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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.”
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.
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.
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.
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.
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.