Comprehensive Rules

 

 

APNAP Order
  See Active Player, Nonactive Player Order.
Abandon
  To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.25, "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.

See rule 113, "Abilities," and section 6, "Spells, Abilities, and Effects."
Ability Word
  An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.
Absorb
  A keyword ability that prevents damage. See rule 702.63, "Absorb."
Activate
  To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, "Activating Activated Abilities."
Activated Ability
  A kind of ability. Activated abilities are written as "[Cost]: [Effect.] [Activation instructions (if any).]" See rule 113, "Abilities," and rule 602, "Activating Activated Abilities."
Activation Cost
  Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 118, "Costs," and rule 602, "Activating Activated Abilities."
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.
Adapt
  A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.42, "Adapt."
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. See rule 118, "Costs," and rule 601, "Casting Spells."
Adventurer Card
  Cards with a two-part card frame (one part of which is inset on the left) on a single card. See rule 715, "Adventurer Cards."
Affinity
  A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, "Affinity."
Afflict
  A keyword ability that makes the defending player lose life for blocking. See rule 702.129, "Afflict."
Afterlife
  A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.134, "Afterlife."
Aftermath
  A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.126, "Aftermath."
Alternating Teams Variant
  A multiplayer variant played among two or more teams of equal size. See rule 811, "Alternating Teams Variant."
Alternative Cost
  A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 118, "Costs," and rule 601, "Casting Spells."
Amass
  A keyword action than gives you a Zombie Army creature token or grows an Army you already have. See rule 701.43, "Amass."
Amplify
  A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, "Amplify."
Anchor Word
  A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.
Annihilator
  A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, "Annihilator."
Ante
  1. A zone used only when playing "for keeps."

2. To put a card into the ante zone.

See rule 407, "Ante."
Any Target
  A spell or ability may require "any target." "Any target" is the same as "target creature, player, or planeswalker." See rule 115.4.
Archenemy
  1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, "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 rule 301, "Artifacts."
Artifact Creature
  A combination of artifact and creature that’s subject to the rules for both. See rule 301, "Artifacts," and rule 302, "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 rule 301, "Artifacts," and rule 305, "Lands."
Artifact Type
  A subtype that’s correlated to the artifact card type. See rule 301, "Artifacts." See rule 205.3g for the list of artifact types.
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.
Ascend
  A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.130, "Ascend."
Assemble
  Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules.
Assign Combat Damage
  To determine how an attacking or blocking creature will deal its combat damage. See rule 510, "Combat Damage Step."
Assist
  A keyword ability that lets another player help you pay for a spell. See rule 702.131, "Assist."
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 rule 513, "End Step."
Attach
  To move an Aura, Equipment, or Fortification onto another object or player. See rule 701.3, "Attach."
Attack
  To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, "Declare Attackers Step."
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. See rule 803, "Attack Left and Attack Right Options."
Attack Multiple Players Option
  An option that may be used in certain multiplayer variants. See rule 802, "Attack Multiple Players Option."
Attack Right Option
  An option that may be used in certain multiplayer variants. See rule 803, "Attack Left and Attack Right Options."
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. See rule 508, "Declare Attackers Step."
Attacking Team
  The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, "Shared Team Turns Option."
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 rule 303, "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 702.64, "Aura Swap."
Awaken
  A keyword ability that lets you turn a land you control into a creature. See rule 702.112, "Awaken."
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 702.21, "Banding."
Base Power, Base Toughness
  Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, "Interaction of Continuous Effects."
Basic
  A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, "Supertypes."
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 rule 305, "Lands."
Basic Landcycling
  See Typecycling.
Battle Cry
  A keyword ability that makes other attacking creatures better in combat. See rule 702.90, "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 rule 403, "Battlefield."
Becomes
  A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
Beginning Phase
  Part of the turn. This phase is the first phase of the turn. See rule 501, "Beginning Phase."
Beginning of Combat Step
  Part of the turn. This step is the first step of the combat phase. See rule 507, "Beginning of Combat Step."
Bestow
  A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, "Bestow."
Block
  To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, "Declare Blockers Step."
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. See rule 509, "Declare Blockers Step."
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. See rule 509, "Declare Blockers Step."
Bloodthirst
  A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, "Bloodthirst."
Bolster
  A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.32, "Bolster."
Booster Pack
  A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.
Brawl
  An option for the Commander casual variant. See rule 903.11, "Brawl Option."
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 702.44, "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 702.26, "Buyback."
Card
  The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term "card" is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, "Cards."
Card Pool
  In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.
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 rule 205, "Type Line," and section 3, "Card Types."
Cascade
  A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, "Cascade."
Cast
  To take a card from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, "Casting Spells."
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 702.71, "Champion."
Change a Target
  To choose a new, legal target for a spell or ability. See rule 115.7.
Changeling
  A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, "Changeling."
Chaos Ability
  An ability of a plane card that triggers "Whenever you roll " on the planar die in the Planechase casual variant. See rule 309.7.
Chaos Symbol
  The chaos symbol appears on the planar die and in some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.
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.
Characteristics
  Information that defines an object. See rule 109.3.
Checklist Card
  A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, "Checklist Cards."
Cipher
  A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.98, "Cipher."
City’s Blessing
  A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.130, "Ascend."
Clash
  To have a mini-contest involving the top cards of players’ libraries. See rule 701.22, "Clash."
Cleanup Step
  Part of the turn. This step is the second and final step of the ending phase. See rule 514, "Cleanup Step."
Collector Number
  A number printed on most cards that has no effect on game play. See rule 212, "Information Below the Text Box."
Color
  1. A characteristic of an object. See rule 105, "Colors," and rule 202, "Mana Cost and Color."

