MagicField guides

Mechanics

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

Empower Jace

35 in Cards →

A reusable planeswalker token. Empower builds loyalty on your own Jace token. Loyalty is both its health and the resource you spend for its abilities.

How it works

  1. When an effect resolves, check whether you control a Jace planeswalker token. If none, create the standard blue Jace token.
  2. Put the stated loyalty counters on a Jace token you control. If you already have one, you must add to an existing token rather than make another.
  3. Normally, in your main phase with an empty stack, activate one loyalty ability of that permanent: minus-one surveils one; minus-three draws one.
  4. Pay loyalty immediately. Zero loyalty normally sends the token to the graveyard; the activated ability can still resolve. A newly created Jace can activate that turn.

On the card

Mindseeker Oculus
Mindseeker Oculus
Common · Creature — Homunculus · empower Jace 4

Resolve Oculus: empower 4 creates Jace with four loyalty. Activate minus-three: Jace has one loyalty and you draw one when the ability resolves. More empower can refill it, but does not let that same Jace activate again this turn. A replacement token created after it dies is a new permanent.

Watch out

  • Empower cannot add loyalty to a real, nontoken Jace planeswalker.
  • Adding loyalty is not activating a loyalty ability, and it does not reset the activation limit.
  • A Jace token is a planeswalker, not a creature or blocker. Opponents can attack it or use effects that can hit planeswalkers.
  • Jace’s Machinations changes when you can activate; it still does not grant a second activation of the same permanent that turn.

In Two-Headed Giant: Each player controls their own Jace token. Empower adds loyalty only to a token you control. Each Jace permanent can normally use one loyalty ability during your team’s turn; two teammates cannot activate the same token twice.

Rules detail & sourcesCR 701.71 · CR 306.5 · CR 606.3 · Wizards: Reality Fracture Mechanics · Wizards: Reality Fracture Release Notes · Comprehensive Rules, effective September 25, 2026

Creature now, extra spell later. Some creatures carry a small spell. Prepared means that spell is available to cast once; it does not mean the creature must tap or leave.

How it works

  1. Cast the creature normally. Read whether it enters prepared or must meet another condition first.
  2. When it becomes prepared, a copy of its small spell is made in exile. Mark the creature so everyone can see it is prepared.
  3. While it remains prepared and on the battlefield, pay the small spell’s cost and follow its instant/sorcery timing to cast that copy.
  4. Casting the spell unprepares the creature. The creature stays on the battlefield; an effect that prepares it again can supply another copy.

On the card

Fatehold Chronologist
Fatehold Chronologist
Common · Creature — Bird Wizard · Surveil 1

Cast Chronologist for 1 plus either white or blue. It enters prepared. In a main phase with an empty stack, pay 2 plus either white or blue for Peer Review. The bird stays. Peer Review makes a 2/2 Cadet and surveils 1. It is a noncreature spell, so casting it can trigger prowess.

Stingerquill Voxmancer
Stingerquill Voxmancer
Uncommon · Creature — Goblin Sorcerer

Casting Voxmancer does not immediately prepare it. On your next upkeep, its trigger prepares it if it is unprepared. Vicious Verse is a sorcery costing either black or red; it deals 1 damage to one target opponent.

Watch out

  • You cannot cast the small spell directly from the creature card in your hand.
  • Prepared spells are not free. Most FRA prepared spells are sorceries; only Ancestral Craving and Molten Tide are instants in this catalog.
  • If the creature leaves before you cast the available copy, that copy disappears. Once cast, removing the creature does not by itself counter the spell.
  • A creature can have only one prepared spell available at a time. Preparing an already-prepared creature does not bank an extra copy.
  • The card is a creature card in your library and graveyard. The small spell does not make it an instant/sorcery card for recursion.

In Two-Headed Giant: Only the creature’s controller casts its prepared copy. A partner can help prepare it with an unrestricted target effect such as Hexhaven Dueling Arena, but cannot pay your spell costs or cast the copy for you.

Rules detail & sourcesCR 722.3 · Wizards: Reality Fracture Mechanics · Wizards: Reality Fracture Release Notes · Comprehensive Rules, effective September 25, 2026

A permanent red/green mana source. A Heartwood is an artifact token that taps for red or green mana and stays to do it again on later turns.

