “wallet” you can spend from until the end of the
current phase in the turn.                                                                This cannot be paid with any other kind of mana.                                                   Note:  is referenced
                                                                                                                                                                                                  in the ability.
For example, tapping a Basic Forest Land will add  to your Mana Pool.                                                                           Mana Paid     Resulting Effect
                                                                                                                            Mana Value: 5
                                                                                                                                                               You would target and destroy 0 artifacts,
                                                                                           This symbol means you need to pay  of any kind of
                                                                                                                                                              because =0 and you only paid for the lone .
                                                                                          mana. That means , , , , , or .
                                                                                                                                                   
                                                                                                                                                               You would target and destroy 2 artifacts, =2,
                                                                                 
                                                                                           These symbols mean you need to pay three  mana.
                                                                                           This cannot be paid with any other kind of mana.
                                                                                                                                                
                                                                                                                                                               one for each mana after paying for the lone .
                                                                                                                                                               You would target and destroy 4 artifacts, =4,
                                                                                                                                                               one for each mana after paying for the lone .
You have one untapped Basic                     You have one tapped Basic                                                   Mana Value: 2
Forest Land, and your Mana
       Pool is empty.
                                      →           Forest Land, and your
                                                     Mana Pool has .                      This symbol means you need to pay one  mana.
                                                                                                                                                                                                 Mana Value: 0
            Casey Warrer  www.caseywarrer.com  12/24/2022                                                                                                                               Graveyard: Each player has their own graveyard. Creatures and planeswalkers that die,
                                                                                                                                                                                            sorceries and instants you cast, artifacts and enchantments that are destroyed, and cards
                                                                                                    Any part of an instruction that’s impossible to                                        you discard from your hand go here. Cards in your graveyard are always face up, and
                                                                                                  perform is ignored.                                                                     anyone can look at them at any time.
In Magic, you and at least one friend will each start the game with a deck of cards (called         Example: You cast Distress, target an opponent,                                         Exile: If a spell or ability exiles a card, that card is set apart from the rest of the game in
a library) and a life total. You will each cast spells and fight with creatures until life totals   and then their hand is revealed. If their hand                                          the exile zone. Cards in exile are normally face-up. This is essentially a holding area for
are reduced to 0 and one only player is left standing. There are multiple playstyles of             doesn’t include any nonland cards for you to                                            cards.
Magic, but only two are covered on this cheat sheet.                                                choose, you ignore the rest of the effects of the
                                                                                                    sorcery, and it is sent to the graveyard.
                                                                                                                                                                                            The Stack: The stack is the game zone where spells and abilities are put when they are
        Game Format                     Library Size                Starting Life Total                                                                                                     played and where they wait to resolve. The stack system allows players to "respond" to
                                                                                                    Any If multiple players would make choices                                             the actions of other players before those actions take full effect.
         Constructed                         60+                          ❤ 20                     and/or take actions at the same time, the active                                         See “The Stack.”
                                                                                                    player makes their choices, then the next player in
      Commander/EDH                          100                          ❤ 40                     the turn order makes their choices, and so on.
                                                                                                                                                                                            Command Zone: At the beginning of a Commander game, your commander starts in the
                                                                                                                                                                                            command zone, and while in the command zone, it may be cast by paying its casting cost
At the start of the game, each player shuffles their library. Afterwards, other players may         Example: If Innocent Blood resolves, the active
                                                                                                                                                                                            in addition to Commander Tax.
“cut the deck” and may shuffle the deck an additional time if they wish.                            player makes their choice first, and then you go
                                                                                                                                                                                             See Glossary for “Commander Tax.”
                                                                                                    around the table for each other player to make
Each player then rolls a die until there is a winner with the highest roll. That player will go     their choices. After all players have made their
first. The turn order will move around the table clockwise.                                         choice, all creatures are sacrificed simultaneously.
