MTG Keywords Explorer

Explore the full landscape of Magic: The Gathering keywords. Toggle groups, search instantly, and sort how you like.

Content excerpts are adapted from Wikipedia and available under the CC BY-SA 4.0 license. Source: List of Magic: The Gathering keywords. Changes and formatting have been applied.

Synced with Comprehensive Rules: 185 total keywords. New or unmatched in our dataset: 63. These appear under the “CR-only” group until we add full entries.
Addendum
Ability words
/addendum
Addendum gives an extra effect if you cast the instant during your main phase, rewarding sorcery speed play.
Battalion
Ability words
/battalion
Battalion is a creature ability word which gives an advantage whenever the creature attacks with at least two other creatures. It was designed by a contestant during The Great Designer Search II and appears in Gatecrash as the guild keyword of the Boros Legion
Bloodrush
Ability words
/bloodrush
Bloodrush lets you discard the card and pay a cost to pump an attacking creature, often granting stats and abilities.
Channel
Ability words
/channel
Channel lets you discard the card and pay a cost to produce an effect, turning permanents into flexible spells.
Chroma
Ability words
/chroma
Chroma scales effects based on the number of colored mana symbols among permanents or cards you control.
Domain
Ability words
/domain
Domain scales with the number of basic land types among lands you control (up to five).
Enrage
Ability words
/enrage
Enrage is a creature-exclusive ability word, indicating abilities that trigger whenever that creature is dealt damage. It appears in Ixalan block on white, green and red Dinosaur creatures.
Fateful hour
Ability words
/fateful-hour
Fateful hour turns on stronger effects while you have 5 or less life, enabling comeback plays.
Ferocious
Ability words
/ferocious
Ferocious checks if you control a creature with power 4 or greater and grants a bonus if you do.
Grandeur
Ability words
/grandeur
Grandeur lets you discard another legendary card with the same name for a one-shot powerful effect.
Hellbent
Ability words
/hellbent
Hellbent rewards having no cards in hand, turning on extra abilities or larger effects.
Heroic
Ability words
/heroic
Cards with the heroic ability word gain an advantage when targeted with a spell. Although there are many heroic effects, the most common use of this mechanic is to give a creature a +1/+1 counter. This mechanic first appeared with creatures from the Theros block.
Imprint
Ability words
/imprint
Imprint exiles a card onto this permanent to define or upgrade its ongoing effect.
Join forces
Ability words
/join-forces
Join forces has each player contribute mana toward an X value, scaling effects in multiplayer games.
Kinship
Ability words
/kinship
Kinship triggers at upkeep if the top card of your library shares a creature type with this creature; you may reveal it to get a bonus.
Landfall
Ability words
/landfall
Landfall triggers whenever a land enters the battlefield under your control, fueling aggressive or value engines.
Metalcraft
Ability words
/metalcraft
Cards with the metalcraft ability word gain an additional effect while their controller controls three or more artifacts. Metalcraft appears in the Scars of Mirrodin block and is associated with the Mirran faction.
Morbid
Ability words
/morbid
Morbid checks if a creature died this turn; if so, the card gets an additional effect.
Radiance
Ability words
/radiance
Radiance spreads effects to permanents that share a color with the target, helping or hindering wide boards.
Raid
Ability words
/raid
A card with raid gains an additional effect if their controller attacked the turn they are played. Raid is associated with the Mardu and appears in Khans of Tarkir. It has reoccurred as a pirate mechanic in Ixalan.
Rally
Ability words
/rally
Rally triggers when an Ally enters the battlefield under your control, granting your team a bonus for the turn.
Shroud
Ability words
/shroud
Shroud means this permanent can’t be the target of any spells or abilities, including your own.
Sweep
Ability words
/sweep
Sweep lets you return a number of lands to your hand to amplify the spell’s effect.
Threshold
Ability words
/threshold
Threshold turns on stronger effects as long as you have seven or more cards in your graveyard.
Undergrowth
Ability words
/undergrowth
Undergrowth provides benefits depending on the number of creatures in the player's graveyard. This mechanic appears in Guilds of Ravnica and is associated with the Golgari Swarm.
Assist
CR-only
/assist
No summary
Awaken
CR-only
/awaken
No summary
Backup
CR-only
/backup
No summary
Bargain
CR-only
/bargain
No summary
Blitz
CR-only
/blitz
No summary
Boast
CR-only
/boast
No summary
Casualty
CR-only
/casualty
No summary
Cleave
CR-only
/cleave
No summary
Companion
CR-only
/companion
No summary
Compleated
CR-only
/compleated
No summary
Craft
CR-only
/craft
No summary
Decayed
CR-only
/decayed
No summary
Demonstrate
CR-only
/demonstrate
No summary
Dethrone
CR-only
/dethrone
No summary
Devoid
CR-only
/devoid
No summary
Disguise
CR-only
/disguise
No summary
Disturb
CR-only
/disturb
No summary
Encore
CR-only
/encore
No summary
Enlist
CR-only
/enlist
No summary
Escalate
CR-only
/escalate
No summary
Escape
CR-only
/escape
No summary
Eternalize
CR-only
/eternalize
No summary
Exhaust
CR-only
/exhaust
No summary
For Mirrodin!