How it works

  1. Put the token on your battlefield when the creating effect resolves.
  2. Tap it for one red or one green mana. It is not normally a creature, so it can tap immediately.
  3. Untap it normally next turn. Do not sacrifice it for this mana ability.

On the card

Konstrari Improviser
Konstrari Improviser
Common · Creature — Human Artificer · Heartwood

Cast Improviser and keep track of its prepared Soul Tether. Pay 2 plus red or green to cast Soul Tether and make a Heartwood. You can immediately tap that Heartwood for red or green, but it does not produce blue, black, or white.

Watch out

  • A Heartwood is not a Treasure; its tap ability does not sacrifice it.
  • Some printed tokens use a colorless-looking frame. Rules-wise, Heartwoods are both red and green artifacts.
  • A creature token that taps for mana can have summoning sickness; do not apply Heartwood’s immediate-use rule to Verdant Kraken’s Forest Tentacles.

In Two-Headed Giant: Mana belongs to the token’s controller. You cannot pool Heartwoods to pay your partner’s spells.

Rules detail & sourcesCR 111.10 · CR 302.6 · Wizards: Reality Fracture Mechanics · Comprehensive Rules, effective September 25, 2026

CR 111.10 · CR 302.6 ↗

Surveil & scry

47 in Cards →

Choose future draws. Both inspect the top of your library. Surveil can send cards to the graveyard; scry can send them to the bottom. Neither is drawing a card.

How it works

  1. Look at the stated number of top cards privately.
  2. For surveil, put any number in your graveyard; for scry, put any number on the bottom.
  3. Put the rest back on top in the order you choose. Then handle any resulting payoff triggers.

On the card

Proft, Consulting Detective
Proft, Consulting Detective
Uncommon · Legendary Creature — Human Detective · scry

Activate your Jace’s minus-one to surveil 1. Finish deciding where that card goes. Proft’s trigger can then let you pay 2 to give Proft a counter and draw. You draw after the surveil, not before.

Prudent Fateseer
Prudent Fateseer
Uncommon · Creature — Dwarf Wizard · scry

Your first surveil/scry of the turn triggers its team pump. A second surveil that turn can improve your future draws, but Fateseer’s once-per-turn trigger does not fire again.

Watch out

  • Surveiling two cards is one surveil action, not two payoff triggers.
  • A payoff that says you scry or surveil does not trigger from your partner doing it.
  • Putting a prepared creature into your graveyard does not make its small spell castable.

In Two-Headed Giant: Each library and each player’s triggers stay separate. Your partner cannot scry your deck unless a specific effect says so.

Rules detail & sourcesCR 701: Scry · CR 701: Surveil · Wizards: Reality Fracture Release Notes · Comprehensive Rules, effective September 25, 2026

Seven cards in your graveyard. Threshold marks abilities that care about at least seven cards in your own graveyard. Read the particular card: some give a bonus, while others restrict an action.

How it works

  1. Count actual cards in your graveyard. Tokens are not cards; your partner’s graveyard does not count.
  2. Check the ability’s exact condition. A continuous bonus turns on and off as the count changes.
  3. Recount when you exile cards, flash back a spell, or return cards from the graveyard.

On the card

Void Extrapolator
Void Extrapolator
Common · Creature — Aetherborn Warlock · Threshold

At six graveyard cards, it has no threshold bonus. Resolve its Omit Variables to mill three: you can reach nine and gain the bonus. Later graveyard removal can drop the count below seven and remove that bonus.

Proft, Sinister Mastermind
Proft, Sinister Mastermind
Uncommon · Legendary Creature — Human Rogue · Threshold

With fewer than seven graveyard cards, you cannot cast Proft. You can still pay black and discard it for its separate minus-three/minus-one effect.

Watch out

  • Threshold is not seven different card types.
  • A flashback spell leaves the graveyard as you cast it; this can turn threshold off before the spell resolves.
  • Milling a library empty does not itself lose the game; trying to draw from an empty library does.

In Two-Headed Giant: Your teammate’s cards do not feed your threshold. If either teammate loses from drawing empty, both lose.