Each player then draws 7 cards from the top of their library – but if you don’t like your
                                                                                                                                                                      
hand, you can take a mulligan to exchange it. It is usually recommended to mulligan if
you have 2 or less land cards in your hand when you start the game.
 See “Mulligan Rules.”
                                                                                                    Rule 0: These are the official rules. Your playgroup is welcome to modify them as
                                                                                                    you see fit. Get the approval of other players before the game begins.
Once everyone is ready, the starting player begins their first turn.
There are some gameplay differences depending on the number of players:
                                                                                                    Rule 1: Each player chooses a legendary creature as their commander for their
                                                                                                    deck. Some Planeswalkers are also legal if they say so on the card.
     Number of Players                              Gameplay Differences
                                                                                                    Rule 2: The cards in the deck must only be colors in the commander’s color identity.
                                 The starting player skips their first draw step to
          2 Players
                                 balance the advantage of going first.                              Rule 3: The deck must contain exactly 100 cards including the commander.
                                 Each player, including the starting player, draws a
          3+ Players
                                 card on their first turn.                                          Rule 4: Except for basic lands, no two cards in the deck may have the same name.
                                                                                                    Some cards may have rules texts that overrides this restriction. (Singleton Format)
Example: You can’t even begin to cast                                       Giant Growth will make Centaur Courser become a 6/6 creature. Lightning Bolt                 The next time you venture into the dungeon, you can choose the very same dungeon
Annihilate if there are no nonblack                                         will do three damage to Centaur Courser, which will now be 6/3, and will survive.            you were just in, or you can head into a new one.
creatures on the battlefield. You won’t even
                                                                                                                   Cast First,                  Cast Second,             Venture into The Undercity: If you’re in a dungeon, advance to the next room. If
be allowed to cast it to use it to draw a                                              Target                                                                            you’re not, enter Undercity.
                                                                                                                Resolves Second                 Resolves First
card.
                                                                                                                                                                         Initiative: When a game starts, nobody has The Initiative. Only one player at a time
A targeted spell will not resolve if its                                                                                                                                 can have The Initiative. The player with The Initiative has the following ability:
targets become invalid. When a spell
resolves, it checks the targets to make sure                                                                                                                             “Whenever one or more creatures a player controls deals combat damage to you, that
they’re still legal. If none are legal, the spell                                                                                                                        player takes The Initiative.
or ability is removed from the stack and
                                                                                                                                                                         Whenever you take The Initiative and at the beginning of your upkeep, venture into
does nothing at all. A spell or ability with at                                                                                                                          Undercity. (If you’re in a dungeon, advance to the next room. If you’re not, enter
least one valid target remaining will still                                                                                                                              Undercity. You can take the initiative even if you already have it.)”
resolve, but any of its effects that related to
invalid targets will not happen.                                                                                                                                         If the player with The Initiative leaves the game, the turn player takes The Initiative. If
                                                                                                                                                                         the turn player had The Initiative, the next player in turn order takes The Initiative.
Example: Blood Curdle has you choose a                                      Example 2: Alternatively, if you cast Giant Growth first to pump up your Centaur
target creature twice. If you targeted the                                  Courser, an opponent can react to Giant Growth on the stack with Lightning Bolt
                                                                                                                                                                         Adventure: Adventure spells are instants or sorceries that are on permanent spells. If
                                                                                                                                                                         an Adventure card is in your hand, you can do one of the following actions:
same creature that you control, the spell                                   targeting Centaur Courser as well, doing 3 damage, making it a 3/0 and sending it to
would still resolve. It would destroy the                                   the graveyard. Now, Giant Growth will fizzle out because the target is no longer valid
                                                                                                                                                                         • You may cast the adventure spell from your hand for its adventure cost. If it resolves,
creature and the second effect would “fizzle                                and be sent to the graveyard from the stack as well.
