
Paladin’s Arms supplies one artifact and one Hero, not two artifacts. Re-equipping later keeps the same token and does not create another.
The set’s mechanics with worked examples, then every word on the cards.
When this Equipment enters, create a 1/1 colorless Hero creature token, then attach the Equipment to it.

Paladin’s Arms supplies one artifact and one Hero, not two artifacts. Re-equipping later keeps the same token and does not create another.
Choose exactly one mode as you cast the spell and add that mode’s extra cost to its mana cost.

Thunder Magic’s middle mode normally costs four mana total. It can trigger Shantotto’s draw despite mana value one; enough cost reduction can prevent that draw.
A Saga creature gets a lore counter as it enters and another at the start of your first main phase. Its chapters trigger as the relevant numbers are reached.

Plan around the summon’s last chapter before it leaves. Removing a lore counter changes future chapters; it does not immediately trigger an earlier chapter.
Normally cast the front face and transform only when a printed instruction allows it. Transforming in place keeps the same permanent.

Cecil can be cast with black mana even though his back is white. In-place transformation does not cause entry abilities again; Crystal Fragments’ exile-and-return does.
Cast the Adventure spell for its own cost, then exile the card as it resolves. Later play its land from exile using one of your normal land plays.

Land retrieval can find Jidoor in the graveyard; sorcery retrieval cannot find Overture there. Evaluate each Adventure’s own colored cost.
These abilities trigger whenever a land enters under your control, whether played normally or put there by a spell.