2. An attribute mana may have. See rule 106, "Mana."
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.
Color Indicator
  A characteristic of an object. See rule 105, "Colors," and rule 204, "Color Indicator."
Colorless
  1. An object with no color is colorless. Colorless is not a color. See rule 105, "Colors," and rule 202, "Mana Cost and Color."

2. A type of mana. See rule 106, "Mana," and rule 107.4c.
Combat Damage
  Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, "Combat Damage Step."
Combat Damage Step
  Part of the turn. This step is the fourth step of the combat phase. See rule 510, "Combat Damage Step."
Combat Phase
  Part of the turn. This phase is the third phase of the turn. See rule 506, "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 rule 408, "Command."
Commander
  1. A casual variant in which each deck is led by a legendary creature. See rule 903, "Commander."

2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.
Commander Ninjutsu
  A variant of the ninjutsu ability. See rule 702.48, "Ninjutsu."
Commander Tax
  Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8.
Concede
  To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, "Ending the Game."
Conspiracy
  A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, "Conspiracies."
Conspiracy Draft
  A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, "Conspiracy Draft."
Conspire
  A keyword ability that creates a copy of a spell. See rule 702.77, "Conspire."
Constructed
  A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.
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."
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. See rule 611, "Continuous Effects."
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. See rule 716, "Controlling Another Player."
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.
Converted Mana Cost
  The total amount of mana in a mana cost, regardless of color. See rule 202.3.
Convoke
  A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, "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 rule 706, "Copying Objects."
Cost
  An action or payment necessary to take another action or to stop another action from taking place. See rule 118, "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 rule 122, "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.
Create
  To create a token is to put a token onto the battlefield. See rule 701.6, "Create."
Creature
  A card type. A creature is a permanent. See rule 302, "Creatures."
Creature Type
  A subtype that’s correlated to the creature card type and the tribal card type. See rule 302, "Creatures," and rule 308, "Tribals." See rule 205.3m for the list of creature types.
Crew
  A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, "Artifacts," and rule 702.121, "Crew."
Cumulative Upkeep
  A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, "Cumulative Upkeep."
Cycling
  A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, "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 rule 120, "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.
Dash
  A keyword ability that allows creatures to be especially aggressive. See rule 702.108, "Dash."
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. See rule 100, "General," and rule 103, "Starting the Game."
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. See rule 508, "Declare Attackers Step."
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. See rule 509, "Declare Blockers Step."
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 rule 802, "Attack Multiple Players Option," and rule 805.10.
Defending Team
  The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, "Shared Team Turns Option."
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 lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.65, "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. See rule 804, "Deploy Creatures Option."
Destroy
  To move a permanent from the battlefield to its owner’s graveyard. See rule 701.7, "Destroy."
Detain
  A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.28, "Detain."
Dethrone
  A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.104, "Dethrone."
Devoid
  A characteristic-defining ability that makes an object colorless. See rule 702.113, "Devoid."
Devotion
  A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.
Devour
  A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, "Devour."
Dies
  A creature or planeswalker "dies" if it is put into a graveyard from the battlefield. See rule 700.4.
Discard
  To move a card from its owner’s hand to that player’s graveyard. See rule 701.8, "Discard."
Double Agenda
  A variant of the hidden agenda ability. See rule 702.105, "Hidden Agenda."
Double Strike
  A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, "Double Strike."
Double-Faced Cards
  Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, "Double-Faced Cards."
Draft
  1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.

