MagicField guides

Mechanics

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

Endure

Choose either that many +1/+1 counters on the enduring creature or a white Spirit token with that power and toughness.

How it works

  1. Choose on resolution. If the creature left, you can still choose the Spirit.
  2. Endure zero does nothing: it does not create a 0/0 token.

On the card

Fortress Kin-Guard
Fortress Kin-Guard
Common · Creature — Dog Soldier · At the table

If Fortress Kin-Guard is removed before its entry trigger resolves, choose the 1/1 Spirit so the trigger still supplies a body.

Watch out

  • Do not count only +1/+1 counters for Warden of the Grove; its text counts all counters on itself.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Flurry

Flurry abilities reward casting your second spell in a turn. Creatures and other spell types both count; playing a land does not.

How it works

  1. The payoff itself can be your first spell. Cast another spell afterward to trigger its flurry ability.
  2. For Effortless Master’s entry bonus, its own casting counts: it can be the second spell.

On the card

Jeskai Devotee
Jeskai Devotee
Common · Creature — Orc Monk · At the table

Cast a cheap spell, then Effortless Master as your second spell. Its entry bonus does not require two spells before it.

Watch out

  • You need two spells cast, not two earlier spells resolved.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Renew

Activate the printed ability from your graveyard at sorcery speed. Exile that card and pay its costs to give the target its listed counters or effect.

How it works

  1. The card is exiled as a cost, before anyone can respond.
  2. Removing the targeted creature can stop the counters; targeting the already-exiled renew card with graveyard removal is too late.

On the card

Champion of Dusan
Champion of Dusan
Common · Creature — Human Warrior · At the table

Trade Champion of Dusan in combat, then renew it onto an evasive attacker on a later main phase. Keep the extra mana and an appropriate target.

Watch out

  • Renew is an activated ability, not casting another spell, so it does not itself count for flurry.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Mobilize

When this creature attacks, create the printed number of 1/1 red Warrior tokens tapped and attacking. Sacrifice those tokens at the next end step.

How it works

  1. The tokens were not declared as attackers, so they do not trigger their own attack abilities.
  2. After combat, surviving tokens can pay sacrifice costs before the end-step sacrifice.

On the card

Shock Brigade
Shock Brigade
Common · Creature — Goblin Soldier · At the table

Attack with Shock Brigade, then use Hardened Tactician after combat to turn a surviving Warrior into a card before it expires.

Watch out

  • Tokens still leave at the next end step even if the mobilize creature is gone.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Harmonize

Cast this card from your graveyard for its harmonize cost. You may tap one untapped creature to reduce the generic cost by its power.

How it works

  1. Tapping is optional and is a casting cost. A newly entered creature can help.
  2. The spell is exiled when it leaves the stack, including if countered. Removal after casting does not undo the paid reduction.

On the card

Unending Whisper
Unending Whisper
Common · Sorcery · At the table

A five-power creature can reduce Unending Whisper’s harmonize cost to one blue mana. A creature with four power leaves one generic plus one blue.

Watch out

  • Harmonize cannot remove colored requirements. Mammoth Bellow still needs green, blue and red mana.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Omens

An Omen is an alternative spell on a creature card. Cast it using its own cost and spell characteristics; after it resolves, shuffle the card into its owner’s library.

How it works

  1. If countered, or if every target is illegal, it goes to the graveyard without shuffling.
  2. In the graveyard the card has its creature characteristics, not its Omen instant or sorcery characteristics.

On the card

Twinmaw Stormbrood // Charring Bite
Twinmaw Stormbrood // Charring Bite
Uncommon · Creature — Dragon // Sorcery — Omen · At the table

A red deck can cast Charring Bite without being able to cast the white Twinmaw Stormbrood. If the Omen is countered, instant or sorcery recursion cannot retrieve that creature card.

Watch out

  • An Omen does not exile the card for later casting like an Adventure does.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

To behold a Dragon, choose a Dragon you control or reveal a Dragon card from your hand, following the spell’s instructions.

How it works

  1. A Dragon card may qualify even when you cannot cast its creature side in your colors.
  2. Once the additional cost is paid, removing a beheld Dragon does not undo the improved spell.

On the card

Dispelling Exhale
Dispelling Exhale
Common · Instant · At the table

Dispelling Exhale keeps its larger tax if the Dragon you chose is destroyed in response.

Watch out

  • Dragon-themed artwork and a Dragonstorm enchantment do not make a card a Dragon.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

Monocolor hybrid mana

A symbol such as {2/G} can be paid with one green mana or two mana of any type. Make the choice separately for every symbol.

How it works

  1. Paying with generic mana does not change the card’s colors or mana value.
  2. Budget the total mana actually needed by your two-color deck.

On the card

Gurmag Nightwatch
Gurmag Nightwatch
Common · Creature — Human Ranger · At the table

A blue-black deck can cast Gurmag Nightwatch for {U}{B}{2}. It remains a three-color card with mana value six.

Watch out

  • A three-color twobrid card can be cast in two colors, but three ordinary colored symbols still require all three colors.
Rules detail & sourcesWizards · Tarkir: Dragonstorm mechanics · Wizards · Tarkir: Dragonstorm release notes

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.

55 terms · A–ZComprehensive Rules effective Sep 25 · checked Oct 29

Symbols

A

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

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.

Curve

Strategy

Enough useful low-cost plays to act before your expensive threats.

D

E

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.

Finality counters

Counter

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.

H

I

K

L

Landfall

Ability word

This label groups abilities that reward a land entering under your control. The rest of each card tells you its effect.

Watch out: A land entering from a spell can trigger landfall too. The label itself adds no rules; read the actual ability.

M

O

P

Protection

Card mechanic

Protection from a quality prevents damage from sources of that quality and stops their targeting, blocking, enchanting and equipping. It does not stop untargeted destruction or sacrifice effects.

R

S

Signal

Strategy · Draft

Repeated useful late cards may suggest an open color; one card is weak evidence.

Storm

Card mechanic

When you cast this spell, copy it for every other spell already cast this turn by any player. You may choose new targets for the copies. Countering the original spell does not remove its separate storm trigger.

Support

Strategy

The actual cards and mana that let a payoff work.

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.

V

W

Terms shared across sets: Learn glossary →