CR-only
/for-mirrodin
No summary
Freerunning
CR-only
/freerunning
No summary
Fuse
CR-only
/fuse
No summary
Gift
CR-only
/gift
No summary
Harmonize
CR-only
/harmonize
No summary
Hidden Agenda
CR-only
/hidden-agenda
No summary
Impending
CR-only
/impending
No summary
Improvise
CR-only
/improvise
No summary
Ingest
CR-only
/ingest
No summary
Job Select
CR-only
/job-select
No summary
Living Metal
CR-only
/living-metal
No summary
Max Speed
CR-only
/max-speed
No summary
Melee
CR-only
/melee
No summary
Mobilize
CR-only
/mobilize
No summary
More Than Meets the Eye
CR-only
/more-than-meets-the-eye
No summary
Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
CR-only
/most-abilities-describe-exactly-what-they-do-in-the-card-s-rules-text-some-though-are-very-common-or-would-require-too-much-space-to-define-on-the-card-in-these-cases-the-object-lists-only-the-name-of-the-ability-as-a-keyword-sometimes-reminder-text-summarizes-the-game-rule
No summary
Myriad
CR-only
/myriad
No summary
Offspring
CR-only
/offspring
No summary
Outlast
CR-only
/outlast
No summary
Partner
CR-only
/partner
No summary
Prototype
CR-only
/prototype
No summary
Ravenous
CR-only
/ravenous
No summary
Read Ahead
CR-only
/read-ahead
No summary
Reconfigure
CR-only
/reconfigure
No summary
Saddle
CR-only
/saddle
No summary
Skulk
CR-only
/skulk
No summary
Solved
CR-only
/solved
No summary
Space Sculptor
CR-only
/space-sculptor
No summary
Spree
CR-only
/spree
No summary
Squad
CR-only
/squad
No summary
Start Your Engines!
CR-only
/start-your-engines
No summary
Station
CR-only
/station
No summary
Surge
CR-only
/surge
No summary
Tiered
CR-only
/tiered
No summary
Training
CR-only
/training
No summary
Tribute
CR-only
/tribute
No summary
Undaunted
CR-only
/undaunted
No summary
Visit
CR-only
/visit
No summary
Warp
CR-only
/warp
No summary
Banding
Discontinued
/banding
Banding lets attacking creatures form a band or lets defenders band when blocking. The controller of the band chooses how combat damage is assigned among creatures in the band.
Bury
Discontinued
/bury
Bury is an old term meaning to put a permanent into a graveyard without the chance to regenerate; now templated as ‘destroy, it can’t be regenerated’.
Fear
Discontinued
/fear
Fear is evasion: this creature can be blocked only by artifact creatures and/or black creatures. It has been replaced by intimidate and menace.
Intimidate
Discontinued
/intimidate
Intimidate is evasion: this creature can be blocked only by artifact creatures and/or creatures that share a color with it.
Landhome
Discontinued
/landhome
Landhome means a creature can’t attack unless the defending player controls a specific land type and must be sacrificed if you control none of that type.
Landwalk
Discontinued
/landwalk
Landwalk is evasion: if the defending player controls the named land type, this creature can’t be blocked.
Phasing
Discontinued
/phasing
Phasing makes permanents phase out and in during your untap steps. While phased out they’re treated as though they don’t exist.
Regenerate
Discontinued
/regenerate
Regenerate represented two related keyword actions. An ability such as "Regenerate [this creature]" could be activated; in this context "regenerate" means "set up a regeneration shield", which protects the affected permanent from the next time it would be destroyed (either due to damage or to "destroy" effects). Instead of being destroyed, the permanent would become tapped and be removed from combat. The second keyword action refers to when this actually occurs: cards like Skeleton Scavengers have a delayed triggered ability that only triggers when the creature has a destroy effect prevented by its regeneration ability. This ability was generally found on creatures, though any permanent c…
Substance
Discontinued
/substance
Substance was a rules patch placeholder that effectively did nothing; it exists only for old card templating compatibility.
Attach
Evergreen actions
/attach
The term attach is used on Auras (see enchant), Equipment (see equip), and Fortifications (see fortify), which provide effects to certain other cards for an indeterminate amount of time. These types of cards are used by designating something (usually a permanent) for them to be "attached" to.
Counter
Evergreen actions
/counter
To counter a spell or ability is to remove it from the stack without resolving its effects, putting it directly into its owner's graveyard. Some spells and abilities have an additional clause that replaces the graveyard with another game zone. There are instant spells that will explicitly counter other spells, generally known as "counterspells" after the original card with this effect. Some cards specify that they "cannot be countered".