2. To choose a card during a draft and put it into your card pool.
Draft Round
  Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.
Draw
  1. To put the top card of a player’s library into their hand as a turn-based action or as the result of an effect that uses the word "draw." See rule 121, "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 rule 504, "Draw Step."
Dredge
  A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.51, "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.
EDH (Obsolete)
  An older name for the Commander casual variant. See rule 903, "Commander."
Echo
  A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, "Echo."
Effect
  Something that happens in the game as a result of a spell or ability. See rule 609, "Effects."
Embalm
  A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.127, "Embalm."
Emblem
  An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 114, "Emblems."
Emerge
  A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, "Emerge."
Emperor
  The middle player on each team in an Emperor game. See rule 809, "Emperor Variant."
Emperor Variant
  A multiplayer variant played among three-player teams. See rule 809, "Emperor Variant."
Enchant
  A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, "Enchantments," and rule 702.5, "Enchant."
Enchantment
  A card type. An enchantment is a permanent. See rule 303, "Enchantments." See also Aura.
Enchantment Type
  A subtype that’s correlated to the enchantment card type. See rule 303, "Enchantments." See rule 205.3h for the list of enchantment types.
Encoded
  A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, "Cipher."
Encounter
  To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, "Phenomena."
End Step
  Part of the turn. This step is the first step of the ending phase. See rule 513, "End Step."
End of Combat Step
  Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, "End of Combat Step."
End the Combat Phase
  To "end the combat phase" as the result of an effect is to perform an expedited process that skips everything else that would happen that phase. See rule 717, "Ending Turns and Phases."
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 rule 717, "Ending Turns and Phases."
Ending Phase
  Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, "Ending Phase."
Energy Symbol
  The energy symbol represents one energy counter. To pay , a player removes one energy counter from themselves.
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, 603.6d, and 614.12.
Entwine
  A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.41, "Entwine."
Epic
  A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.49, "Epic."
Equip
  A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, "Artifacts," and rule 702.6, "Equip."
Equipment
  An artifact subtype. Equipment can be attached to creatures. See rule 301, "Artifacts," and rule 702.6, "Equip."
Escalate
  A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, "Escalate."
Escape
  A keyword ability that lets a player cast a card from their graveyard. See rule 702.137, "Escape."
Eternalize
  A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.128, "Eternalize."
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 702.73, "Evoke."
Evolve
  A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.99, "Evolve."
Exalted
  A keyword ability that can make a creature better in combat. See rule 702.82, "Exalted."
Exchange
  To swap two things, such as objects, sets of objects, or life totals. See rule 701.10, "Exchange."
Exert
  A keyword action that stops a permanent from untapping during the next uptap step of the player who exerted it. See rule 701.38, "Exert."
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 rule 406, "Exile."
Expansion Symbol
  A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, "Expansion Symbol."
Exploit
  A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, "Exploit."
Explore
  A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.39, "Explore."
Extort
  A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, "Extort."
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.
Fabricate
  A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.122, "Fabricate."
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 110.5 and rule 702.36, "Morph."

