
Attack safely, then return a tapped creature in the second main phase and reuse its enter ability later.
The set’s mechanics with worked examples, then every word on the cards.
Pay the alternative web-slinging cost and return a tapped creature you control to its owner’s hand.

Attack safely, then return a tapped creature in the second main phase and reuse its enter ability later.
If you discarded this card this turn, you may cast it from the graveyard for its mayhem cost.

Discard Electro’s Bolt during your own turn with enough red mana left to cast it afterward.
Draw, then discard; a discarded nonland gives the conniving creature a +1/+1 counter.

Compare keeping your next land drop with making a larger attacker.
Choose a face when casting. A printed transform ability can later change the permanent to its other face.

Decide whether a cheap first face helps your curve or whether the other face deserves the mana.
A creature is modified if it has a counter, is equipped, or is enchanted by an Aura you control.

Add a counter before relying on a reward that checks for a modified creature.
Harnessing The Soul Stone enables its infinity ability while it remains on the battlefield.

Weigh the mana and exiled creature against repeated future reanimation.
Every word on the cards and in the deck plans, defined once. Find a term, read its wording, then see it on a card.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Draw, then discard; a discarded nonland gives the conniving creature a +1/+1 counter.
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.
To counter a spell or ability is to remove it from the stack without its effects resolving. A countered spell normally goes to its owner’s graveyard.
Watch out: This use of “counter” is different from placing a marker such as a +1/+1 counter on a card.
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.
Enough useful low-cost plays to act before your expensive threats.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Any positive amount of damage this source deals to a creature is enough to make that damage lethal.
Watch out: It works with a fight or other noncombat damage. Indestructible still prevents destruction.
This creature cannot attack.
Watch out: It can still block and use its abilities unless something else prevents that.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Move a card from your hand to your graveyard.
Watch out: Discarding is not casting. It does not pay the card’s mana cost or produce its normal spell effect.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
Follow what is being doubled. Doubling power or toughness adds a modifier based on its current value; doubling counters adds as many of that kind as are already present.
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.
An Aura’s enchant line tells you what it may be attached to.
Watch out: An Aura cast as a spell targets what it will enchant. If it later becomes illegally attached, it normally goes to the graveyard.
You may pay the extra entwine cost to choose all of this spell’s modes. Resolve the chosen modes in their printed order.
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.
Move the object to the exile zone. It is separate from the graveyard.
Watch out: A card in exile cannot normally be played. You need a rule or effect giving permission, such as a resolved Adventure.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This creature deals combat damage in an earlier step, before creatures without first strike or double strike.
Watch out: A creature killed in that early damage step usually cannot deal its normal combat damage.
You may cast this spell when you could cast an instant, including during another player’s turn when you have priority.
Watch out: Flash changes when you may cast it. It does not let you cast from a different zone or avoid its costs.
An attacking creature with flying can be blocked only by creatures with flying or reach.
Watch out: A flying creature can block a creature without flying.
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.
A Food token is an artifact with “{2}, {T}, Sacrifice this token: You gain 3 life.” Printed Food cards can have other abilities.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Harnessing The Soul Stone enables its infinity ability while it remains on the battlefield.
This creature may attack and use abilities with the tap or untap symbol even if you have not controlled it since your turn began.
Watch out: It still needs to be untapped to attack or pay a tap cost.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A permanent with hexproof cannot be targeted by spells or abilities its controller’s opponents control.
Watch out: Its controller may target it. Effects that do not target can still affect it.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This permanent cannot be destroyed by lethal damage or an effect that says “destroy.”
Watch out: It can still be exiled or sacrificed. A creature with toughness 0 or less still goes to the graveyard.
Damage to players gives poison counters instead of life loss. Damage to creatures gives -1/-1 counters instead of marked damage. Other damage consequences still apply.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
When this source deals damage, its controller gains that much life at the same time.
Watch out: This also works for noncombat damage. It uses the damage actually dealt, not simply the creature’s printed power.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
If you discarded this card this turn, you may cast it from the graveyard for its mayhem cost.
This attacking creature cannot be blocked by just one creature; at least two blockers are needed.
Watch out: It can still go unblocked. Losing one blocker after blocks are declared does not undo the original block.
Put the stated number of cards from the top of the named player’s library into that player’s graveyard.
Watch out: Milling is not drawing. An empty library makes you lose when you must draw from it, not merely when its last card is milled.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Choose a face when casting. A printed transform ability can later change the permanent to its other face.
A creature is modified if it has a counter, is equipped, or is enchanted by an Aura you control.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
This creature may block creatures with flying.
Watch out: Reach does not give it flying or make its own attacks harder to block.
Create a shield for the next time this permanent would be destroyed this turn: instead tap it, remove its marked damage and remove it from combat. This cannot prevent sacrifice or death from zero toughness.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
As this permanent enters, choose an additional +1/+1 counter or haste. The choice is made as it enters, before anyone can respond.
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.
Look at the stated number of cards from the top of your library. Put any number on the bottom and the rest back on top, choosing their order.
Watch out: Scry does not draw a card. Cards you move to the bottom do not go to the graveyard.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Repeated useful late cards may suggest an open color; one card is weak evidence.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
The actual cards and mana that let a payoff work.
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.
A suspected creature has menace and cannot block. It stays suspected until it leaves the battlefield or an effect removes that designation.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
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.
A standard Treasure token is an artifact you can tap and sacrifice to add one mana of any color.
Watch out: A Treasure is not a land. Using it spends the token; it does not remain for another turn.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Attacking does not tap this creature.
Watch out: It must still be untapped to be declared as an attacker. Vigilance does not remove summoning sickness.
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.
A flavor label with no independent rules meaning. Follow the ability text printed after this label; a different label does not change how that text works.
Pay the alternative web-slinging cost and return a tapped creature you control to its owner’s hand.