MagicField guides

Mechanics

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

Three qualifying permanents tell your story.

How it works

  1. Control a permanent with storied. Count your artifacts, legendary permanents and Sagas. Each permanent counts once, even if it fits more than one category.
  2. As soon as at least three qualify, you have an enduring story. There is no trigger to wait for or respond to.
  3. Keep the enduring-story marker for the rest of the game, even after those permanents leave.

On the card

Thorin Oakenshield
Thorin Oakenshield
Uncommon · Legendary Creature — Dwarf Noble · Count physical permanents
  • You control Thorin Oakenshield, Goblin Plate Mail and a Saga: three qualifying permanents. Thorin has storied, so you gain an enduring story.
  • Even if the Equipment or Saga leaves, you keep the story. Thorin’s ongoing reward still needs Thorin on the battlefield.

Watch out

  • You do not need one of each category. Three artifacts can qualify.
  • A legendary artifact is still one permanent, not two. Your teammate’s permanents do not count.
  • Having three qualifying permanents is not enough without a permanent with storied.

In Two-Headed Giant: Each player earns their own enduring story. Your teammate’s story does not turn on your storied rewards.

Rules detail & sourcesCR 702.195a · CR 702.195b · CR 702.195c · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

CR 702.195a · CR 702.195b · CR 702.195c ↗

Draw, then discard. A nonland card adds a Soldier.

How it works

  1. Draw a card, then choose a card from your hand to discard. It need not be the card you just drew.
  2. If the discarded card is a nonland card, create a 1/1 white Human Soldier creature token. Discarding a land makes no token.
  3. Finish the whole instruction before anyone casts a spell or activates an ability. Any triggers created along the way wait until afterward.

On the card

Lake-town Lookout
Lake-town Lookout
Common · Creature — Human Scout · A Lookout dies
  • Lake-town Lookout dies. When its trigger resolves, draw a card and discard a card from your hand.
  • Discard a spare creature to make a Soldier, or discard a land and make no Soldier. Both choices finish the recruit instruction.

Watch out

  • Recruit does not normally increase your hand size: you draw one and discard one.
  • You cannot act between drawing and discarding.
  • The discarded card’s type matters, not the type of the card you drew.

In Two-Headed Giant: Only the recruiting player draws, discards and creates the Soldier. Your teammate does not repeat those actions.

Rules detail & sourcesCR 701.70a · CR 117.2e · CR 603.3 · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

CR 701.70a · CR 117.2e · CR 603.3 ↗

The bonus stays with the Equipment.

How it works

  1. Put the instructed number of hone counters on the Equipment.
  2. Each hone counter gives the equipped creature +1/+0, in addition to the Equipment’s other effects.
  3. If you move the Equipment, its counters stay on it and benefit the new equipped creature. An unattached Equipment gives that bonus to no creature.

On the card

Dwalin, Weaponmaster
Dwalin, Weaponmaster
Rare · Legendary Creature — Dwarf Warrior · A bonus that moves with the Equipment
  • Dwalin enters while you control Goblin Plate Mail. Its trigger puts a hone counter on the Equipment.
  • The creature wearing it gets an extra +1/+0 from that counter. If you later equip a different creature, that creature gets the counter’s bonus instead.

Watch out

  • These are not +1/+1 counters on the creature: they do not raise toughness.
  • Removing the Equipment’s abilities does not erase the rule-defined bonus from its hone counters.
  • You still follow equip or other attachment instructions; adding a counter does not itself attach anything.

In Two-Headed Giant: Dwalin puts counters on Equipment you control. Equipment your teammate controls does not receive them from your Dwalin.

Rules detail & sourcesCR 122.1j · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

CR 122.1j ↗

Amass Goblins

14 in Cards →

Usually grow one Army.

How it works

  1. If you control no Army creature, create a 0/0 black Goblin Army creature token.
  2. Choose an Army creature you control and put the stated number of +1/+1 counters on it. This choice does not target.
  3. That Army also becomes a Goblin. If you already had an Army creature, grow one of those rather than creating another.

On the card

Goblin-town Flunkies
Goblin-town Flunkies
Common · Creature — Goblin Soldier · One Army, then a larger Army
  • You have no Army creature. Goblin-town Flunkies enters; amass Goblins 1 makes a 1/1 Army. The Flunkies has haste, but the new Army does not.
  • Later, resolve Rage into the Valley: draw a card, lose 1 life, then amass Goblins 2. Put two more counters on that Army; with no other changes, it is now 3/3.
  • If the first Army was already gone, Rage instead makes a new 2/2 Army.
Misty Mountains Raider
Misty Mountains Raider
Uncommon · Creature — Goblin Soldier · An attack trigger happens after attackers are chosen
  • Declare at least one of your creatures as an attacker. Your Misty Mountains Raider triggers even if the Raider stays back.
  • When amass resolves, an existing attacking Army can grow before blockers. A newly created Army is not attacking.