Rules detail & sourcesCR 207.2c · CR 104.3c · CR 810.8a · Wizards: Reality Fracture Release Notes · Comprehensive Rules, effective September 25, 2026

Cast from the graveyard. Flashback lets you cast the card from your graveyard for its listed flashback cost. Afterwards it is exiled instead of going back to the graveyard.

How it works

  1. The card can get into your graveyard by being cast, discarded, or milled.
  2. Pay the flashback cost and obey its normal timing and target restrictions.
  3. When it leaves the stack, exile it, including if it was countered.

On the card

Bestial Incursion
Bestial Incursion
Common · Sorcery · Flashback 5G

Cast it normally to create a 4/4 Beast with trample. Later, pay 5 and green from your graveyard to create another Beast. The card is then exiled; it is not an endless source of Beasts.

Watch out

  • Flashback is not automatically instant speed.
  • You do not need to cast the card from hand first.
  • The amount paid for flashback does not change the spell’s mana value.

In Two-Headed Giant: You cannot flash back cards from your partner’s graveyard.

Rules detail & sourcesCR 702.34 · Wizards: Reality Fracture Release Notes · Comprehensive Rules, effective September 25, 2026

CR 702.34 ↗

Planeswalkers, step by step

8 in Cards →

New to Magic? A planeswalker is an ally that stays on the battlefield and gives you abilities to use. It is a different card type from a creature: it normally cannot attack or block. Jace tokens follow planeswalker rules too.

  • Your turnUsually one loyalty ability per planeswalker, during one of your main phases.
  • Use it right awayA planeswalker can use an ability the turn it enters. You do not tap it to do this.
  • Keep track of loyaltyUse a die or counters on it. This number is separate from your life total.

Loyalty is a resource

A planeswalker card’s bottom-right number is its starting loyalty. Put that many counters on it when it enters. The symbol beside each ability is a cost: change the loyalty immediately, then let players respond before the effect happens. You do not spend mana for these loyalty costs. These examples start at 3 loyalty:

  • +13 → 4 loyaltyAdd one counter. You gain loyalty as the cost of using this ability.
  • 03 → 3 loyaltyNo counters change as a cost. This still uses your one activation.
  • −33 → 0 loyaltyRemove three counters. You need at least three to choose this ability.

Six questions at the table

How do I get one into play?
For a planeswalker card, pay its mana cost from your hand during your main phase, when no spell or ability is waiting to happen. If it resolves, it enters the battlefield. For an empower Jace token, follow the empower effect instead—you do not pay a separate casting cost.
When can I use an ability?
Normally, choose one loyalty ability on each of your turns, in a main phase before or after combat, with the stack empty (nothing waiting to happen). You cannot use one in response to an attack or a spell. Adding more loyalty does not grant another use that turn. Specific card text can change these rules.
How does my opponent attack it?
When declaring attackers, your opponent chooses whether each creature attacks you or a planeswalker you control. Different creatures can attack different destinations. You can block for your planeswalker with your creatures, using the usual blocking rules. The planeswalker itself does not block or fight back.
What does damage do?
Each point of damage to a planeswalker removes one loyalty counter. A 2-power creature that hits a planeswalker at 5 loyalty leaves it at 3. Your life does not change, and the removed counters do not return at end of turn. Excess damage normally does not spill over to you—even with ordinary trample.
What if loyalty reaches zero?
Normally, the planeswalker goes to its owner’s graveyard as soon as the game checks; a token then ceases to exist. You do not lose the game. Spending its last counters on an ability is allowed: the planeswalker leaves, but that ability can still resolve. Removing a planeswalker after activation does not by itself stop its ability.
Which spells can remove it?
Read the target wording. “Destroy target creature” normally cannot hit a planeswalker. A spell that deals damage to “any target” or specifically allows a planeswalker can hit it. Effects that destroy or exile a planeswalker can remove it regardless of how much loyalty it has.

Your Jace token in Reality Fracture

Empower Jace N means add N loyalty to a Jace planeswalker token you control. If you have none, create one first. A new token starts at 0, then gets N counters before the game checks whether it has any loyalty.

Its two abilities

  • −1 · Surveil 1Look at the top card of your library. Leave it on top or put it into your graveyard. You do not draw it.
  • −3 · Draw a cardPut the top card of your library into your hand. This spends three loyalty.