3. Face-down spells have additional rules. See rule 707, "Face-Down Spells and Permanents," and rule 702.36, "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 110.5 and rule 702.36, "Morph."
Fading
  A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, "Fading."
Fateseal
  To manipulate some of the cards on top of an opponent’s library. See rule 701.21, "Fateseal."
Fear
  A keyword ability that restricts how a creature may be blocked. See rule 702.35, "Fear."
Fight
  When two creatures fight, each deals damage equal to its power to the other. See rule 701.12, "Fight."
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 702.24, "Flanking."
Flash
  A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, "Flash."
Flashback
  A keyword ability that lets a player cast a card from their graveyard. See rule 702.33, "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 207.2.
Flip Cards
  Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, "Flip Cards."
Flipped
  A status a permanent may have. See rule 110.5 and rule 709, "Flip Cards." See also Unflipped.
Flipping a Coin
  A method of randomization with two possible outcomes of equal likelihood. See rule 705, "Flipping a Coin."
Flying
  A keyword ability that restricts how a creature may be blocked. See rule 702.9, "Flying."
Food Token
  A Food token is a colorless artifact token with ", , Sacrifice this artifact: You gain 3 life." For more information about predefined tokens, see rule 111.10.
Forecast
  A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.56, "Forecast."
Forest
  One of the five basic land types. Any land with this subtype has the ability ": Add ." See rule 305.6.
Forestcycling
  See Typecycling.
Forestwalk
  See Landwalk.
Fortification
  An artifact subtype. Fortifications can be attached to lands. See rule 301, "Artifacts," and rule 702.66, "Fortify."
Fortify
  A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, "Artifacts," and rule 702.66, "Fortify."
Free-for-All
  A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, "Free-for-All Variant."
Frenzy
  A keyword ability that can make a creature better in combat. See rule 702.67, "Frenzy."
Fuse
  A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, "Fuse."
Fused Split Spell
  A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.101, "Fuse."
General
  Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, "Emperor Variant."
Generic Mana
  Mana in a cost represented by numerical symbols (such as ) or variable symbols (such as ) that 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.
Goad
  A keyword action that forces a creature to attack and to attack another player if able. See rule 701.37, "Goad."
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 702.57, "Graft."
Grand Melee
  A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, "Grand Melee Variant."
Gravestorm
  A keyword ability that creates copies of a spell. See rule 702.68, "Gravestorm."
Graveyard
  1. A zone. A player’s graveyard is their discard pile.

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

See rule 404, "Graveyard."
Hand
  1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.