Exile
Evergreen actions
/exile
To exile a card is to put it into the exile zone, usually as part of a card's effect. Starting from the Magic 2010 rules changes, cards that "remove [something] from the game" or "set [something] aside" were issued errata to say "exile [something]" instead.
Fight
Evergreen actions
/fight
When two creatures fight each other, each creature deals damage equal to its power to the other creature. Multiple creatures may fight each other at the same time. Fight is a keyword action that has been sporadically printed in some form since the card Gargantuan Gorilla, but it was not keyworded until Innistrad.
Mill
Evergreen actions
/mill
When a player Mills x cards, they put the top x cards of that library into their graveyard. Mill is an action that has been around since Antiquities with Millstone but was never given a keyword until M21, though the term "mill" had been used informally for years prior to the official keywording.
Sacrifice
Evergreen actions
/sacrifice
To sacrifice a permanent is to put it into its owner's graveyard. A player can only sacrifice a permanent they control. Note that this term is separate from other ways permanents can be put into their owners' graveyards, such as destruction (meaning regeneration has no effect on sacrifice) and state-based actions (a creature having 0 toughness, for example). Players are not allowed to sacrifice unless prompted to by a game effect.
Scry
Evergreen actions
/scry
Scry x allows the player to take the top x cards from their deck, examine them, and place any number of them on the bottom of their deck and the rest on top in any order desired. Scry originally appeared in Fifth Dawn as a keyword ability, primarily on instants and sorceries as "Scry 2", though it was designed to allow other values. Future Sight added values 1 through 4 and redefined scry to be a keyword action, allowing it to be placed in the middle of an ability rather than as a "tack-on" to other abilities. Scry then appeared in Magic 2011, becoming the first mechanic to be revisited in a core set. Scry also returned in Theros block before becoming an evergreen keyword in Magic Origins…
Tap/Untap
Evergreen actions
/tap-untap
To tap a permanent is to rotate the card 90 degrees. This indicates it is being used, often as a cost, or to indicate that a creature is attacking (except for creatures with vigilance). Creatures a player controls that have not been under their control since the beginning of their most recent turn are said to have "summoning sickness" and cannot be tapped for their abilities that include the "tap symbol", nor can they attack, but they can be tapped for costs that use the word "tap" (for example, "Tap two untapped creatures you control"). To untap a permanent is to return it to a vertical orientation, allowing it to be tapped again. A tapped permanent must be untapped before it can be tapp…
Deathtouch
Evergreen keywords
/deathtouch
Deathtouch is a static ability that causes a creature to be destroyed as a result of having been dealt damage by a source with deathtouch. In this way, for a creature with deathtouch, any nonzero amount of damage it deals to another creature is considered enough to kill it. Deathtouch appears mostly on black cards and green cards, and is often thematically associated with poisonous or cursed creatures. Prior to the introduction of the keyword, similar abilities have appeared mostly on green and black cards, but in most cases those abilities were functionally different (typically triggering on combat damage and/or at end of combat). This ability was first printed on a single timeshifted cr…
Defender
Evergreen keywords
/defender
A creature with defender can’t attack. It can still block and use abilities normally.
Double strike
Evergreen keywords
/double-strike
A creature with double strike deals damage during both the first-strike and regular combat damage steps. Effects like lifelink and deathtouch apply in each step separately.
Enchant
Evergreen keywords
/enchant
Enchant appears on Auras and defines what the Aura can legally attach to (e.g., ‘enchant creature’, ‘enchant artifact or creature’). If the object becomes illegal, the Aura falls off.
Equip
Evergreen keywords
/equip
Equip is an activated ability on Equipment that attaches the Equipment to a target creature you control. Equip only as a sorcery unless stated otherwise.
First strike
Evergreen keywords
/first-strike
A creature with first strike deals its combat damage before creatures without first strike. If it destroys its blockers in that step, they won’t deal damage back unless they also have first strike or double strike.
Flash
Evergreen keywords
/flash
Flash is the keyword of an ability introduced in Mirage. Artifacts, creatures or enchantments with flash may be played any time their controller could play an instant. Older cards with that ability have been updated via rules errata to have flash; this allows them to work with cards such as Mystical Teachings.
Flying
Evergreen keywords
/flying
Creatures with flying can only be blocked by creatures with flying or reach. It’s the most common form of evasion and appears across all colors, most often in blue and white.
Haste
Evergreen keywords
/haste
Creatures with haste can attack and use abilities with the tap or untap symbol as soon as they come under your control. They ignore ‘summoning sickness’.
Hexproof
Evergreen keywords
/hexproof
A permanent with hexproof can’t be the target of spells or abilities your opponents control. You can still target your own permanents.
Indestructible
Evergreen keywords
/indestructible
An indestructible permanent can’t be destroyed by damage or effects that say ‘destroy’. It can still be exiled, bounced, sacrificed, or die with 0 toughness.