                                                                                                                                                                         the card will go to exile and be “on an adventure”. If it does not resolve for some
out.”                                                                                                                                                                    reason (like due to a counter spell), it does not go to exile. For example, Murderous
                                                                                                                   Cast First,                  Cast Second,             Rider has an adventure named Swift End that costs  that you can play from
Targeting is always signified by the                                                   Target
                                                                                                                Resolves Second                 Resolves First
word “target” or another keyword that                                                                                                                                    your hand. If it resolves, it will now be “on and adventure” in exile.
uses targets (such as equip or enchant).                                                                                                                                 • You can cast the permanent spell and ignore the adventure spell. For example,
Damage, destroying, and choosing are not                                                                                                                                 Murderous Rider can be cast as a creature and Swift End will not be relevant at all.
classified as targeting unless the word
“target” appears.                                                                                                                                                        The adventurer card can be cast as a creature
                                                                                                                                                                         while it’s in exile “on an adventure.”
Example: Damnation does not target any
                                                                                                                                                                         An adventurer card is a permanent card in every
creatures, avoiding effects like Hexproof,                                                                                                                               zone except the stack, as well as while on the
Protection, Shroud, Ward, and more.                                                                                                                                      stack if not cast as an Adventure. Ignore its
                                                                                                                                                                         alternative characteristics in those cases. While it's
                                                                                                                                                                         in your graveyard, Murderous Rider is a black
                                                                                                                                                                         creature card whose mana cost is 3 and can't be
                                                                                                                                                                         the target of anything targeting instants.
                                                                                                                                                                                                      
                                                                                                creature if you discarded a non-land card this way.
                                                                    
                                                                                                                                                                                                  Cost: A cost is something you have to pay to take most actions. You must pay a cost to
                                                                                                Counter (a spell or ability): Countering a spell or ability causes it to have no effect. If a     cast a spell or activate an activated ability.
                                                                                                spell is countered, it’s removed from the stack and put into its owner’s graveyard.               Counter (on a permanent): Counters are small markers (such as pebbles, dice, or
                                                                                                Once a spell or ability starts to resolve, it’s too late to counter it. Lands aren’t spells, so   cardboard markers) placed on an object or player to keep track of a number or attribute.
Deathtouch: Any creature dealt any amount of damage by this creature is destroyed. Has          they can’t be countered.                                                                          Counters are removed from the game as soon as the permanent they are on changes
no effect on players or planeswalkers.                                                          Cycling [cost]: Discard this card: Draw a card. Cycling is an ability that can be activated       zones (moves to a hand / library / graveyard / exile).
Decayed: This creature can’t block and when it attacks, sacrifice it at the end of combat.      from your hand that happens at instant speed.                                                     Damage: Damage reduces a player’s life total and destroys creatures.
Defender: This creature can’t attack.                                                           Disturb: You may cast this card transformed from your graveyard for its disturb cost.             • Attacking and blocking creatures deal damage equal to their power.
Double Strike: This creature deals First-Strike combat damage and normal combat                 Eminence: Eminence abilities are triggered abilities that still trigger when a creature is         See Glossary for “Combat Damage.”
damage.                                                                                         in the command zone.                                                                              • Some spells and abilities can also deal damage. Damage can be dealt only to creatures,
                                                                                                Exploit: When this creature enters the battlefield, you may sacrifice a creature.                 planeswalkers, or players. Damage dealt to a player causes “loss of life” and is
First Strike: This creature deals combat damage before creatures without First Strike or
                                                                                                                This creature can be cast from the graveyard rather for its Escape cost.          subtracted from the player’s life total. If a creature is dealt damage equal to or greater
Double Strike in an extra combat damage step before the normal combat damage step.
                                                                                                Flashback [Cost]: You may cast this card from your graveyard by paying [Cost] rather              than its toughness in a single turn, it is destroyed. Damage dealt beyond a creature’s
Fear: This creature can only be blocked by artifact creatures and/or black creatures.
                                                                                                than paying its mana cost. If the flashback cost was paid, exile this card instead of             toughness is “excess damage.”
Flash: This spell can be cast any time you could cast an instant.
