Lifelink ▸
Lifelink
Detailed rules text...
- Ruling 1
- Ruling 2
Deathtouch ▸
Deathtouch
A creature with deathtouch deals lethal damage with any amount of damage, even 1.
- Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered lethal damage.
- Deathtouch doesn't trigger on non-combat damage unless the source explicitly says so—but the rules actually apply to any damage from a source with deathtouch.
- Multiple instances of deathtouch are redundant.
Flying ▸
Flying
A creature with flying can't be blocked except by creatures with flying or reach.
- Flying is an evasion ability that restricts blocking.
- Creatures without flying or reach cannot block a creature with flying.
- Multiple instances of flying are redundant.
Reach ▸
Reach
A creature with reach can block creatures with flying.
- Reach allows a creature to block attackers with flying that it otherwise couldn't.
- Reach does not grant flying—the creature still can't be used to satisfy "flying" requirements.
- Multiple instances of reach are redundant.
First Strike ▸
First Strike
A creature with first strike deals combat damage before creatures without first strike.
- Combat damage is dealt in two steps: first strikers deal damage, then everyone else does.
- If a first striker kills its blocker, the blocker deals no combat damage back.
- Granting first strike after the first strike damage step doesn't retroactively deal damage.
Double Strike ▸
Double Strike
A creature with double strike deals combat damage in both the first strike and normal combat damage steps.
- The creature effectively hits twice—once during first strike damage and once during regular damage.
- Double strike includes first strike; the creature does not get a third hit.
- If blocked by a creature that dies in the first strike step, the double striker still deals its second instance of damage to the player (if it has trample).
Indestructible ▸
Indestructible
A permanent with indestructible can't be destroyed.
- Effects that say "destroy" don't affect indestructible permanents.
- Lethal damage and damage from a source with deathtouch don't destroy indestructible creatures, but the damage stays marked on them.
- Sacrificing or exiling an indestructible permanent still works—those aren't destruction.
Hexproof ▸
Hexproof
A permanent with hexproof can't be the target of spells or abilities your opponents control.
- Only opponent spells and abilities are affected—you can still target your own hexproof permanents.
- Non-targeting effects (like board wipes) still affect hexproof creatures.
- Aura spells on the stack don't target, so an aura entering the battlefield attached to a hexproof creature works if it wasn't cast targeting it.
Hexproof (White) ▸
Hexproof from White
This permanent can't be the target of white spells or abilities your opponents control, or of white sources your opponents control.
- Protection is color-specific—spells of other colors can still target it.
- Prevents all damage from white sources, not just targeting.
- White creatures can't block this permanent.
Hexproof (Red) ▸
Hexproof from Red
This permanent can't be the target of red spells or abilities your opponents control, or of red sources your opponents control.
- Protection is color-specific—spells of other colors can still target it.
- Prevents all damage from red sources, not just targeting.
- Red creatures can't block this permanent.
Hexproof (Green) ▸
Hexproof from Green
This permanent can't be the target of green spells or abilities your opponents control, or of green sources your opponents control.
- Protection is color-specific—spells of other colors can still target it.
- Prevents all damage from green sources, not just targeting.
- Green creatures can't block this permanent.
Hexproof (Blue) ▸
Hexproof from Blue
This permanent can't be the target of blue spells or abilities your opponents control, or of blue sources your opponents control.
- Protection is color-specific—spells of other colors can still target it.
- Prevents all damage from blue sources, not just targeting.
- Blue creatures can't block this permanent.
Hexproof (Black) ▸
Hexproof from Black
This permanent can't be the target of black spells or abilities your opponents control, or of black sources your opponents control.
- Protection is color-specific—spells of other colors can still target it.
- Prevents all damage from black sources, not just targeting.
- Black creatures can't block this permanent.
Poison Counters
A player who has ten or more poison counters loses the game.
- Poison counters are given to players, not creatures.
- Creatures with toxic/toxic X deal X poison counters in addition to normal combat damage.
- Poison counters persist—there's no natural way to remove them outside of specific card effects.
- Infect damage gives poison counters equal to the damage dealt instead of regular damage.
Trample ▸
Trample
Excess combat damage dealt by a creature with trample to a blocking creature carries over to the player or planeswalker it's attacking.
- You must assign at least lethal damage to all blockers before assigning leftover damage to the player/planeswalker.
- If no creatures block, all damage goes to the player/planeswalker.
- Trample works with deathtouch—any nonzero damage is considered lethal, so the rest tramples over.
Haste ▸
Haste
A creature with haste can attack and tap on the turn it enters the battlefield.
- Normally, creatures can't attack or use tap abilities the turn they come under your control ("summoning sickness").