2. All the cards in a player’s hand.

See rule 402, "Hand."
Hand Modifier
  A characteristic that only vanguards have. See rule 210, "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 702.54, "Haunt."
Hexproof
  A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, "Hexproof."
Hidden Agenda
  A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, "Hidden Agenda."
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 702.74, "Hideaway."
Historic
  An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.
Horsemanship
  A keyword ability that restricts how a creature may be blocked. See rule 702.30, "Horsemanship."
Hybrid Card
  A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.
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. See rule 722, "Handling Illegal Actions."
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 rule 203, "Illustration."
Illustration Credit
  Information printed directly below the text box that has no effect on game play. See rule 212, "Information Below the Text Box."
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.
Improvise
  A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, "Improvise."
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 117.7.
Independent
  See Dependency.
Indestructible
  A keyword ability that precludes a permanent from being destroyed. See rule 702.12.
Infect
  A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, "Infect."
Ingest
  A keyword ability that can exile the top card of a player’s library. See rule 702.114, "Ingest."
Instant
  A card type. An instant is not a permanent. See rule 304, "Instants."
Instead
  Effects that use the word "instead" are replacement effects. The word "instead" indicates what an event will be replaced with. See rule 614, "Replacement Effects."
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 702.13, "Intimidate."
Investigate
  A keyword action that creates a Clue artifact token. See rule 701.35, "Investigate."
Island
  One of the five basic land types. Any land with this subtype has the ability ": Add ." 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.
Jump-Start
  A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.132, "Jump-Start."
Keyword Ability
  A game term, such as "flying" or "haste," used as shorthand for a longer ability or group of abilities. See rule 702, "Keyword Abilities."
Keyword Action
  A verb, such as "destroy" or "cast," used as a game term rather than as its normal English meaning. See rule 701, "Keyword Actions."
Kicker, 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 702.32, "Kicker."
Land
  A card type. A land is a permanent. See rule 305, "Lands."
Land Type
  A subtype that’s correlated to the land card type. See rule 305, "Lands." See rule 205.3i 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 702.14, "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 113.7a, 608.2b, 608.2g, and 800.4h.
Layer
  A system used to determine in which order continuous effects are applied. See rule 613, "Interaction of Continuous Effects." See also Dependency, Timestamp Order.
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 603.10.
Legal Text
  Information printed directly below the text box that has no effect on game play. See rule 212, "Information Below the Text Box."
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.
Legend Rule
  A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.
Legendary
  A supertype that’s normally relevant on permanents. See rule 205.4, "Supertypes." See also Legend Rule.
Lethal Damage
  An amount of damage greater than or equal to a creature’s toughness. See rules 120.6, 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 702.86, "Level Up."
Leveler Cards
  Cards with striated text boxes and three power/toughness boxes. See rule 710, "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 rule 401, "Library."
Life Modifier
  A characteristic that only vanguards have. See rule 211, "Life Modifier."
Life, Life Total
  Each player has an amount of "life," represented by that player’s "life total." Life may be gained or lost. See rule 119, "Life."
Lifelink
  A keyword ability that causes a player to gain life. See rule 702.15, "Lifelink."
Limited
  A way of playing in which each player gets a quantity of unopened Magic product and creates their 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. See rule 801, "Limited Range of Influence Option."
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 rule 607, "Linked Abilities."
Living Weapon
  A keyword ability that creates a creature token and then attaches the Equipment with the ability to that token. See rule 702.91, "Living Weapon."
Local Enchantment (Obsolete)
  An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
London Mulligan
  Informal term for the current system of mulligan rules. See rule 103.4.
Loop
  A set of actions that could be repeated indefinitely. See rule 721, "Taking Shortcuts."
Lose the Game
  There are several ways to lose the game. See rule 104, "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 903.10 (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 rule 209, "Loyalty."

2. A characteristic that only planeswalkers have. See rule 306.5.
Loyalty Ability
  An activated ability with a loyalty symbol in its cost. See rule 606, "Loyalty Abilities."
Madness
  A keyword ability that lets a player cast a card they discard. See rule 702.34, "Madness."
Main Game
  The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 720, "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 rule 505, "Main Phase."
Mana
  The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, "Mana," rule 107.4, and rule 202, "Mana Cost and Color."
Mana Ability
  An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, "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.
Manifest
  A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.33, "Manifest," and rule 707, "Face-Down Spells and Permanents."
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 their cleanup step. See rule 402.2 and 514.1.
Megamorph
  A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.36, "Morph."
Meld
  To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.36, "Meld."
Meld Cards
  Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, "Meld Cards."
Melee
  A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, "Melee."
Menace
  An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, "Menace."
Mentor
  A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.133, "Mentor."
Miracle
  A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.93, "Miracle."
Modal, Mode
  A spell or ability is "modal" if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as "Choose one —." 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 702.42, "Modular."
Monarch
  A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 718, "The Monarch."
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 rule 105, "Colors," and rule 202, "Mana Cost and Color."
Monocolored Hybrid Mana Symbols
  See Hybrid Mana Symbols.
Monstrosity
  A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.30, "Monstrosity."
Monstrous
  A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.30, "Monstrosity."
Morph
  A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.36, "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 ": Add ." 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 122.5.

