Comprehensive Rules
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The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule ). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).
If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
The two abilities represented by the champion keyword are linked abilities. See rule 702.72, “Champion.”
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.
If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.
An effect may state that “the same is true for” a list of keyword abilities or similar. If one of those keyword abilities has variants or variables and the effect grants that keyword or counters of that keyword to one or more objects and/or players, it grants each appropriate variant and variable of that keyword.
An effect may refer to an object “with [keyword ability]” or “that has [keyword ability].” This means the same thing as an object “with a [keyword ability] ability” or an object “that has a [keyword ability] ability.”
Deathtouch
Deathtouch is a static ability.
A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. See rules –d.
The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
Multiple instances of deathtouch on the same object are redundant.
Defender
Defender is a static ability.
A creature with defender can’t attack.
Multiple instances of defender on the same creature are redundant.
Double Strike
Double strike is a static ability that modifies the rules for the combat damage step. (See rule , “Combat Damage Step.”)
If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
Multiple instances of double strike on the same creature are redundant.
Enchant
Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
First Strike
First strike is a static ability that modifies the rules for the combat damage step. (See rule , “Combat Damage Step.”)
If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t preclude that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
Multiple instances of first strike on the same creature are redundant.
Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. (See rule 118.7.)
Poisonous
Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule .)
If a creature has multiple instances of poisonous, each triggers separately.
Transfigure
Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same mana value as this permanent and put it onto the battlefield. Then shuffle your library. Activate only as a sorcery.”
Champion
Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”
The two abilities represented by champion are linked. See rule , “Linked Abilities.”
A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
Changeling
Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule .
Evoke
Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters, if its evoke cost was paid, its controller sacrifices it.” Casting a spell for its evoke cost follows the rules for paying alternative costs in rules and –h.
Hideaway
Hideaway is a triggered ability. “Hideaway N” means “When this permanent enters, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.’”
Previously, the rules for the hideaway ability caused the permanent to enter the battlefield tapped, and the number of cards the player looked at was fixed at four. Cards printed before this rules change had the printed text “Hideaway” with no numeral after the word. Those older cards have received errata in the Oracle card reference to have “Hideaway 4” and the additional ability “[This permanent] enters tapped.”
Prowl
Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Casting a spell for its prowl cost follows the rules for paying alternative costs in rules and –h.
Reinforce
Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”
Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.
Conspire
Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules and –h.
If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
Persist
Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”