Returning a land for Chocobo Kick can set up another landfall later. Do not trade away the mana needed for your next creature merely to chase an extra trigger.
Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.
A +1/+1 counter adds one power and one toughness; a −1/−1 counter subtracts one of each. These counters stay until removed or the object changes zones.
Watch out: If a permanent has both kinds, matching pairs are removed as a state-based action. A temporary +1/+1 effect is not a counter.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
You may cast the Adventure half instead of the permanent half. If the Adventure resolves, exile the card; you may later play its permanent half from there, paying the normal cost and following its timing.
Watch out: If the Adventure is countered or all its targets become illegal, it does not resolve and normally goes to the graveyard. You can also cast the permanent half directly.
Reduce the generic part of this spell’s cost by one for each permanent of the specified kind you control.
Watch out: It does not reduce the colored mana symbols. Check exactly what the card has affinity for.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Activate this ability only if this creature attacked this turn, and only once each turn. It need not have dealt combat damage.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
These named counters track whatever the card’s abilities say. Their names alone do not give a universal bonus or penalty.
Watch out: For example, vanishing uses time counters as a countdown. Read the particular card before deciding what adding another counter will do.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Pay the ability’s cost and return an unblocked attacker to put this card from your hand or command zone onto the battlefield tapped and attacking. This is an ability, not casting a spell.
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.
Tap other untapped creatures you control with enough total power to turn this Vehicle into an artifact creature until the turn ends.
Watch out: The crew creatures do not become the Vehicle’s attackers. A newly played Vehicle still needs haste to attack that turn.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Enough useful low-cost plays to act before your expensive threats.
From your hand, pay the cycling cost and discard this card to draw a card.
Watch out: Cycling is an activated ability, not casting the card. Typecycling searches for a specified kind of card instead.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Cast this creature for its dash cost to give it haste. Return it to its owner’s hand at the next end step if it remains on the battlefield.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Any positive amount of damage this source deals to a creature is enough to make that damage lethal.
Watch out: It works with a fight or other noncombat damage. Indestructible still prevents destruction.
This creature cannot attack.
Watch out: It can still block and use its abilities unless something else prevents that.
Move a permanent from the battlefield to its owner’s graveyard because an effect or lethal damage destroys it.
Watch out: Indestructible stops destruction. Sacrificing, exiling, and reducing toughness to 0 are different ways for a creature to leave.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Move a card from your hand to your graveyard.
Watch out: Discarding is not casting. It does not pay the card’s mana cost or produce its normal spell effect.
Doubling counters adds as many of that kind as are already there. Doubling power gives a modifier based on the creature’s power when the effect resolves; it does not necessarily change base power or add counters.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This label marks a card’s printed ability that may function from the command zone as well as the battlefield. Read the exact zone and trigger requirements.
An Aura’s enchant line tells you what it may be attached to.
Watch out: An Aura cast as a spell targets what it will enchant. If it later becomes illegally attached, it normally goes to the graveyard.
Pay the equip cost to attach this Equipment to a target creature you control. Normally, activate equip only in your main phase when the stack is empty.
Watch out: The Equipment usually stays on the battlefield when the creature leaves. Moving it to another creature normally costs another equip activation.
Move the object to the exile zone. It is separate from the graveyard.
Watch out: A card in exile cannot normally be played. You need a rule or effect giving permission, such as a resolved Adventure.
The two creatures each deal damage equal to their power to the other at the same time.
Watch out: This is not combat. First strike and double strike do not add damage steps; deathtouch and lifelink still affect damage.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
If a permanent with a finality counter would go from the battlefield to a graveyard, exile it instead.
Watch out: It does not die when this replacement sends it to exile, so ordinary “dies” abilities do not trigger.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This creature deals combat damage in an earlier step, before creatures without first strike or double strike.
Watch out: A creature killed in that early damage step usually cannot deal its normal combat damage.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
You may cast this spell when you could cast an instant, including during another player’s turn when you have priority.
Watch out: Flash changes when you may cast it. It does not let you cast from a different zone or avoid its costs.
You may cast this instant or sorcery from your graveyard by paying its flashback cost.
Watch out: Follow its normal timing. A spell cast with flashback is exiled when it leaves the stack, even if it is countered.
An attacking creature with flying can be blocked only by creatures with flying or reach.
Watch out: A flying creature can block a creature without flying.
A standard Food token is an artifact with an ability costing two mana, tapping it, and sacrificing it to gain 3 life.
Watch out: Food is also an artifact type. Turning a card into a Food follows that effect’s text; the type alone does not grant an ability.
A Food token is an artifact with “{2}, {T}, Sacrifice this token: You gain 3 life.” Creating Food alone does not gain life.
Pay the cycling cost and discard this card to search your library for a Forest card, reveal it, put it in your hand, then shuffle.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This creature may attack and use abilities with the tap or untap symbol even if you have not controlled it since your turn began.
Watch out: It still needs to be untapped to attack or pay a tap cost.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A permanent with hexproof cannot be targeted by spells or abilities its controller’s opponents control.
Watch out: Its controller may target it. Effects that do not target can still affect it.
When this permanent enters, look at the stated number of library cards, exile one face down and put the others on the bottom randomly. Its separate ability says when you can play that card; hideaway alone grants no casting permission.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This permanent cannot be destroyed by lethal damage or an effect that says “destroy.”
Watch out: It can still be exiled or sacrificed. A creature with toughness 0 or less still goes to the graveyard.