Watch out

  • Amassing twice normally grows the same Army; it does not promise two tokens.
  • If you control several Army creatures, choose one to receive the counters.
  • A new Army does not inherit haste from the card that made it, and an Army created after attackers are declared cannot join that attack.

In Two-Headed Giant: Only your Army creatures count. Your teammate’s Army does not prevent you from making your own, and you cannot put your amass counters on theirs.

Rules detail & sourcesCR 701.47a · CR 701.47b · CR 701.47c · CR 701.47d · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

CR 701.47a · CR 701.47b · CR 701.47c · CR 701.47d ↗

Two spells, paid for separately.

How it works

  1. From your hand, choose the permanent or its Adventure, and pay that spell’s own cost. Use the chosen part’s timing and targets.
  2. If the Adventure resolves, exile the card as it finishes resolving.
  3. While it remains exiled this way, you may cast the permanent. Pay its cost and follow its normal timing; this permission does not let you cast the Adventure again.

On the card

Velvetwing Butterflies
Velvetwing Butterflies
Common · Creature — Insect · Choose which spell to cast
  • Velvetwing Butterflies is one card. From your hand you may cast the creature for {2}{W}, or cast Gaze in Wonder for {1}{W}.
  • If Gaze in Wonder resolves, keep the card face up in exile as a reminder that you may cast the creature later.

Watch out

  • An Adventure is not a free permanent. You pay separately for each spell.
  • If the Adventure is countered or all its targets are illegal, it does not resolve and does not create this exile permission.
  • Exiling the card some other way does not automatically give you Adventure permission.
  • In your hand, graveyard or library, use the card’s normal permanent characteristics unless a rule or effect specifically says otherwise.

In Two-Headed Giant: The player who controlled the resolving Adventure gets permission to cast its permanent from exile. Sharing a team does not transfer that permission to the other player.

Rules detail & sourcesCR 715.2 · CR 715.3a · CR 715.3b · CR 715.3d · CR 715.4 · CR 608.2b · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

A land entering is the trigger.

How it works

  1. Read the landfall ability on your card. It tells you whose land must enter and what happens.
  2. A qualifying land entering triggers the ability, whether you played it or an effect put it onto the battlefield.
  3. Put the trigger on the stack and resolve its stated effect. A land put only into your hand does not trigger landfall.

On the card

Attercop
Attercop
Common · Creature — Spider · A land entering is the event
  • You control Attercop and play a Forest. Attercop’s landfall ability triggers.
  • When that trigger resolves, Attercop gets +1/+1 until the end of the turn. A teammate’s Forest would not trigger your Attercop.

Watch out

  • Landfall is a label for related abilities, not one identical effect on every card.
  • Your teammate’s land is not a land you control.
  • Searching a land into your hand does not trigger landfall; putting it onto the battlefield can.

In Two-Headed Giant: Attercop watches lands you control. Your teammate playing a land does not give your Attercop its bonus.

Rules detail & sourcesCR 207.2c · CR 603.2 · CR 603.6a · The Hobbit Release Notes · Magic Comprehensive Rules · The Hobbit Mechanics

CR 207.2c · CR 603.2 · CR 603.6a ↗

Playing an Adventure, step by step

17 in Cards →

One card can give you two spells, paid for at different times.

How it works

  1. Before combat, pay {1}{W} for Gaze in Wonder and target one or two opposing creatures.
  2. If it resolves, tap the legal targets and exile the card. You can then continue your turn.
  3. Later, when you could normally cast a creature, pay {2}{W} to cast Velvetwing Butterflies from exile. The earlier Adventure being an instant does not give the creature flash.

On the card

If the targets change

  • With two targets, the spell can still resolve if at least one remains legal; it affects only its legal targets.
  • If every target is illegal, the spell does not resolve. It goes to the graveyard instead of receiving Adventure’s exile permission.

You can start with the creature

You may cast Velvetwing Butterflies directly from your hand for {2}{W}. You do not have to send it on an Adventure first. Once it is a creature on the battlefield, its Adventure is not an ability you can activate.

Rules detail & sourcesCR 715.2 · CR 715.3 · CR 715.4 · The Hobbit Mechanics · The Hobbit Release Notes · Magic Comprehensive Rules

CR 715.2 · CR 715.3 · CR 715.4 ↗

Distinctions that prevent mistakes

2

Wordings that look familiar and are not. Read them before your first game.

Cast is not the same as enter

Casting puts a spell on the stack. A creature enters the battlefield later, if it resolves. Creating a creature token does not cast a creature spell.