                                                                                                putting it anywhere else any time it would leave the stack.                                       Destroy: Destroyed permanents move from the battlefield to its owner’s graveyard.
Flying: This creature can only be blocked by creatures with Flying or Reach.
                                                                                                Goad: Target creature becomes Goaded until your next turn.                                        Discard: To take a card from your hand and put it into your graveyard. You get to choose
Goaded: This creature is forced to attack and to attack a player other than the player that                                                                                                       which cards to discard unless it says otherwise.
caused it to be goaded.                                                                         Investigate: Create a Clue token with the ability: “, Sacrifice this artifact: Draw a
                                                                                                card”.                                                                                            Devotion: Devotion is a numerical value a player has, equal to the number of mana
Haste: This creature is not affected by summoning sickness.                                                                                                                                       symbols of a certain color among the mana costs of permanents that player controls.
                                                                                                Kicker [Cost]: You may pay an additional [Cost] as you cast this spell. If a spell’s
Hexproof: This permanent or player cannot be the target of spells or abilities that an                                                                                                            Draw: To take the top card of your library and put it into your hand. You draw one card
                                                                                                controller declares the intention to pay any of that spell’s kicker costs, that spell has
opponent controls.                                                                                                                                                                                during each your turns during the Draw Step. If a spell or ability lets you draw cards, it
                                                                                                been “kicked.” Multikicker [Cost] lets you pay the additional cost multiple times.
Indestructible: This permanent can’t be destroyed by damage or by effects that say                                                                                                                doesn’t affect your normal draw for the turn. Putting cards into your hand counts as
“destroy,” but it can still be put into the graveyard for other reasons, such as an effect      Regenerate: The next time this permanent would be destroyed this turn, it isn’t.
                                                                                                Instead, tap it, remove all damage from it, and remove it from combat.                            drawing them only if the spell or ability says “draw.”
that reduces its toughness to 0.                                                                                                                                                                  Enters The Battlefield: Some triggered abilities start with “When [this permanent] enters
Landwalk: This creature can’t be blocked if it’s attacking a player that owns the specified     Riot: This creature enters the battlefield with your choice of a +1/+1 count or haste.
                                                                                                Scry [X]: Look at the top [X] cards of your library, then put any number of them on the           the battlefield, …” When a permanent spell with an ability like this is successfully cast
type of land.                                                                                                                                                                                     and is put onto the battlefield, the ability triggers right away. Some abilities also trigger
Lifelink: When this creature deals damage, you simultaneously gain that much life.              bottom of your library in any order and rest on top of your library in any order.
                                                                                                Surveil [X]: Look at the top [X] cards of your library, then put any number of them into          when certain other permanents enter the battlefield.
Menace: This creature can’t be blocked except by two or more creatures.                                                                                                                           Exile: Put the card into the Exile Zone. Exile is unaffected by Indestructible.
                                                                                                your graveyard and the rest on top of your library in any order.
Mentor: Whenever this creature attacks, put a +1/+1 counter on target attacking                                                                                                                   Fight: When you creatures fight, each deals damage equal to its power to the other.
creature with power less than this creature.                                                    Unearth [Cost]: Return this card from your graveyard to the battlefield. It gains haste.
                                                                                                Exile at the beginning of the next end step. If it would leave the battlefield, exile it          Leaves The Battlefield: A permanent leaves the battlefield when it moves from the
Protection From [X]: Permanent or player cannot be damaged, enchanted, equipped,                                                                                                                  battlefield zone to any other zone (hand/library/graveyard/exile). If a card leaves the
                                                                                                instead of putting it anywhere else. Activate only as a sorcery.
fortified, blocked, or targeted by [X].                                                                                                                                                           battlefield and later returns to the battlefield, it’s like a brand-new card and doesn’t
Reach: This creature can block a creature with flying.                                                                                                                                            “remember” anything from the last time it was on the battlefield.