Pay the cycling cost and discard this card to search your library for an Island card, reveal it, put it in your hand, then shuffle.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
When this Equipment enters, create a 1/1 colorless Hero creature token, then attach the Equipment to it.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A keyword counter grants its named ability, such as trample, to the object it is on.
Watch out: A trample counter is not a +1/+1 counter. The named ability and the creature’s size are separate.
As you cast the spell, you may pay its extra kicker cost. The card tells you what changes if you do.
Watch out: You decide and pay while casting. You do not get to add kicker after the spell has resolved.
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.
These abilities trigger whenever a land enters under your control, whether played normally or put there by a spell.
When this source deals damage, its controller gains that much life at the same time.
Watch out: This also works for noncombat damage. It uses the damage actually dealt, not simply the creature’s printed power.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A specified matching pair of cards can be exiled and returned combined as one meld permanent. Follow the named cards and printed activation or trigger; unrelated double-faced cards cannot meld.
This attacking creature cannot be blocked by just one creature; at least two blockers are needed.
Watch out: It can still go unblocked. Losing one blocker after blocks are declared does not undo the original block.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Put the stated number of cards from the top of the named player’s library into that player’s graveyard.
Watch out: Milling is not drawing. An empty library makes you lose when you must draw from it, not merely when its last card is milled.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Pay the overload alternative cost to replace the word target with each in the spell’s text. An overloaded spell does not target, so it can affect creatures with hexproof if its other conditions permit.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
In Commander, this ability can let you use two commanders with partner. It does not give you a second commander or an extra card in an ordinary draft game.
Pay the cycling cost and discard this card to search your library for a Plains card, reveal it, put it in your hand, then shuffle.
Choose any number of permanents or players that already have counters. Give each chosen one another counter of every kind it already has.
Watch out: You cannot add the first counter of a kind this way. If a chosen permanent has a harmful counter, that kind increases too.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Protection from a quality prevents damage from sources of that quality and stops their targeting, blocking, enchanting and equipping. It does not stop untargeted destruction or sacrifice effects.
Whenever you cast a noncreature spell, this creature gets +1/+1 until the turn ends.
Watch out: Lands are not spells. The prowess trigger can resolve even if the spell that triggered it is countered.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This creature may block creatures with flying.
Watch out: Reach does not give it flying or make its own attacks harder to block.
This label marks abilities that check whether a permanent you controlled left the battlefield this turn. Read when the particular ability checks.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Move a permanent you control from the battlefield to its owner’s graveyard.
Watch out: Sacrifice is not destruction: indestructible does not stop it. You cannot sacrifice a teammate’s permanent unless an effect specifically permits it.
A Saga normally enters with a lore counter and gains another as your first main phase begins. Reaching chapter numbers triggers those chapter abilities.
Watch out: The new lore counter is not added during upkeep. When its final chapter ability is no longer on the stack, you normally sacrifice the Saga.
A Saga creature gets a lore counter as it enters and another at the start of your first main phase. Its chapters trigger as the relevant numbers are reached.
Look at the stated number of cards from the top of your library. Put any number on the bottom and the rest back on top, choosing their order.
Watch out: Scry does not draw a card. Cards you move to the bottom do not go to the graveyard.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Repeated useful late cards may suggest an open color; one card is weak evidence.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
If an opponent lost life this turn, you may cast the spell for its spectacle cost instead of its mana cost. Normal timing and additional costs still apply.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
If a permanent with a stun counter would untap, remove one stun counter instead and leave it tapped.
Watch out: The counter does not tap an untapped permanent by itself. Several stun counters can stop several separate untaps.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
The actual cards and mana that let a payoff work.
Look at the stated number of cards from the top of your library. Put any number into your graveyard and the rest back on top in your chosen order.
Watch out: Surveil does not draw a card. Unlike scry, unwanted cards go to the graveyard instead of the bottom.
Pay the cycling cost and discard this card to search your library for a Swamp card, reveal it, put it in your hand, then shuffle.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Choose exactly one mode as you cast the spell and add that mode’s extra cost to its mana cost.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Cast the Adventure spell for its own cost, then exile the card as it resolves. Later play its land from exile using one of your normal land plays.
An attacking creature can assign excess combat damage to what it is attacking after assigning lethal damage to every blocker.
Watch out: It does not automatically send all damage past a small blocker. Trample on a blocking creature does not send damage to the attacking player.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Normally cast the front face and transform only when a printed instruction allows it. Transforming in place keeps the same permanent.
A standard Treasure token is an artifact you can tap and sacrifice to add one mana of any color.
Watch out: A Treasure is not a land. Using it spends the token; it does not remain for another turn.
Tripling power or toughness adds a modifier equal to twice its current value when the effect resolves. Later changes are not tripled automatically.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
From your hand, pay the listed cost and discard the card. Search your library for the named kind of card, reveal it, put it into your hand, then shuffle.
Watch out: Basic landcycling finds a basic land. Mountaincycling finds a Mountain card; Halflingcycling finds a Halfling card. This does not put the found card onto the battlefield.
Attacking does not tap this creature.
Watch out: It must still be untapped to be declared as an attacker. Vigilance does not remove summoning sickness.
When an opponent’s spell or ability targets this permanent, ward triggers. That spell or ability is countered unless the opponent pays the ward cost.
Watch out: Ward is not hexproof: the opponent can target it and choose whether to pay. An effect that does not target does not trigger ward.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.