MagicField guides

Mechanics

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

Sneak

During your own declare-blockers step, after blocks, cast for the sneak cost and return an unblocked attacker you control to hand.

How it works

  1. A creature cast this way enters tapped and attacking the same player or permanent.
  2. Sneak permits that casting timing for sorceries too; the spell can still be countered.

On the card

Leonardo, Sewer Samurai
Leonardo, Sewer Samurai
Mythic · Legendary Creature — Mutant Ninja Turtle Samurai · At the table

Let an evasive creature through, return it while casting the Ninja, and replay its useful enter or leave effect later.

Watch out

  • Sneak is unavailable before blocks or after combat damage. Returning the attacker is a cost, so opponents cannot remove it in response.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles release notes

Mutagen

A Mutagen token is an artifact you can pay one mana to tap and sacrifice, adding a +1/+1 counter to a target creature at sorcery speed.

How it works

  1. Creating it can trigger artifact-enter rewards.
  2. Sacrificing it can satisfy disappear before you cast another creature.

On the card

Crustacean Commando
Crustacean Commando
Common · Creature — Crab Mutant Soldier · At the table

Use a spare main-phase mana to grow a creature, while keeping in mind artifact-count rewards.

Watch out

  • Mutagen is not a combat trick: its own ability cannot be activated during combat or an opponent’s turn.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles release notes

Disappear

These abilities check whether a permanent left the battlefield while you controlled it this turn.

How it works

  1. Sacrifice, death, bounce and exile can all qualify.
  2. An ability can see an earlier departure even if its own permanent arrived later.

On the card

Foot Mystic
Foot Mystic
Common · Creature — Human Ninja Warlock · At the table

Sacrifice a Food or Mutagen before casting Foot Mystic to receive its Ninja token.

Watch out

  • For a trigger with an intervening “if,” the departure must already have happened when it would trigger.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles release notes

Alliance

Alliance abilities trigger when another creature enters under your control.

How it works

  1. Creature tokens and creatures returned by blink both qualify.
  2. Several creatures entering at once can produce separate triggers.

On the card

The Neutrinos
The Neutrinos
Uncommon · Legendary Creature — Elf Rebel · At the table

A creature that makes a second body provides two alliance events.

Watch out

  • The creature with alliance does not normally trigger its own “another creature” ability.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles release notes

A Food token is an artifact with a two-mana, tap-and-sacrifice ability that gains three life.

How it works

  1. Printed Food artifacts can have additional abilities.
  2. Sacrificing Food can enable disappear or another leaves-the-battlefield reward.

On the card

Spicy Oatmeal Pizza
Spicy Oatmeal Pizza
Uncommon · Artifact — Food · At the table

Spend the Food only when its life or departure is worth more than retaining an artifact.

Watch out

  • Sacrificing a Food to another cost does not also gain the three life from its own ability.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles release notes

Class enchantments

A Class starts at level 1. Its level abilities unlock additional text at sorcery speed.

How it works

  1. Pay for level 2 before level 3.
  2. Previous levels remain active, and each Class tracks its own level.

On the card

Ninja Teen
Ninja Teen
Rare · Enchantment — Class · At the table

Develop enough creatures before spending a whole turn on a level that needs them.

Watch out

  • Levels are not counters. Leveling a Class does not cause it to enter again.
Rules detail & sourcesWizards · Teenage Mutant Ninja Turtles mechanics · Wizards · Teenage Mutant Ninja Turtles 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.

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

Symbols

A

C

Channel

Ability word

An ability-word label for abilities that discard the card from your hand as a cost. Follow its printed cost and effect; this is an activated ability, not casting the card.

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.

Counter a spell or ability

Keyword action

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.

Crew

Keyword ability

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.

Curve

Strategy

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

D

Double

Keyword action

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.

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.

Forestcycling

Keyword ability

Pay the printed cycling cost and discard this card to search for a Forest card, reveal it, put it into your hand and shuffle. This does not put the land onto the battlefield.

G

H

I

Islandcycling

Keyword ability

Pay the printed cycling cost and discard this card to search for an Island card, reveal it, put it into your hand and shuffle. This does not put the land onto the battlefield.

K

Keyword counters

Counter

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 ability

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

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

Modular

Keyword ability

This permanent enters with the stated number of +1/+1 counters. When it goes from the battlefield to a graveyard, you may put a +1/+1 counter on a target artifact creature for each +1/+1 counter it had.

P

R

S

Signal

Strategy · Draft

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

Stun counters

Counter

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.

Support

Strategy

The actual cards and mana that let a payoff work.

Surveil

Keyword action

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.

Swampcycling

Keyword ability

Pay the printed cycling cost and discard this card to search for a Swamp card, reveal it, put it into your hand and shuffle. This does not put the land onto the battlefield.

T

V

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.

Terms shared across sets: Learn glossary →