Shroud: This permanent or player cannot be the target of spells or abilities.                                                                                                                     Mana Ability: An ability that generates mana. Mana abilities can be activated abilities or
Vigilance: This creature doesn’t become tapped when attacking.                                  ★, ★/★: Some creatures’ power and toughness are set by their abilities.                           triggered abilities. Mana abilities don’t go on the stack or wait to resolve – you simply get
                                                                                                (Tap): This symbol means “tap this permanent” (turn it sideways to show that it’s               the mana immediately.
                                                                                                been used). It appears in activation costs. You can’t pay a tap cost if the card is already       Mana Cost: Previously known as “casting cost”. Mana Cost is equal to the default cost to
                                                                                                tapped, or if it’s a creature with summoning sickness.                                            cast a spell as defined on its card.
+1/+1 Counter: Increases a creature’s power and toughness by one.
                                                                                                Additional Cost: Some spells have an additional cost to cast it and you must pay both             Mana Value: Previously known as “total casting cost” or “converted mana cost”. Mana
-1/-1 Counter: Reduces a creature’s power and toughness by one.                                                                                                                                   Value is equal to a card’s Mana Cost ignoring colors. Cards without a mana cost, such as
Poison Counter: A player with 10 or more poison counters loses the game.                        the mana cost and its additional cost. If you can’t pay the additional cost, you can’t
                                                                                                cast the spell.                                                                                   lands, have a mana value of 0.
Shield Counter: Permanents with a Shield Counter gain “If this permanent would be                                                                                                                 Mill [X]: Put [X] cards from the top of your library into your graveyard.
destroyed as the result of an effect, instead remove a shield counter from it” and “If          Color Identity: A card’s color identity is the combination of all colors its mana cost, any
                                                                                                color indicator or color-setting characteristic-defining abilities on a card, and any mana        Opponent: A person you’re playing against is your opponent. If a card says, “an
damage would be dealt to this permanent, prevent that damage and remove a shield                                                                                                                  opponent,” it means one of its controller’s opponents.
counter from it.”                                                                               symbols in the card’s rules text. Mana symbols inside reminder text are ignored. Color
                                                                                                identity also ignores colors when they are written as words. Cards which set the color            Owner: The person who starts the game with a card in their deck is that card’s owner.
Stun Counter: If a permanent with a Stun Counter would become untapped, instead                                                                                                                   Even if your opponent gains control of one of your permanents, you’re still its owner. The
                                                                                                of another object don’t count towards their own color identity. Cards that have no
remove a stun counter from it.                                                                                                                                                                    owner of a token is the player who controlled it when it entered the battlefield.
                                                                                                colors following these rules have no color identity.
                                                                                                Colorless: Lands and most artifacts are colorless. Colorless is not a color. If something         Permanent: A card or token on the battlefield. Permanents can be lands, creatures,
                                                                                                tells you to choose a color, you can’t choose colorless.                                          artifacts, enchantments, or planeswalkers. Once a permanent is on the battlefield, it
Aura: Type of enchantment that you attach to a player or permanent. When the                    Color: The five Magic colors are white, blue, black, red, and green. If a spell or ability        stays there until it is destroyed, exiled, sacrificed, or otherwise removed according to the
permanent or player it’s attached to leaves the battlefield, the Aura is sent to the            tells you to choose a color, you must choose one of those five. A card’s color is                 game rules. You can’t remove a permanent from the battlefield just because you want to,
graveyard.                                                                                      determined by its mana cost. For example, a color that costs  is blue, and a card               even if you control it.