- Haste only affects the "can't attack/tap" restriction—it doesn't prevent other restrictions.
- Losing haste after attacking doesn't remove the creature from combat.
Menace ▸
Menace
A creature with menace can't be blocked except by two or more creatures.
- One blocker is not enough—at least two creatures must block it.
- If one of the two blockers is removed before damage, the block is still legal (the creature remains blocked).
- Multiple instances of menace are redundant—still just needs two blockers.
Summoning Sickness ▸
Summoning Sickness
A creature can't attack or use tap abilities the turn it comes under your control, unless it has haste.
- Summoning sickness is not a keyword ability—it's a game rule that applies to all creatures.
- It only affects attacking and abilities with the tap symbol—untap abilities and non-tap activated abilities work fine.
- A creature that has been under your control since the beginning of your most recent turn is no longer "sick."
- Gaining control of an opponent's creature gives it summoning sickness (unless it has haste).
Goad
A goaded creature attacks each combat if able, and attacks a player other than the goader if able.
- Goaded creatures must attack—they can't choose to stay back.
- If the goaded creature can't attack the goading player (e.g., due to a restriction), it attacks another player or a planeswalker.
- If goaded by multiple players, the creature avoids all of them if able.
- Goad lasts until your next turn.
Defender ▸
Defender
A creature with defender can't attack.
- Defender doesn't prevent the creature from blocking—it's purely an attack restriction.
- Creatures with defender can still use abilities that cost tapping.
- If a creature loses defender (via an effect), it can attack normally.
Vigilance ▸
Vigilance
Attacking doesn't cause a creature with vigilance to tap.
- The creature still declares an attack as normal—it just doesn't tap when doing so.
- This means it can both attack and block on subsequent turns without needing to untap.
- Vigilance only applies to attacking, not to other tap-based abilities.
Lore Counters
Sagas are enchantments that gain a lore counter at the beginning of your end step, triggering chapter abilities.
- Chapter abilities trigger based on the number of lore counters—Chapter I triggers on the first, Chapter II on the second, etc.
- Once the final chapter resolves, the Saga is sacrificed as a state-based action.
- Lore counters can be added or removed by other card effects to speed up or reset Sagas.
Copy
Copies replicate an existing permanent or spell exactly—including its characteristics and abilities.
- Copies don't copy the original's counters, attachments, or temporary effects unless stated.
- If copying a creature, the copy is not a token unless the effect says so—it enters as a duplicate.
- Most copies are tokens created by the copy effect itself.
- If you copy a permanent that's a copy of something else, you copy the current state of the first copy.
Can't Attack ▸
Can't Attack
The creature is unable to declare an attack.
- This can be caused by abilities like defender, or by external effects that prohibit attacking.
- If the restriction is removed (e.g., defender is stripped), the creature can attack normally.
- Effects that force a creature to attack won't override a "can't attack" restriction—restrictions win over requirements.
Can't Block ▸
Can't Block
The creature is unable to declare a block.
- This is typically imposed by another creature's ability (e.g., "creatures your opponents control can't block").
- If the effect ends before the declare blockers step, the creature can block normally.
- Like with attacking, "can't block" restrictions override effects that would force a creature to block.
Shield Counter
If a permanent with a shield counter would be destroyed or deal damage to a player, remove a shield counter instead.
- A shield counter prevents damage from being dealt to a player and protects the permanent from being destroyed once.
- The shield counter is removed when either of these effects happen.
- Multiple shield counters protect the permanent multiple times.
- Shield counters are physical counters placed on the permanent—they can be added or removed by various card effects.
- This differs from Ward—Ward counters an opponent's spell/ability targeting the permanent, while Shield protects from damage/destruction effects.
Finality ▸
Finality
If a permanent with finality would be put into a graveyard from the battlefield, exile it instead.
- This is a replacement effect, not a trigger—it modifies where the permanent goes.
- Finality prevents reanimation strategies—the card can't be brought back from the graveyard because it never gets there.
- If the permanent is token, it ceases to exist instead (tokens can't be exiled as objects, they just vanish).
Foretell ▸
Foretell
While you have priority, you may pay {2} and exile a card from your hand face down. You may cast it later for its foretell cost.
- When you foretell a card, you exile it face down as a separate game object—you retain knowledge of what it is.
- On a later turn, you can cast the foretold card from exile by paying its foretell cost instead of its normal mana cost.
- The foretell cost is typically lower than the card's normal mana cost, allowing you to play cards ahead of tempo.
- If a card has multiple foretell values or conditions, you follow whichever is printed on the card.
- You can foretell multiple cards during the same turn, but only one card may be foretold at a time by most cards.
- Forgetting about a foretold card (e.g., losing track of which turn it was foretold) doesn't prevent you from casting it later.