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 in favor of a new one. See rule 103.4.
Multicolored
  An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, "Colors," and rule 202, "Mana Cost and Color."
Multikicker
  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 702.32, "Kicker." See also Kicker.
Multiplayer Game
  A game that begins with more than two players. See section 8, "Multiplayer Rules."
Myriad
  Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, "Myriad."
Name
  A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, "Name."
Ninjutsu
  A keyword ability that lets a creature suddenly enter combat. See rule 702.48, "Ninjutsu."
Nonbasic Land
  Any land that doesn’t have the supertype "basic." See rule 205.4, "Supertypes."
Nontraditional Magic Card
  An oversized Magic card that has a Magic card 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 rule 109, "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 702.47, "Offering."
One-Shot Effect
  An effect that does something just once and doesn’t have a duration. See rule 610, "One-Shot Effects." See also Continuous Effects.
Ongoing
  A supertype that appears only on scheme cards. See rule 205.4, "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 at Gatherer.Wizards.com. See rule 108.1.
Outlast
  A keyword ability that allows a creature to grow larger over time. See rule 702.106, "Outlast."
Outside the Game
  An object is "outside the game" if it isn’t in any of the game’s zones. See rule 400.10.
Overload
  A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, "Overload."
Owner
  The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.
Paired
  A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, "Soulbond."
Paris Mulligan
  Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.4.
Partner, "Partner with [name]"
  A keyword ability that lets two legendary creatures or planeswalkers be your commander in the Commander variant rather than one. "Partner with [name]" is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.123, "Partner," and rule 903, "Commander."
Pass
  To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, "Timing and 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. See rule 117, "Timing and 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 rule 118, "Costs."
Permanent
  A card or token on the battlefield. See rule 110, "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 702.78, "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 702.25, "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 110.5 and rule 702.25, "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 702.25, "Phasing."
Phenomenon
  A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 310, "Phenomena."
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
  (Obsolete) Some spells and abilities previously referred to a counter being "placed" on a permanent. These cards have received errata in the Oracle card reference to use the term "put" instead. Due to a rules change, these cards continue to function as they did before. See rule 122, "Counters."
Plains
  One of the five basic land types. Any land with this subtype has the ability ": Add ." 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 rule 309, "Planes."
Planechase
  A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, "Planechase."
Planeswalk
  To put each face-up plane card or phenomenon 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 701.23, "Planeswalk."
Planeswalker
  A card type. A planeswalker is a permanent. See rule 306, "Planeswalkers."
Planeswalker Symbol
  The Planeswalker symbol 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 rule 306, "Planeswalkers." See rule 205.3j for the list of planeswalker types.
Planeswalker Uniqueness Rule (Obsolete)
  Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the "planeswalker uniqueness rule" and no longer exists.
Play
  1. To play a land is to put a land onto the battlefield as a special action. See rule 116, "Special Actions," and rule 305, "Lands."

2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, "Casting Spells."

3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.

4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.

5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases "in play," "from play," "into play," or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
Player
  One of the people in the game. See rule 102, "Players."
Poison Counter
  A counter that may be given to a player. See rule 122, "Counters," and rule 704.5c.
Poisoned
  Having one or more poison counters. See rule 122, "Counters."
Poisonous
  A keyword ability that causes a player to get poison counters. See rule 702.69, "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."
Populate
  A keyword action that creates a copy of a creature token you control. See rule 701.29, "Populate."
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 rule 208, "Power/Toughness."