Menace
Evergreen keywords
/menace
A creature with menace can’t be blocked except by two or more creatures. Removing one blocker after blocks are declared doesn’t make it unblocked.
Protection
Evergreen keywords
/protection
Protection from [quality] means: can’t be damaged, enchanted/equipped, blocked, or targeted by anything with that quality. Remember the acronym DEBT.
Prowess
Evergreen keywords
/prowess
Prowess gives a creature +1/+1 until end of turn whenever you cast a noncreature spell. It can trigger multiple times in a turn.
Reach
Evergreen keywords
/reach
Creatures with reach can block creatures with flying. They don’t gain flying themselves.
Trample
Evergreen keywords
/trample
When assigning combat damage, a creature with trample must assign lethal damage to blockers first, then any excess can be assigned to the defending player or planeswalker.
Vigilance
Evergreen keywords
/vigilance
Attacking doesn’t cause a creature with vigilance to tap, so it can still block later that turn.
Absorb
Expert mechanics
/absorb
Absorb N means if this would be dealt damage, prevent N of that damage. It helps small creatures survive burn or combat trades.
Adapt
Expert mechanics
/adapt
Adapt N lets you pay a cost to put N +1/+1 counters on a creature if it has none. If it already has a +1/+1 counter, adapt does nothing.
Affinity
Expert mechanics
/affinity
Affinity reduces a spell’s cost by 1 for each permanent of the stated type you control (for example, artifacts). It rewards specific board states with cheap spells.
Afflict
Expert mechanics
/afflict
This ability is written Afflict x. When a creature with aflict becomes blocked the defending player loses x life. This was a mechanic from the Hour of Devestation block and was primarily printed on blue, black and red zombie creatures from the set.
Afterlife
Expert mechanics
/afterlife
Afterlife N creates N 1/1 white and black Spirit creature tokens with flying when the creature dies, leaving value behind.
Aftermath
Expert mechanics
/aftermath
Aftermath appears on split cards. The second half can be cast only from your graveyard, then the card is exiled.
Amplify
Expert mechanics
/amplify
This ability is written Amplify x. As a creature with amplify enters the battlefield, its controller may reveal any number of creature cards in their hand that share a creature type with the creature . That creature enters the battlefield with x +1/+1 counters on it for each card revealed this way. Amplify only appears in Legions.
Annihilator
Expert mechanics
/annihilator
Annihilator N triggers when this creature attacks; defending player sacrifices N permanents. It ends games quickly if unanswered.
Ascend
Expert mechanics
/ascend
Ascend gives you the city’s blessing for the rest of the game once you control ten or more permanents, unlocking stronger effects.
Aura swap
Expert mechanics
/aura-swap
Aura swap lets you pay a cost to exchange the Aura with another Aura card in your hand, enabling big upgrades midgame.
Bands with other
Expert mechanics
/bands-with-other
Bands with other is like banding but restricted to a specific creature type or quality. It’s a retired, niche combat mechanic.
Battle cry
Expert mechanics
/battle-cry
Battle cry pumps your team when this creature attacks: other attacking creatures get +1/+0 until end of turn.
Bestow
Expert mechanics
/bestow
Bestow lets you cast a creature as an Aura. If the enchanted creature leaves, the Aura falls off and the bestowed creature enters the battlefield.
Bloodthirst
Expert mechanics
/bloodthirst
This ability is written Bloodthirst x. A creature with bloodthirst x enters the battlefield with x +1/+1 counters on it if an opponent was damaged during that turn. Bloodthirst appears mainly in the sets Guildpact and Magic 2012, and is mostly associated with the Gruul Clans (green and red colors), though it can be found on some black cards too.
Bolster
Expert mechanics
/bolster
Bolster N puts N +1/+1 counters on the creature you control with the least toughness, shoring up your weakest body.
Bushido
Expert mechanics
/bushido
Bushido N gives the creature +N/+N until end of turn when it blocks or becomes blocked, making combat unfavorable for opponents.
Buyback
Expert mechanics
/buyback
Buyback lets you pay an extra cost as you cast a spell to return that card to your hand on resolution instead of the graveyard.
Cascade
Expert mechanics
/cascade
Cascade reveals cards from the top of your library until you reveal a cheaper nonland card; you may cast it for free. The rest go to the bottom in random order.
Champion
Expert mechanics
/champion
This ability is written Champion a (type). It is an evolution-style mechanic that mimics a creature changing into a "new improved version". When a creature with champion enters the battlefield, its controller must exile a card they control of the appropriate type, or sacrifice the champion. When the creature with champion leaves the battlefield, the creature it "championed" (the exiled card) is returned to the battlefield. Most creatures with champion replace a creature that shares their own creature type, but those with the changeling ability have the generic "Champion a creature". Champion was introduced in Lorwyn.
Changeling
Expert mechanics
/changeling
Changeling means this card is every creature type at all times. It enables tribal synergies across sets.