Choose one of these abilities, not both. The token has no built-in + ability; other empower effects refill it. Empower adds to an existing Jace token if you have one, and cannot refill a nontoken Jace card.

A whole turn: make Jace, draw, then protect him

  1. In your main phase, Mindseeker Oculus resolves. Its empower 4 ability resolves and makes your first Jace token with 4 loyalty.
  2. Once nothing is waiting on the stack, use Jace’s −3. Move the die from 4 to 1 immediately. When the ability resolves, draw one card.
  3. You cannot also use −1 on this same Jace this turn, even if another card adds loyalty.
  4. On your opponent’s turn, an unblocked 2/2 attacks Jace and deals 2 damage. Jace leaves; you lose no life from that attack. Keeping a suitable creature available to block could protect him.
More to know

Can I have more than one? Yes. Different planeswalkers can each activate once. If you control two legendary permanents with exactly the same name, you normally keep one and put the other into the graveyard. Different Jace card names can coexist. The empower Jace token is not legendary, although empower normally builds up one token rather than making a second.

What about text with no + or − symbol? A 0 symbol is still a loyalty ability. Other text—such as “Whenever…”—may be a triggered or ongoing ability and works as written, without using your one loyalty activation. An emblem is a separate lasting effect; removing the planeswalker does not remove its emblem.

Set-specific exceptions Sanctum Lurker can keep your planeswalker on the battlefield at zero loyalty. Jace’s Machinations changes when you can activate loyalty abilities, but not the one-activation limit. If an old Jace token leaves and you later create a new one, the new token can use its own ability that turn.

Two-Headed Giant Your planeswalker and your teammate’s are separate, with separate loyalty. Each of you can use your own planeswalkers during your shared main phase. Either teammate’s creatures can block attacks on your team’s planeswalkers. The shared turn does not give the same planeswalker two activations.

Distinctions that prevent mistakes

4

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

Attacks a player alone

One creature at that destination. This new wording cares about a particular player being attacked. It can work while other creatures attack elsewhere.

Declare all attackers and identify their destinations.

For each player, count every creature declared attacking that player.

A creature attacking a player alone qualifies only if that count is one. Creatures attacking planeswalkers or battles are separate destinations.

Jiang Yanggu, Alone. In 2HG, attack opponent A with Jiang and opponent B with another creature. If your partner adds no creature at either of those players, each of your creatures attacks a player alone. If your partner adds a second attacker at A, Jiang no longer satisfies the condition.

Yuriko, Blade of the Mighty. Use combat tricks before the combat phase begins. While Yuriko is on the battlefield, no player may cast any spell or activate a nonmana ability during combat. Triggered abilities still work, including Yuriko’s double-strike trigger.

This is not the same as attacks alone, which means only one attacker overall. Your teammate’s attacker at the same player does count against the condition. Attacking a planeswalker is not attacking its controller.

In Two-Headed Giant: One eligible creature can attack each opponent alone at the same time. Explicitly announce the destinations.

Noncombat damage

Spell and ability damage, even during combat. Combat damage is the damage creatures assign in the combat-damage step. Damage from a spell or ability is noncombat damage, even if it happens during combat.

Look for an effect that specifically deals damage to an opponent.

Resolve that damage before relying on an ability that needs an opponent to have taken noncombat damage.

Life loss without damage does not satisfy that condition.

Screeching Soulbreaker. Declare it attacking. Its attack trigger deals 1 to each opponent before blockers. That ability’s damage is noncombat damage even though the turn is in combat. In 2HG, the opposing team loses 2 and you gain 1.

Whiplash Wordsmith. Cast its Vicious Verse in your main phase and deal 1 to a target opponent. The Wordsmith’s condition then gives it flying and haste for the rest of the turn. An opponent merely paying or losing life would not produce the same condition.

Damage to a creature or planeswalker is not damage to that permanent’s controller. An effect that says lose life is not dealing damage. An effect hitting both opponents can produce different trigger counts depending on whether the payoff says an opponent or one or more opponents.

In Two-Headed Giant: Each opponent means two affected players. Target opponent means choose one. Damage to your teammate does not meet an opponent requirement.

Behold a Jace

Show one you already have. To behold a Jace, choose a Jace you control on the battlefield or reveal a Jace card from your hand. It is proof of having a Jace, not a cost that sacrifices it.