You is not everyone

Read who controls an ability and exactly which player or creature it affects. Your cards do not automatically help your teammate’s permanents.

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.

72 terms · A–ZComprehensive Rules effective Sep 25 · checked Sep 27

Symbols

A

Adventure

Card mechanic

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.

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.

B

Behold

Keyword action

Show a card of the specified kind from your hand, or choose a permanent of that kind you control.

Watch out: Beholding does not cast the card or sacrifice the permanent. Read the spell to see why the choice matters.

Body / board / pool

Strategy

A body is a creature on the battlefield. Your board is the permanents you have in play. Your draft pool is all the cards you have picked; your final deck uses only some of them.

Bounce

Strategy

Return a permanent to its owner’s hand. Bouncing your own card may let you reuse its enters-the-battlefield ability, but you must spend mana casting it again.

C

Cast versus enter

Strategy

Casting a creature spell and having a creature enter are different events. Creating a creature token does not cast a spell. A noncreature spell excludes creature spells.

Charge, quest, and time counters

Counter

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.

Crew

Keyword ability

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.

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.

Draw your second card

Strategy

Your normal draw-step draw usually counts as your first; you might have drawn earlier that turn. One extra draw can trigger a second-draw reward then. On an opponent’s turn you normally need two draws. A third draw does not trigger that same second-draw ability again. The reward must already be on the battlefield when the second draw happens.

E

Early play

Strategy

A card you can realistically use on the first few turns to develop or defend your battlefield. Cheap creatures count; a trick with no creature to target does not.

Enabler / support

Strategy

A card that makes your other cards work: extra draws for draw-two rewards, land entries for landfall, or creatures for Equipment.

Engine

Strategy

Cards that repeatedly help one another work, such as extra draws plus a creature that grows on your second draw. Having only the reward is not a working engine.

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

Fight

Keyword action

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.

Food

Token

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.

G

Gift

Keyword ability

As you cast the spell, you may promise the named gift to an opponent. The card explains the gift and any benefit you receive for promising it.

Watch out: Choose while casting; you cannot wait to see whether the spell resolves. In Two-Headed Giant, your teammate is not an opponent.

Go wide

Strategy

Build several creatures rather than relying on one giant attacker. Effects that improve the whole team reward this plan.

H

Hone counters

Strategy

Each hone counter stays on the Equipment and gives its wearer +1/+0. It is not a +1/+1 counter on the creature.

I

K

Keyword counters

Counter

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.

Kicker

Keyword ability

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.

L

M

Mana curve

Strategy

Your cards arranged by mana cost. A workable curve gives you things to do early and avoids a hand full of cards you cannot cast yet.

Mana fixing

Strategy

Lands or effects that help produce the colors your spells require. A third color still has a cost: its sources can make your main colors less reliable.

P

Payoff / reward

Strategy

A card that rewards a condition you create. A payoff without reliable support may be worse than a simpler card that works immediately.

Power / toughness

Strategy

The numbers at the bottom right of a creature are power, then toughness. Power is the damage it normally deals. Toughness is how much damage it can take in one turn before being destroyed.

Prowess

Keyword ability

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.

R

Ramp

Strategy

Produce extra mana earlier than one land per turn normally allows. Check restrictions: mana that can cast only Elves cannot cast an expensive non-Elf spell.

Removal / interaction

Strategy

A way to answer an opponent’s card. Destroying or exiling a creature can remove it permanently; returning it to hand usually buys time. Read restrictions and mana costs.

S

Signal

Strategy · Draft

Useful cards arriving late can suggest that a color is less contested. Look for repeated clues, not one surprising card.

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.

Tempo / pressure

Strategy

Using your mana and turns to get ahead on the battlefield. Removing a blocker can create an attack now even if it does not gain extra cards.

Threshold

Ability word

This label groups abilities that care about having seven or more cards in your graveyard.

Watch out: Count cards in your own graveyard. Read the ability to see when it checks the condition and what it changes.

Token / nontoken

Strategy

A token is a game piece created by an effect. It is a creature if the effect says so, but it is not a nontoken creature. That distinction matters for Fíli and other entry rewards.

Trade / stabilize

Strategy

A trade usually means both players lose a creature in combat or exchange a removal spell for a threat. Stabilizing means reaching a position where you can hold off attacks and start carrying out your own plan.

Typecycling & landcycling

Keyword ability

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.

V

Value / card advantage

Strategy

Getting more useful resources from your cards over time: extra draws, recovering creatures, or one card making multiple useful pieces. It does not help if you lose before using them.

W

Wheel

Strategy · Draft

A pack returns to you after the other players have picked. In a four-player paper Pick-Two pod, a 14-card pack returns with six cards. Arena pod size may differ.

Terms shared across sets: Learn glossary →