Cipher
Expert mechanics
/cipher
Cipher is printed on sorceries and represents two effects. When a spell with cipher resolves, its controller may exile the spell "encoded" on a creature they control. Then, whenever that creature deals combat damage to an opponent, its controller can cast a free copy of the encoded spell. Cipher appears in Gatecrash as the guild keyword of House Dimir.
Clash
Expert mechanics
/clash
Clash has players reveal the top card of their libraries; the higher mana value wins a small bonus. Players may then put that card on the bottom.
Conspire
Expert mechanics
/conspire
Conspire lets you tap two creatures that share a color with the spell to copy it. Each conspire payment makes one copy.
Convoke
Expert mechanics
/convoke
Convoke lets your creatures help cast a spell: each tapped creature pays for 1 or one mana of its color.
Crew
Expert mechanics
/crew
Crew N: Tap any number of creatures you control with total power N or more to turn the Vehicle into an artifact creature for the turn.
Cumulative upkeep
Expert mechanics
/cumulative-upkeep
This ability is written Cumulative upkeep (cost). At the beginning of each of its controller's upkeeps, an "age counter" is put on the card. The player must then either pay the cumulative upkeep cost for each age counter on the permanent, or sacrifice it. The ability was originally designed to represent an ever-climbing cost, eventually forcing the player to sacrifice the card and lose its benefits, although later incarnations provide a benefit for the number of age counters on the card. The ability first appeared on the card Cyclone from Arabian Nights, and was first keyworded in Ice Age. The mechanic also appeared in Mirage block, with Weatherlight offering a number of twists on the upk…
Cycling
Expert mechanics
/cycling
Cycling lets you pay a cost and discard the card to draw a card. Many cycling cards also have effects that trigger when they’re cycled.
Dash
Expert mechanics
/dash
Dash lets you cast the creature for an alternate cost; it gains haste and returns to your hand at end of turn, dodging sorcery-speed removal.
Daybound & Nightbound
Expert mechanics
/daybound-and-amp-nightbound
Daybound/Nightbound track day and night. On your turn, if no spells were cast last turn it becomes day; if a player cast two or more, it becomes night. Some permanents transform accordingly.
Delve
Expert mechanics
/delve
Delve lets you exile cards from your graveyard to reduce a spell’s generic mana cost by 1 per card exiled.
Detain
Expert mechanics
/detain
Detain temporarily turns off a permanent: until your next turn it can’t attack, block, or activate abilities.
Devour
Expert mechanics
/devour
This ability is written Devour x. As a creature with devour enters the battlefield, its controller may sacrifice any number of creatures in order to put x +1/+1 counters on the devouring creature for each creature sacrificed. Devour appears on Jund cards in the Alara block.
Dredge
Expert mechanics
/dredge
Dredge N replaces a draw: you may put the top N cards of your library into your graveyard to return this card from your graveyard to your hand.
Echo
Expert mechanics
/echo
Echo is a delayed cost. At the beginning of your upkeep after this permanent entered, pay its echo cost or sacrifice it.
Embalm
Expert mechanics
/embalm
Embalm lets you exile the creature card from your graveyard for a cost to create a token copy that’s a white Zombie and has no mana cost.
Emerge
Expert mechanics
/emerge
Emerge lets you cast a creature for a discount by sacrificing a creature; the sacrifice reduces the emerge cost by the sacrificed creature’s mana value.
Entwine
Expert mechanics
/entwine
This ability is written Entwine (cost). All cards with entwine are modal spells with two choices. Normally, a player chooses one mode or the other. If the card's entwine cost is paid in addition to its regular cost, both effects happen. Entwine appears in the Mirrodin block.
Epic
Expert mechanics
/epic
Epic spells lock you out of casting spells for the rest of the game, but copy themselves for free at each of your upkeeps.
Evoke
Expert mechanics
/evoke
Evoke lets you cast a creature for a cheaper cost; it enters, triggers ETB abilities, then is sacrificed.
Evolve
Expert mechanics
/evolve
Evolve puts a +1/+1 counter on this creature when a bigger creature (higher power or toughness) enters the battlefield under your control.
Exalted
Expert mechanics
/exalted
Exalted triggers when a creature you control attacks alone; that attacker gets +1/+1 until end of turn for each exalted trigger.
Exert
Expert mechanics
/exert
Exert is an ability that appears on creature cards. Each card with Exert has a unique activated or triggered ability that asks you to exert the card in exchange for a positive effect. An exerted card does not untap during its controller's next untap step. Exert appears in both sets of the Amonkhet block, exclusively on green, red, and white cards.
Exploit
Expert mechanics
/exploit
Exploit lets you sacrifice a creature when this one enters the battlefield to unlock an additional effect.
Explore
Expert mechanics
/explore
Explore reveals the top card of your library. Put it into your hand if it’s a land; otherwise put a +1/+1 counter on this creature, then you may put the card in your graveyard.
Extort
Expert mechanics
/extort
Extort triggers when you cast a spell; you may pay {W/B}. Each opponent loses 1 life and you gain that much life.
