MagicField guides

Mechanics

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

Threshold abilities use seven or more cards in your graveyard. Read whether the particular reward is continuous or a triggered ability.

How it works

  1. A continuous bonus changes immediately when the graveyard count changes. An intervening-if trigger checks its condition when it would trigger and again on resolution.
  2. Flashback and recursion may remove cards from the graveyard, turning threshold off.

On the card

Dreadwing Scavenger
Dreadwing Scavenger
Uncommon · Creature — Nightmare Bird · At the table

At seven cards, Inkmage cannot be blocked and Scavenger is larger with deathtouch. Exiling a card before attackers can remove the evasion and immediately shrink Scavenger.

Watch out

  • Dreadwing Scavenger has a continuous bonus, not an intervening-if trigger; graveyard removal can make existing marked damage lethal.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Raid

Raid rewards you if you attacked during the turn. The attacker need not hit a player, survive combat or be the card with raid.

How it works

  1. Declare at least one attacker, then use second-main entry rewards such as Goblin Boarders.
  2. An end-step raid trigger checks the condition as that step begins. A creature put onto the battlefield attacking was not declared as an attacker and does not itself satisfy raid.

On the card

Goblin Boarders
Goblin Boarders
Common · Creature — Goblin Pirate · At the table

Attack with a small creature, then cast Boarders with its counter in your second main phase. Artist can have stayed back and still trigger at your end step.

Watch out

  • Raid does not require combat damage, and casting an entry-reward creature before your first attack misses its reward.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Prowess and spell rewards

4 in Cards →

Prowess gives its creature +1/+1 for the turn whenever you cast a noncreature spell. Lands are not spells.

How it works

  1. Instants, sorceries, noncreature artifacts and noncreature enchantments qualify. Artifact creatures and enchantment creatures do not.
  2. A cast trigger resolves before the spell that caused it; countering that spell does not remove the trigger.

On the card

Elementalist Adept
Elementalist Adept
Common · Creature — Human Wizard · At the table

Burst Lightning triggers prowess and Balmor before it resolves. Casting another Elementalist Adept triggers neither merely because it has flash.

Watch out

  • Balmor is narrower than prowess: it requires an instant or sorcery rather than every noncreature spell.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Cast the card from your graveyard by paying its flashback cost, then exile it when it leaves the stack.

How it works

  1. Obey the card's ordinary timing: flashback does not make a sorcery instant-speed.
  2. A flashback spell is exiled even if countered or if all its targets become illegal.

On the card

Think Twice
Think Twice
Common · Instant · At the table

Think Twice can draw on an opponent's turn because it is an instant. Self-Reflection still needs sorcery timing even when its graveyard cost is cheaper.

Watch out

  • Casting with flashback removes the card from the graveyard, which may turn threshold off before the spell resolves.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

You may pay the stated extra cost as you cast the spell to receive its kicked effect. Ordinary kicker is paid at most once.

How it works

  1. Add the kicker payment to the normal casting cost; it does not change the card's mana value.
  2. The spell remembers whether it was kicked, even if it resolves into a permanent.

On the card

Burst Lightning
Burst Lightning
Common · Instant · At the table

Choose an early two-mana Colony to fill the curve or pay five total for two counters later. That choice is made while casting, not after an opponent responds.

Watch out

  • Burst Lightning with kicker costs five total mana, not four, and Gnarlid Colony's five-mana mode is still mana value two.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Morbid

Morbid checks whether a creature died earlier in the turn. Any player's creature can qualify; death means moving from battlefield to graveyard.

How it works

  1. Arrange a trade or sacrifice before the relevant entry or end-step check. Tokens can die and enable morbid.
  2. Wardens of the Cycle checks before the end step begins; sacrificing afterward cannot retroactively create its trigger.

On the card

Wardens of the Cycle
Wardens of the Cycle
Uncommon · Creature — Elf Warlock · At the table

Trade a creature in combat, then cast Tragic Banshee for its larger reduction. If Wardens is present, that same earlier death can enable its end-step choice.

