Keywords and card terms

Lesson 2 of 7 · 65 terms · Checked Sep 27

Look up the short words on a card, then read the rest of its ability.

Glossary

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

Symbols

A

Adventure

Card mechanicThe Hobbit

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 abilityThe Hobbit

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.

Amass

Keyword actionThe Hobbit

If you have no Army creature, create the specified 0/0 Army token. Then choose an Army you control, add the stated number of +1/+1 counters, and give it the named creature type if needed.

Watch out: Amass Goblins normally grows one Army. It does not make that many separate Goblins.

B

C

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.

Convoke

Keyword abilityReality Fracture

While paying for this spell, each untapped creature you tap can cover one generic mana, or one mana of that creature’s color.

Watch out: You may tap a creature you just played. A colorless creature can cover only generic mana.

Crew

Keyword abilityThe Hobbit

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

Domain

Ability wordReality Fracture

This label groups effects that count the basic land types among lands you control: Plains, Island, Swamp, Mountain, and Forest.

Watch out: Count types, not lands. A nonbasic land with a basic land type can count; a land with none of those types does not.

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

Empower Jace

Keyword actionReality Fracture

Choose a Jace planeswalker token you control and add the stated loyalty counters. If you have no Jace token, first create one with 0 loyalty and abilities costing −1 to surveil 1 and −3 to draw a card.

Watch out: It cannot add counters to a nontoken Jace. Empowering an existing token does not refresh its once-per-turn loyalty activation.

Enduring story

DesignationThe Hobbit

This is a lasting status you gain through storied. Cards that mention your enduring story use it to turn on their bonuses.

Watch out: It stays with you for the rest of the game even if you lose the permanents that earned it. It is not a token or permanent.

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.

Exhaust

Keyword abilityReality Fracture

Pay the listed cost to use this activated ability. That exhaust ability can be activated only once for that permanent.

Watch out: If it leaves and returns, it is a new permanent with a new allowance. Exhaust does not itself mean “only once each turn.”

F

Ferocious

Ability wordThe Hobbit

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.

Finality counters

CounterReality Fracture

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.

Food

TokenThe Hobbit

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 abilityThe Hobbit

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.

H

Heartwood

TokenReality Fracture

A standard Heartwood token is a red and green artifact with a tap ability that adds one red or one green mana.

Watch out: You keep it after using its mana ability. It is not a land and does not need to be sacrificed like a Treasure.

Hone counters

CounterThe Hobbit

Each hone counter on an Equipment gives +1/+0 to the creature wearing that Equipment.

Watch out: The counters stay on the Equipment when it moves. They do not give toughness or attach the Equipment by themselves.

I

K

Keyword counters

CounterThe Hobbit

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 abilityThe Hobbit

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

P

Prepare / prepared

DesignationReality Fracture

When its instruction makes a creature prepared, it gives you access to a copy of its separate prepare spell. You may cast that copy while the permanent remains prepared and on the battlefield.

Watch out: Pay the copy’s costs and obey instant or sorcery timing. Casting it unprepares the permanent; the creature itself remains. You cannot cast the prepare spell straight from your hand.

Proliferate

Keyword actionReality Fracture

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.

R

Recruit

Keyword actionThe Hobbit

Draw a card, then discard a card. If the discarded card is not a land, create a 1/1 white Human Soldier creature token.

Watch out: You do not keep an extra card in hand after the draw and discard. A discarded land does not create the Soldier.

Replicate

Keyword abilityReality Fracture

As you cast this spell, you may pay its replicate cost additional times. Its triggered ability makes one copy for each payment, with new targets if you want.

Watch out: The copies are not cast. Countering the original spell does not by itself remove the replicate ability or its copies.

S

Saga & lore counters

Card mechanicThe Hobbit

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.

Split second

Keyword abilityReality Fracture

While this spell is on the stack, players cannot cast other spells or activate abilities that are not mana abilities.

Watch out: Triggered abilities still trigger, and mana abilities and special actions are still allowed. Split second does not mean “cannot be countered.”

Storied

Keyword abilityThe Hobbit

While you control a permanent with storied, controlling three permanents that are artifacts, legendary, or Sagas gives you an enduring story for the rest of the game.

Watch out: Count permanents, not categories: a legendary artifact is only one permanent. You do not need one of each category.

Stun counters

CounterReality Fracture

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.

Surveil

Keyword actionReality Fracture

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.

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.

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

Vanishing

Keyword abilityReality Fracture

Vanishing N puts N time counters on the permanent as it enters. Remove one at the beginning of your upkeep; when the last time counter is removed, a triggered ability makes you sacrifice it.

Watch out: Extra time counters extend the clock. Vanishing without a number does not add initial counters.

W

Ward

Keyword ability

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.