Fabricate
Expert mechanics
/fabricate
This creature ability is written as Fabricate x. When a creature with fabricate enters the battlefield, its controller either puts x +1/+1 counters on it or creates x 1/1 colorless Servo artifact creature tokens. Fabricate appears in Kaladesh
Fading
Expert mechanics
/fading
Fading N enters with N fade counters. Remove one each upkeep; when you can’t, sacrifice it. You may remove counters to fuel other effects.
Fateseal
Expert mechanics
/fateseal
Fateseal N lets you look at the top N cards of an opponent’s library and put any number of them on the bottom and the rest back on top.
Flanking
Expert mechanics
/flanking
Flanking gives blocking creatures -1/-1 until end of turn unless they also have flanking, making blocks harder.
Flashback
Expert mechanics
/flashback
Flashback lets you cast the card from your graveyard for its flashback cost, then exile it.
Flip
Expert mechanics
/flip
Flip is a keyword action that deals with specially printed cards known as "flip cards". Each of these cards has two sets of normal card attributes (e.g. name, rules text, power and toughness): one right-side-up above the card's image and one upside-down (with no mana cost) below the image. Flip cards enter the battlefield unflipped, with only the former set of attributes applying. Once certain conditions are met, the player flips the card (rotating it 180 degrees) and the second set of attributes come into effect. Once flipped, a card cannot be unflipped (except by leaving the battlefield and returning), and effects that would "flip" a card that is already "flipped" do nothing. Flip cards…
Forecast
Expert mechanics
/forecast
Forecast appears on cards with an ability you may reveal from your hand during your upkeep to get a small repeatable effect.
Foretell
Expert mechanics
/foretell
Foretell lets you pay {2} to exile a card from your hand face down. Later you may cast it for its foretell cost.
Fortify
Expert mechanics
/fortify
This ability is written Fortify (cost). It is found only on fortifications, a subtype of artifacts. A player pays the fortify cost as a sorcery (only during their own main phase when the stack is empty) and attaches it to a land they control. That land becomes "fortified" and can then be referenced by the fortification as the "fortified land". Other than attaching to lands instead of creatures, the rules for fortifications are similar to those for equipment. Fortify appears on a timeshifted artifact from Future Sight, and an artifact from the Fallout set.
Frenzy
Expert mechanics
/frenzy
Frenzy N gives an attacking creature +N/+0 if it isn’t blocked, rewarding evasive attacks.
Graft
Expert mechanics
/graft
Graft N enters with N +1/+1 counters and moves a counter to any creature that enters the battlefield under your control.
Gravestorm
Expert mechanics
/gravestorm
Gravestorm copies a spell for each permanent put into a graveyard this turn, scaling with mass sacrifices and wipes.
Haunt
Expert mechanics
/haunt
Haunt exiles a card to ‘haunt’ a creature. When the haunted creature dies, you get the card’s haunt effect again.
Hideaway
Expert mechanics
/hideaway
Hideaway hides a card exiled face down under a permanent. When you meet its condition, you may play that card for free or cheaply.
Horsemanship
Expert mechanics
/horsemanship
Horsemanship is evasion like flying but can only be blocked by creatures with horsemanship. Mostly appears in Portal Three Kingdoms.
Infect
Expert mechanics
/infect
Creatures with infect deal damage to other creatures in the form of −1/−1 counters, similar to wither, and to players in the form of poison counters. A player who receives 10 poison counters loses the game. Infect appears on Phyrexian cards in the Scars of Mirrodin block.
Jump-start
Expert mechanics
/jump-start
Jump-start lets you cast an instant or sorcery from your graveyard by discarding a card in addition to paying its cost. Then exile it.
Kicker
Expert mechanics
/kicker
Kicker is an optional additional cost you can pay as you cast the spell. If paid, the spell gets an extra effect. Some spells have multiple kicker costs.
Level up
Expert mechanics
/level-up
Level up lets you pay to add level counters to a creature, unlocking new stats/abilities at specific levels.
Living weapon
Expert mechanics
/living-weapon
Living weapon creates a 0/0 Germ and attaches the Equipment to it as it enters, so it’s immediately a creature.
Madness
Expert mechanics
/madness
This ability is written Madness (cost). At the time a player discards a card with madness, they may pay its madness cost and cast the card. Madness first appeared in Torment, and the rules for madness were subtly shifted for its reappearance in Time Spiral block, where the vast majority of madness cards were black. A madness cost is usually cheaper than the normal mana cost of a card (but the Future Sight set introduced Ichor Slick whose madness cost is more expensive than its normal cost). The rules for madness were changed again when it was reintroduced for Shadows over Innistrad.
Manifest
Expert mechanics
/manifest
Manifest puts the top card of your library onto the battlefield face down as a 2/2. If it’s a creature card, you can turn it face up by paying its mana cost.