Read whether beholding is an additional casting cost or part of an effect.

For Countersculpt’s cost, use an existing controlled Jace or reveal an appropriate card from hand; otherwise pay the extra generic mana.

Finish paying and casting before the spell can resolve and create any new Jace.

Countersculpt. With an existing token Jace, behold it and pay the two blue mana. Without a Jace to behold, pay two blue plus one generic. The Jace token that Countersculpt may create later cannot satisfy its own earlier cost.

Behold does not tap or sacrifice the chosen permanent. A partner’s Jace does not count as one you control. Beholding a nontoken Jace does not let empower put counters on it.

In Two-Headed Giant: A teammate may show you their hand, but their cards are not cards in your hand for behold.

Read the player and controller words

In 2HG, a shared life total does not make two players a single controller. Small wording differences decide whether a card helps your partner or hits both opponents.

Identify who controls the spell or ability. You means that person.

Read whether a target is unrestricted, yours, an opponent’s, or a player.

Apply each opponent and each player separately to each qualifying person.

Extended Absence. Exile its legal creature or planeswalker target. It deals 1 to each opponent: the opposing team loses 2. You gain 1, so your team gains 1—not 2.

Cast Away Doubt. You draw two cards. Each of all four players takes 2 damage. Each team therefore loses 4 life.

Bloombrute. Your partner gains life and the shared total rises. That is not you gaining life, so your Bloombrute does not trigger.

A teammate’s creatures do not count toward creatures you control. Target player may allow a teammate; target opponent does not. Teammates cannot normally spend each other’s mana or pay each other’s sacrifice costs.

In Two-Headed Giant: Use this check before sharing engines between decks; both decks need their own enablers unless a card explicitly works across teammates.

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.

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

Symbols

B

C

Card advantage

Strategy

Ending an exchange with more usable cards or resources. One spell making several bodies can outlast repeated one-for-one answers.

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 ability

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.

Curve

Strategy

How your spell costs are distributed. A good curve lets you spend mana usefully on successive turns.

D

Domain

Ability word

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.

E

Echoed pair

Strategy · Draft

Two specific Reality Fracture cards linked by the set’s official partner list. Standard drafting gives no bonus for owning both. Reality Echoes adds a special pregame rule.

Enabler

Strategy

A card that makes another card work: a lifegain source enables a “whenever you gain life” reward.

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.

Evasion

Strategy

An ability that makes blocking harder, such as flying or menace.

Exhaust

Keyword ability

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

Floor / ceiling

Strategy

How a card performs with little help versus when its ideal setup is present. Sealed often rewards a useful floor.

Fodder

Strategy

An inexpensive or expendable permanent you can trade, block with or sacrifice.

G

Go wide / go tall

Strategy

Many small creatures versus a smaller number of large creatures. They need different ways to get through blockers.

H

I

L

M

Mana sink

Strategy

A productive place to spend spare mana later, such as a repeatable ability or prepared spell.

P

Pair pick

Strategy · Draft

The two cards chosen in one Pick-Two selection. Consider how their jobs, mana costs and support improve the deck together.

Payoff

Strategy

The reward for doing a thing. A lifegain payoff needs actual lifegain cards, not just other payoffs.

Prepare / prepared

Designation

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 action

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

Race

Strategy

Both players attack while comparing who will deal lethal damage first. Lifegain and blockers can change the calculation.

Recursion

Strategy

Returning a card from the graveyard to hand or the battlefield.

Removal / interaction

Strategy

Cards that disrupt threats or a plan. Destroying, exiling, countering, shrinking and bouncing are different tools with different limitations.

Replicate

Keyword ability

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

Signal

Strategy · Draft

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

Splash

Strategy

A small addition of another color for a few cards, supported by reliable mana.

Split second

Keyword ability

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.”

T

Tempo

Strategy

An advantage in time or board development. Returning a creature to hand can let you attack now, even though the opponent still has the card.

Two-for-one

Strategy

Using one card to trade for two opposing cards, or getting two useful resources from one card.

V

Value engine

Strategy

A repeatable way to gain resources. It is useful only if you can survive long enough to use it.

Vanishing

Keyword ability

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

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 →