Watch out

  • Exiling or returning a creature to hand is not a death, and a sacrificed noncreature artifact does not enable morbid.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Life-gain events and counters

A life-gain trigger usually cares about each event, not the number of life points in that event. Separate lifelink creatures create separate events.

How it works

  1. Gaining three life from one Food is one event. Two separate creature-entry life triggers produce two events.
  2. State-based actions remove lethally damaged creatures before life-gain counter triggers resolve.

On the card

Fiendish Panda
Fiendish Panda
Uncommon · Creature — Bear Demon · At the table

Several creatures entering with Dazzling Angel can grow Panda through several life-gain events. Lethal simultaneous combat damage still kills Panda before those new counters arrive.

Watch out

  • Fiendish Panda's death return uses last battlefield power and cannot return a Bear, including another Panda.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Combat damage without blocker order

When several creatures block one attacker, combat damage is assigned without announcing a blocker damage-assignment order. Players make their final normal responses before damage.

How it works

  1. The attacker may distribute its damage among blockers without following an ordered queue. Blockers still deal their own combat damage normally.
  2. Trample still requires lethal damage assigned to every blocker before assigning excess to the defending player.

On the card

Gnarlid Colony
Gnarlid Colony
Common · Creature — Beast · At the table

After blockers, choose tricks using the possible damage distributions. Felling Blow is a sorcery and cannot be held as a combat-step damage trick.

Watch out

  • Do not teach the old ordered-blocker trick or promise a response after the damage distribution is chosen but before it is dealt.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations release notes

Planeswalkers and loyalty

Planeswalkers use loyalty counters. Activate one loyalty ability of each planeswalker per turn, normally during your main phase with an empty stack.

How it works

  1. Adding or removing loyalty is a cost. An opponent can respond to the ability, but cannot undo that paid cost.
  2. Attacking creatures can attack a planeswalker, and damage removes loyalty. A planeswalker with zero loyalty goes to the graveyard.

On the card

Kaito, Cunning Infiltrator
Kaito, Cunning Infiltrator
Mythic · Legendary Planeswalker — Kaito · At the table

Kaito can make a Ninja to defend itself or make one of your creatures unblockable. Choose the ability for the current board before planning around a distant emblem.

Watch out

  • Removing a planeswalker after its ability was activated does not remove that ability from the stack.
Rules detail & sourcesWizards · Foundations mechanics · Wizards · Foundations 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

Affinity

Keyword ability

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.

C

Curve

Strategy

Enough useful low-cost plays to act before your expensive threats.

D

Destroy

Keyword action

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.

E

Equip

Keyword ability

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.

F

Ferocious

Ability word

This label points to an ability that cares about controlling a creature with power 4 or greater.

Watch out: The timing and benefit come from the rest of the printed ability. The word itself adds no rules.

H

Hexproof from

Keyword ability

Hexproof from a stated quality prevents targeting by opposing spells and abilities of sources with that quality. Hexproof from instants does not stop a sorcery or a creature ability merely because it is used at instant speed.

Hybrid mana

Mana symbol

Each split mana symbol can be paid using either half. For example, {W/U} costs one white or one blue mana; {2/B} costs two mana of any type or one black mana.

Watch out: Choose separately for each symbol. A {W/U} card is both white and blue even if you use only one color to cast it.

I

K

L

M

P

Planeswalkers and loyalty

Card mechanic

Planeswalkers use loyalty counters. Activate one loyalty ability of each planeswalker per turn, normally during your main phase with an empty stack. Removing a planeswalker after its ability was activated does not remove that ability from the stack.

Protection

Keyword ability

Protection prevents targeting, damage, attachment and blocking from the stated quality. Protection from everything still does not stop an untargeted instruction to destroy all creatures.

R

S

Signal

Strategy · Draft

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

Stun counters

Counter

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.

Support

Strategy

The actual cards and mana that let a payoff work.

T

V

W

Terms shared across sets: Learn glossary →