Meld
Expert mechanics
/meld
Meld pairs two specific cards; when conditions are met, they exile and return combined as one oversized permanent.
Mentor
Expert mechanics
/mentor
Mentor puts a +1/+1 counter on another attacking creature with lesser power when this creature attacks.
Miracle
Expert mechanics
/miracle
Miracle lets you cast a spell for a cheaper cost if it’s the first card you drew this turn and you reveal it as you draw.
Modular
Expert mechanics
/modular
This ability is written Modular x. A creature with modular enters the battlefield with x +1/+1 counters on it, and when that creature is put into a graveyard, its controller may put all the +1/+1 counters on that creature onto a target artifact creature. Modular appeared in Darksteel and on one card in Fifth Dawn (Arcbound Wanderer). Modern Horizons 2 added 8 new creatures with Modular and even a land with it.
Monstrosity
Expert mechanics
/monstrosity
Monstrosity turns a creature monstrous by adding counters if it isn’t already. Many cards grant a bonus when it becomes monstrous.
Morph
Expert mechanics
/morph
Morph lets you cast a creature face down as a 2/2 for {3}, then turn it face up any time for its morph cost.
Multikicker
Expert mechanics
/multikicker
Multikicker lets you pay a kicker cost any number of times as you cast the spell, scaling the effect.
Mutate
Expert mechanics
/mutate
If the player casts a spell for its mutate cost, they put it over or under a non-Human creature they own. The creature mutates into the creature on top plus all abilities from under it.
Ninjutsu
Expert mechanics
/ninjutsu
Ninjutsu lets you return an unblocked attacker to hand to put this Ninja onto the battlefield tapped and attacking for a cost.
Offering
Expert mechanics
/offering
Offering reduces a spell’s cost if you sacrifice a creature of a stated type, and lets you cast it at instant speed.
Overload
Expert mechanics
/overload
Overload is a keyword for instants and sorceries used by the Izzet League in Return to Ravnica. By paying the more-expensive overload cost instead of the regular mana cost, the spell can affect all possible targets, rather than a single one.
Persist
Expert mechanics
/persist
Persist returns a creature to the battlefield with a -1/-1 counter when it dies if it had no -1/-1 counters.
Plot
Expert mechanics
/plot
Plot exiles a spell from your hand for later. You may cast it on a future turn for free during your main phase.
Poisonous
Expert mechanics
/poisonous
Poisonous N gives players N poison counters when the creature deals combat damage. Ten poison counters makes a player lose.
Populate
Expert mechanics
/populate
Populate creates a token that’s a copy of a creature token you control, doubling your best token.
Proliferate
Expert mechanics
/proliferate
Proliferate lets you choose any number of permanents and/or players, then give each another counter of each kind already there.
Provoke
Expert mechanics
/provoke
When a creature with provoke attacks, its controller may target a creature the defending player controls, forcing it to untap (if it is tapped) and block the attacking creature if it is able to do so. The ability can choose a creature that is not able to block the creature with provoke. Provoke is cumulative, though no creature has more than one instance of it. Provoke only appears in Legions.
Prowl
Expert mechanics
/prowl
Prowl is an alternate cost if a creature of a stated type dealt combat damage to a player this turn. Often adds a bonus effect too.
Radiation
Expert mechanics
/radiation
Radiation appears in Fallout-themed cards and adds or interacts with radiation counters, which damage players over time.
Rampage
Expert mechanics
/rampage
Rampage N gives +N/+N to a creature for each creature blocking it beyond the first, discouraging gang blocks.
Rebound
Expert mechanics
/rebound
The rebound ability allows a player to cast an instant or sorcery spell more than once. When a spell with rebound is cast from a player's hand, that player exiles it, and during their next upkeep may cast the spell again without paying its mana cost (similar to suspend). Rebound was introduced in Rise of the Eldrazi and was brought back in Dragons of Tarkir.
Recover
Expert mechanics
/recover
Recover triggers when a creature is put into your graveyard from play. Pay its cost to return this card from your graveyard to your hand, or exile it.
Reinforce
Expert mechanics
/reinforce
Reinforce lets you discard the card and pay a cost to put +1/+1 counters on a target creature at instant speed.
Renown
Expert mechanics
/renown
Renown N puts N +1/+1 counters on a creature the first time it deals combat damage to a player. It becomes renowned.
Replicate
Expert mechanics
/replicate
This ability is written Replicate (cost). When a player casts a spell with replicate, they may pay the replicate cost any number of times, then they put a copy of the spell on the stack for each time the replicate cost was paid. Replicate appears in Guildpact and is the ability associated with the Izzet League.
Retrace
Expert mechanics
/retrace
Retrace lets you cast the card from your graveyard by discarding a land in addition to paying its other costs.
Riot
Expert mechanics
/riot
Riot gives a creature your choice of a +1/+1 counter or haste as it enters the battlefield.
Ripple
Expert mechanics
/ripple
Ripple N lets you reveal the top N cards of your library when you cast the spell and cast any revealed cards with the same name for free.
