MagicField guides

Mechanics

The set’s mechanics with worked examples, then every word on the cards.

Offspring

Pay an extra cost while casting the creature to make a 1/1 token copy when it enters.

How it works

  1. The copy retains the name, types, mana cost and abilities.
  2. The token is still created if the original leaves before the offspring trigger resolves.

On the card

Intrepid Rabbit
Intrepid Rabbit
Common · Creature — Rabbit Soldier · At the table

Paying offspring gives you two Rabbits and two enter triggers. Their temporary boosts can prepare an attack.

Watch out

  • The token’s mana value is the original card’s mana value, not one or zero just because it is 1/1.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Promise the named gift to an opponent as you cast the spell to unlock its other effects.

How it works

  1. Choose targets before anyone receives the gift.
  2. For an instant or sorcery, give the gift at the start of resolution. A permanent gives it with an enter trigger.

On the card

Parting Gust
Parting Gust
Uncommon · Instant · At the table

Promising a tapped Fish changes what Gust can do. The newly created Fish cannot be the target you already chose.

Watch out

  • If the spell is countered or all its targets become illegal, it does not resolve and the gift is not delivered.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Forage

Choose one payment: exile three cards from your graveyard, or sacrifice a Food.

How it works

  1. Make the choice each time an effect asks you to forage.
  2. Foods that are cards, such as Carrot Cake, qualify as well as Food tokens.

On the card

Osteomancer Adept
Osteomancer Adept
Rare · Creature — Squirrel Warlock · At the table

The Adept lets you cast creatures from the graveyard while adding a forage payment. Preserve enough graveyard cards or Foods to pay it.

Watch out

  • Sacrificing a Food for forage does not also activate its life-gain ability. Exiling cards for an unrelated cost is not foraging.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Valiant

The first time each turn this creature becomes the target of a spell or ability you control, its valiant ability triggers.

How it works

  1. Your Equipment, combat tricks and creature abilities can qualify.
  2. It can trigger on an opponent’s turn too if you target it then.

On the card

Seedglaive Mentor
Seedglaive Mentor
Uncommon · Creature — Mouse Soldier · At the table

Target Mentor with a combat trick to earn its permanent counter as well as the trick’s effect.

Watch out

  • Only the first targeting event each turn counts. A spell that does not target cannot trigger valiant.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Expend

Track the total mana you spend to cast spells during a turn. Expend N happens as you spend that turn’s Nth mana on spells.

How it works

  1. Mana for offspring and other additional casting costs counts.
  2. The permanent must already be present when you cross the threshold.

On the card

Wandertale Mentor
Wandertale Mentor
Uncommon · Creature — Raccoon Bard · At the table

With Mentor already in play, two two-mana spells can trigger expend 4 just as a four-mana spell can.

Watch out

  • It is not every fourth mana, and activated abilities do not count. Casting the Mentor itself before it is on the battlefield cannot trigger its own ability.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Pawprint Seasons

Choose modes whose pawprint symbols total no more than five. You may repeat a mode within that limit.

How it works

  1. Choose modes and targets as you cast.
  2. Resolve selected modes in printed order, repeating each as chosen.

On the card

Season of Weaving
Season of Weaving
Mythic · Sorcery · At the table

Mix card draw, copying and returning permanents according to the board. Repeating a low-cost mode is allowed.

Watch out

  • Pawprints are a way to choose modes, not a stored resource. Unused pawprints cannot be saved.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Class enchantments

A Class begins at level 1. Pay its next level’s cost at sorcery speed to add that level’s ability.

How it works

  1. Advance one level at a time.
  2. Earlier abilities remain active after leveling up; each Class tracks its own level.

On the card

Hunter's Talent
Hunter's Talent
Uncommon · Enchantment — Class · At the table

The first enter trigger deals damage. Level 2 improves an attacker, and level 3 can draw cards when you control enough power.

Watch out

  • Leveling does not make the enchantment enter again. The opponent can respond to a level-up ability.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

A Food token is an artifact you can pay two mana to tap and sacrifice for three life.

How it works

  1. Creating a Food does not immediately gain life.
  2. Cards and creatures with the Food subtype can pay a cost that requires sacrificing a Food.

On the card

Carrot Cake
Carrot Cake
Common · Artifact — Food · At the table

Cake makes a Rabbit on arrival and another when sacrificed, whether you sacrifice it for life or to forage.

Watch out

  • One Food cannot pay two sacrifice costs. A creature that becomes a Food may have summoning sickness for its tap ability.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Threshold abilities care about having at least seven cards in your graveyard right now.

How it works

  1. All card types count.
  2. Foraging or returning cards can put you back below seven.

On the card

Shoreline Looter
Shoreline Looter
Uncommon · Creature — Rat Rogue · At the table

Before threshold, its hit draws and discards. With seven graveyard cards, you keep the drawn card without that discard.

Watch out

  • Seven cards milled over the whole game is not enough if several have left the graveyard.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Each noncreature spell you cast gives this creature +1/+1 until end of turn.

How it works

  1. Instants, sorceries, artifacts and enchantments can qualify if they are not creatures.
  2. The bonus resolves before the spell and can change combat math.

On the card

Stormcatch Mentor
Stormcatch Mentor
Uncommon · Creature — Otter Wizard · At the table

Its discount helps cast multiple instants and sorceries, and each can also grow Mentor for the turn.

Watch out

  • Creature spells do not trigger prowess, even if the creature is also an artifact.
Rules detail & sourcesWizards · Bloomburrow mechanics · Wizards · Bloomburrow release notes

Glossary

Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.

56 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

C

Connive

Card mechanic

Draw a card, then discard a card. If you discard a nonland card, put a +1/+1 counter on the conniving creature. Discarding a land still improves your hand but does not add the counter.

Counter a spell or ability

Keyword action

To counter a spell or ability is to remove it from the stack without its effects resolving. A countered spell normally goes to its owner’s graveyard.

Watch out: This use of “counter” is different from placing a marker such as a +1/+1 counter on a card.

Curve

Strategy

A mix of costs that lets you use your mana on early and late turns.

D

Double strike

Keyword ability

This creature deals combat damage in the first-strike damage step and again in the normal damage step if it is still in combat.

Watch out: If its blocker dies in the first step, a blocked attacker does not hit the player in the second step unless an ability such as trample allows it.

E

F

G

H

I

K

L

Landfall

Ability word

This label groups abilities that reward a land entering under your control. The rest of each card tells you its effect.

Watch out: A land entering from a spell can trigger landfall too. The label itself adds no rules; read the actual ability.

M

O

P

R

S

Signal

Strategy · Draft

Repeated useful cards arriving late may indicate an open color; one card is weak evidence.

Synergy

Strategy

Cards helping each other do a useful job.

T

Tap and untap

Keyword action

Tap means turn a permanent sideways; untap means return it upright. A tap symbol in a cost means you must tap that permanent to pay.

Watch out: Being tapped by another effect does not activate an ability or produce mana. Creatures normally cannot pay their own tap-symbol costs until you have controlled them since your turn began.

V

W

Terms shared across sets: Learn glossary →