2. 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. See rule 615, "Prevention Effects."
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. See rule 615, "Prevention Effects."
Priority
  Which player can take actions at any given time is determined by a system of "priority." See rule 117, "Timing and Priority."
Proliferate
  To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.26, "Proliferate."
Protection
  A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, "Protection."
Provoke
  A keyword ability that can force a creature to block. See rule 702.38, "Provoke."
Prowess
  A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, "Prowess."
Prowl
  A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, "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 702.22, "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 702.17, "Reach." See also Flying.
Rebound
  A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, "Rebound."
Recover
  A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.58, "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.
Reflexive Triggered Ability
  An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.
Regenerate
  To replace a permanent’s destruction with an alternate sequence of events. See rule 701.14, "Regenerate."
Reinforce
  A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, "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 207.2.
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.
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.
Renown
  A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, "Renown."
Renowned
  A designation given to a permanent as a result of the renown ability. See rule 702.111, "Renown."
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. See rule 614, "Replacement Effects."
Replicate
  A keyword ability that creates copies of a spell. See rule 702.55, "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. See rule 608, "Resolving Spells and Abilities."
Respond
  To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.
Restart the Game
  To immediately end the current game and restart it. See rule 104, "Ending the Game."
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 their graveyard. See rule 702.80, "Retrace."
Reveal
  To show a card to all players for a brief time. See rule 701.15, "Reveal."
Riot
  A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.135, "Riot."
Ripple
  A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.59, "Ripple."
Rules Text
  A characteristic that defines a card’s abilities. See rule 207.1.
Sacrifice
  To move a permanent you control to its owner’s graveyard. See rule 701.16, "Sacrifice."
Saga
  An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, "Saga Cards."
Scavenge
  A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.96, "Scavenge."
Scheme
  A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 312, "Schemes."
Scry
  To manipulate some of the cards on top of your library. See rule 701.17, "Scry."
Search
  To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.18, "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 701.24, "Set in Motion."
Shadow
  A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, "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. See rule 810, "Two-Headed Giant Variant."
Shared Team Turns Option
  An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, "Shared Team Turns Option."
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 rule 721, "Taking Shortcuts."
Shroud
  A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, "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.
Silver-Bordered
  Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules.
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. See rule 614, "Replacement Effects."
Skulk
  A keyword ability that restricts how a creature may be blocked. See rule 702.117, "Skulk."
Slivercycling
  See Typecycling.
Snow
  A supertype that’s normally relevant on permanents. See rule 205.4, "Supertypes."
Snow Mana Symbol
  The snow mana symbol 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 rule 307, "Sorceries."
Soulbond
  A keyword ability that makes creatures better by pairing them together. See rule 702.94, "Soulbond."
Soulshift
  A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.45, "Soulshift."
Source of Damage
  The object that dealt that damage. See rule 609.7.
Source of an Ability
  The object that generated that ability. See rule 113.7.
Special Action
  An action a player may take that doesn’t use the stack. See rule 116, "Special Actions."
Spectacle
  A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.136, "Spectacle."
Spell
  A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, "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 113.3a.
Spell Type
  A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, "Instants," and rule 307, "Sorceries." See rule 205.3k for the list of spell types.
Splice
  A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.46, "Splice."
Split Cards
  Cards with two card faces on a single card. See rule 708, "Split Cards."
Split Second
  A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, "Split Second."
Stack
  A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, "Stack."
Starting Hand Size
  The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.4.
Starting Life Total
  The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.3.
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 Trigger
  A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
State-Based Actions
  Game actions that happen automatically whenever certain conditions are met. See rule 704, "State-Based Actions."
Static Ability
  A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, "Abilities," and rule 604, "Handling Static Abilities."
Status
  The physical state of a permanent. See rule 110.5.
Step
  A subsection of a phase. See section 5, "Turn Structure."
Storm
  A keyword ability that creates copies of a spell. See rule 702.39, "Storm."
Subgame
  A completely separate Magic game created by an effect. See rule 720, "Subgames."
Subtype
  A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, "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 702.43, "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 205.4, "Supertypes."
Supervillain Rumble
  A Free-for-All game in which each player is an archenemy. See rule 806, "Free-for-All," and rule 904, "Archenemy."
Support
  A keyword action that lets you put +1/+1 counters on creatures. See rule 701.34, "Support."
Surge
  A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.116, "Surge."
Surveil
  To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.41, "Surveil."
Suspend
  A keyword ability that provides an alternative way to play a card. See rule 702.61, "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 ": Add ." See rule 305.6.
Swampcycling
  See Typecycling.
Swampwalk
  See Landwalk.
Tap
  To turn a permanent sideways from an upright position. See rule 701.20, "Tap and Untap."
Tap Symbol
  The tap symbol in an activation cost means "Tap this permanent." See rule 107.5.
Tapped
  A status a permanent may have. See rule 110.5 and rule 701.20, "Tap and Untap." See also Untapped.
Target
  A preselected object or player a spell or ability will affect. See rule 115, "Targets."
Team
  A group of players who share a common victory condition in a multiplayer game. See rule 808, "Team vs. Team Variant," rule 809, "Emperor Variant," rule 810, "Two-Headed Giant Variant," and rule 811, "Alternating Teams Variant."
Team vs. Team Variant
  A multiplayer variant played among two or more teams, each of which sits together. See rule 808, "Team vs. Team Variant."
Teammate
  In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.
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 rule 207, "Text Box."
Text-Changing Effect
  A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, "Text-Changing Effects."
Threshold
  "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 111, "Tokens."
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 601.2f.
Totem Armor
  A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, "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 rule 208, "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). See rule 108.2.
Trample
  A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, "Trample."
Transfigure
  A keyword ability that lets a player search their library for a replacement creature card. See rule 702.70, "Transfigure."
Transform
  To turn a double-faced card so its other face is up. See rule 701.27, "Transform."
Transmute
  A keyword ability that lets a player search their library for a replacement card. See rule 702.52, "Transmute."
Treasure Token
  A Treasure token is a colorless artifact token with ", Sacrifice this artifact: Add one mana of any color." For more information about predefined tokens, see rule 111.10.
Tribal
  A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, "Tribals."
Tribute
  A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.103, "Tribute."
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. See rule 603, "Handling Triggered Abilities."
Trigger Condition
  The first part of a triggered ability, consisting of "when," "whenever," or "at" followed by a trigger event. See rule 603, "Handling Triggered Abilities."
Trigger Event
  The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, "Handling Triggered Abilities."
Triggered Ability
  A kind of ability. Triggered abilities begin with the word "when," "whenever," or "at." They’re written as "[Trigger condition], [effect]." See rule 113, "Abilities," and rule 603, "Handling Triggered Abilities."
Turn Markers
  Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
Turn-Based Actions
  Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, "Turn-Based Actions."
Two-Headed Giant Variant
  A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, "Two-Headed Giant Variant."
Type
  1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, "Type Line," and section 3, "Card Types."