Changeling: This object is every creature type everywhere, even outside the game.               that costs  is both red and white.                                                              Player: You and your opponents are all players. If a spell or ability lets you choose a
                                                                                                Combat Damage: Damage done by a creature’s power while they attack or block. Other                player, you can choose yourself. You can’t choose yourself if the spell or ability says, “an
Enchant: All Auras have this keyboard ability, and it is always followed by the kind of
object that the Aura can be attached to (for example, “enchant creature” or “enchant            types of damage are not combat damage, even if its during the combat phase.                       opponent.”
land”). When you cast the Aura, you must target that kind of permanent. When an ability         Commander: The central card of a commander deck which determines which other                      Put onto the Battlefield: When a spell or ability tells you to put something onto the
of an Aura says, “enchanted creature,” it means “the creature the Aura is attached to.”         cards can be played in the deck by determining that deck’s color identity.                        battlefield, you move that card into the battlefield zone. This is different than casting it –
Equipment / Equip [Cost]: A type of artifact that represents a weapon, armor, or other          • Commanders must be a legendary creature or a planeswalker that has an ability to                you just put it onto the battlefield without paying its costs.
items that your creatures can use. Once an Equipment card is on the battlefield, you can        allow it to be a commander. Two commanders are allowed if each has the partner                    Sacrifice: To move a permanent you control to its owner’s graveyard.
pay it’s equip cost to attach it to a creature you control any time you could play a sorcery.   ability or a similar ability.                                                                     Shuffle: Some cards will instruct you to shuffle. This is a keyword action that has you
• If the equipped creature leaves the battlefield, the Equipment “drops to the ground”          • While in the command zone, it may be cast by paying its casting cost in addition to             randomize the cards of your library, so that no one knows the order of its contents.
and stays on the battlefield.                                                                   Commander Tax.  See Glossary for “Commander Tax.”                                                Source: Damage and abilities each come from a spell or permanent – the source of that
• You can move Equipment from one creature to another by paying it’s equip cost.                • If a commander is put into its owner’s graveyard, is exiled, or is returned to a                damage or ability. Once an ability is on the stack, removing its source doesn’t stop it from
Historic: Artifacts, Legendary spells, and Sagas are all Historic spells.                       player’s hand or library from anywhere, that player may choose to put it into the                 resolving.
Legendary: A card supertype. A player may not control two or more legendary                     command zone as a state-based action.                                                             Spell: All types of cards, except lands, are spells while you’re casting them. For example,
permanents with the same name.                                                                  • If a player has been dealt 21 points of combat damage by a particular commander,                Angler Turtle is a creature card. While you’re casting it, it’s a creature spell, and when it
                                                                                                that player loses the game.                                                                       resolves, it becomes a creature.
                                                                                                Commander Tax: An additional cost to the player casting it includes  for each time               Reveal: To show a card to all players for a brief time.
                                                                                                that player has previously cast it from the command zone.                                         Token: Some spells or abilities create permanents, and they are represented by tokens.
Blitz [Cost]: You may cast this card by paying [cost] rather than its mana cost. If this        Control: You control spells you cast, permanents that enter the battlefield on your side,         They can only exist on the battlefield and cease to exist once they leave and go to
spell’s Blitz cost was paid, sacrifice the permanent this spell becomes at the beginning of     and abilities that come from permanents you control. Only you can make decisions for              another zone (hand/library/graveyard/exile).
the next end step. As long as this permanent’s Blitz cost was paid, it has haste and            things you control. If you control a permanent, only you can activate its activated               Trample: This creature deals excess combat damage to the player it’s attacking, even if
“When this permanent is put into a graveyard from the battlefield, draw a card.”                abilities. Some spells and abilities let you gain control of a permanent, which usually           the creature is blocked.
Casualty [X]: As an additional cost to cast this spell, you may sacrifice a creature with       means the card will move from their side to yours.                                                X: When you see  in a cost, you get to choose the number that  stands for.
power X or greater. When you cast this spell, if a casualty cost was paid for it, copy it. If   Controller: A spell or permanent’s controller is the player who cast it unless another            You: The word “you” on a spell or ability refers to the current controller of that spell or
the spell has any targets, you may choose new targets for the copy.                             spell or ability changes who controls it.                                                         ability.
Connive: Draw a card, discard a card, and then put a +1/+1 counter on the creature this