Scavenge
Expert mechanics
/scavenge
Scavenge exiles the creature card from your graveyard to put +1/+1 counters equal to its power on a creature.
Shadow
Expert mechanics
/shadow
Shadow is hard evasion: creatures with shadow can block or be blocked only by creatures with shadow.
Soulbond
Expert mechanics
/soulbond
Soulbond pairs this creature with another when either enters the battlefield; as long as paired, both get a bonus ability.
Soulshift
Expert mechanics
/soulshift
This ability is written Soulshift x. When a creature with soulshift is put into a graveyard from the battlefield, its controller may return a spirit card with converted mana cost x or less from their graveyard to their hand. Almost all cards with soulshift are spirits with a soulshift number one less than their converted mana cost (to prevent them from returning themselves); a notable exception is Promised Kannushi (which is a human druid, not a spirit). Soulshift appears in the Kamigawa block.
Spectacle
Expert mechanics
/spectacle
Spectacle is an alternate cost you may pay if an opponent lost life this turn, often adding a stronger effect.
Splice
Expert mechanics
/splice
Splice onto Arcane lets you reveal the card and pay its splice cost to add its rules text to an Arcane spell you’re casting.
Split second
Expert mechanics
/split-second
Split second stops players from casting spells or activating non-mana abilities while the spell is on the stack, making it hard to interact with.
Storm
Expert mechanics
/storm
Storm copies the spell for each other spell cast before it this turn, creating explosive turns.
Sunburst
Expert mechanics
/sunburst
A permanent with sunburst enters the battlefield with a +1/+1 counter if a creature, or a charge counter otherwise, for each different color of mana spent to pay its mana cost. Sunburst appears in Fifth Dawn on artifacts.
Support
Expert mechanics
/support
Support N puts a +1/+1 counter on each of up to N other target creatures, spreading stats across your team.
Surveil
Expert mechanics
/surveil
Surveil N lets you look at the top N cards of your library; put any number into your graveyard and the rest back on top.
Suspend
Expert mechanics
/suspend
This ability is written Suspend x — (cost). Any time a player could cast a spell with suspend, they may instead pay its suspend cost to exile it with x time counters on it. The player removes a time counter every time their upkeep step begins. Other spells or effects can add or remove time counters from suspended cards.) When the last counter is removed, the spell is cast without paying its mana cost and, if it is a creature, it gains haste. Cards may be given suspend and have time counters put on them when they are exiled by an effect. In particular, a cycle of cards from the Future Sight set can "re-suspend" themselves after they resolve. Suspend appears in the Time Spiral block.
Toxic
Expert mechanics
/toxic
Toxic N gives a player N poison counters when the creature deals combat damage to them, separate from normal damage.
Transfigure
Expert mechanics
/transfigure
Transfigure lets you pay a cost and sacrifice the creature to search your library for another creature with the same mana value and put it onto the battlefield.
Transform
Expert mechanics
/transform
Transform is a keyword action that only appears on double-faced cards. Each transform card enters the battlefield with its front face up, and when certain conditions are met, the player turns the card over to its other face to transform it. Transform and double-faced cards were introduced in Innistrad block. All Werewolf cards from Innistrad and Dark Ascension, among other cards (mostly creatures), have the ability. Transformed cards retain any enchantments or counters placed on the front face.
Transmute
Expert mechanics
/transmute
Transmute lets you discard the card and pay a cost to tutor for a card with the same mana value and put it into your hand.
Typecycling
Expert mechanics
/typecycling
Typecycling is cycling restricted to finding a card of a specific subtype (like basic landcycling). Discard it to search for that type.
Umbra armor
Expert mechanics
/umbra-armor
Umbra armor is shorthand for the Totem armor ability on Auras: if the enchanted permanent would be destroyed, remove all damage from it and sacrifice the Aura instead.
Undying
Expert mechanics
/undying
Undying returns a creature to the battlefield with a +1/+1 counter when it dies if it had no +1/+1 counters.
Unearth
Expert mechanics
/unearth
This ability is written Unearth (cost). If a creature with unearth is in a player's graveyard, any time a sorcery could be played, that player may pay its unearth cost to return that creature to the battlefield. The creature gains haste and is exiled at the beginning of the next end step, or if it would otherwise leave the battlefield. Unearth appears on Grixis cards in the Alara block.
Unleash
Expert mechanics
/unleash
Unleash lets you have the creature enter with a +1/+1 counter. It can’t block while it has a +1/+1 counter.
Vanishing
Expert mechanics
/vanishing
Vanishing N is like fading but uses time counters: remove one at upkeep; when you remove the last, sacrifice it.
Ward
Expert mechanics
/ward
Ward is a triggered ability: whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays the stated ward cost.
Wither
Expert mechanics
/wither
Wither deals damage to creatures in the form of -1/-1 counters, shrinking them permanently.
MTG Keywords Explorer | Commander Zone