2. An attribute mana has. See rule 106, "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 rule 205, "Type Line."
Type-Changing Effect
  An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.
Typecycling
  A variant of the cycling ability. See rule 702.28, "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 (Obsolete)
  A term that meant "can’t be blocked." Cards that used this term have received errata in the Oracle card reference.
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. See rule 509, "Declare Blockers Step."
Undaunted
  A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, "Undaunted."
Undying
  A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, "Undying."
Unearth
  A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.83, "Unearth."
Unflipped
  A default status a permanent may have. See rule 110.5 and rule 709, "Flip Cards." See also Flipped.
Unleash
  A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.97, "Unleash."
Unless
  A word used to indicate a certain style of cost. See rule 118.12a.
Untap
  To rotate a permanent back to the upright position from a sideways position. See rule 701.20, "Tap and Untap."
Untap Step
  Part of the turn. This step is the first step of the beginning phase. See rule 502, "Untap Step."
Untap Symbol
  The untap symbol in an activation cost means "Untap this permanent." See rule 107.6.
Untapped
  A default status a permanent may have. See rule 110.5 and rule 701.20, "Tap and Untap." See also Tapped.
Upkeep Step
  Part of the turn. This step is the second step of the beginning phase. See rule 503, "Upkeep Step."
Vancouver Mulligan
  Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.4.
Vanguard
  1. A casual variant in which each player plays the role of a famous character. See rule 902, "Vanguard."

2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 311, "Vanguards."
Vanishing
  A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, "Vanishing."
Variant
  An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
Vehicle
  An artifact subtype. Vehicles can become artifact creatures. See rule 301, "Artifacts," and rule 702.121, "Crew."
Vigilance
  A keyword ability that lets a creature attack without tapping. See rule 702.20, "Vigilance."
Vote
  Some cards instruct players to vote from among given options. See rule 701.31, "Vote."
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 rule 104, "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 702.79, "Wither."
Wizardcycling
  See Typecycling.
World
  A supertype that’s normally relevant on enchantments. See rule 205.4, "Supertypes." See also World Rule.
World Rule
  A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k.
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.