Comprehensive Rules
Search the official Magic: The Gathering rules, or browse them chapter by chapter.
To roll to visit your Attractions, roll a six-sided die. Then if you control one or more Attractions with a number lit up that is equal to that result, each of those Attractions has been “visited” and its visit ability triggers. See rule 717, “Attraction Cards,” and rule 702.159, “Visit.”
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.
For more information about Auras, see rule , “Enchantments.”
If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
Equip
Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate only as a sorcery.”
For more information about Equipment, see rule , “Artifacts.”
Equip abilities may further restrict what creatures may be chosen as legal targets. Such restrictions usually appear in the form “Equip [quality]” or “Equip [quality] creature.” These equip abilities may legally target only a creature that’s controlled by the player activating the ability and that has the chosen quality. Additional restrictions for an equip ability don’t restrict what the Equipment may be attached to.
If a permanent has multiple equip abilities, any of its equip abilities may be activated.
“Equip planeswalker” is a variant of the equip ability. “Equip planeswalker [cost]” means “[Cost]: Attach this permanent to target planeswalker you control as though that planeswalker were a creature. Activate only as a sorcery.”
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.
Flash
Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
Multiple instances of flash on the same object are redundant.
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.”
Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 711, “Leveler Cards.”
Some enchantments have the subtype Class and associated abilities that give them a class level. These are not the same as level up abilities and class levels do not interact with level counters. See rule 716, “Class Cards.”
Daybound and nightbound are found on opposite faces of some transforming double-faced cards (see rule 712, “Double-Faced Cards”).
Disturb is an ability found on the front face of some transforming double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.
Read ahead is a keyword found on some Saga cards. “Read ahead” means “Chapter abilities of this Saga can’t trigger the turn it entered the battlefield unless it has exactly the number of lore counters on it specified in the chapter symbol of that ability.” See rule 714, “Saga Cards.”
As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. See rule 714, “Saga Cards.”
Visit is a keyword ability found on Attraction cards (see rule 717). “Visit — [Effect]” means “Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect].” See rule , “Roll to Visit Your Attractions.”
Prototype is a static ability that appears on prototype cards that have a secondary set of power, toughness, and mana cost characteristics. A player who casts a spell with prototype can choose to cast that card “prototyped.” If they do, the alternative set of its power, toughness, and mana cost characteristics are used. See 718, “Prototype Cards.”
Solved is a keyword ability found on Case cards. See rule 719, “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.
Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.87) at all times; it may be activated regardless of how many level counters are on that permanent.
As a Saga without the read ahead ability enters the battlefield, its controller puts a lore counter on it. As a Saga with the read ahead ability enters the battlefield, its controller chooses a number from one to that Saga’s final chapter number. That Saga enters the battlefield with the chosen number of lore counters on it. (See rule 702.155, “Read Ahead.”)
Some older creature cards, called leveler cards, have level up abilities that add level counters to them. These are not the same as class level abilities. Level counters do not interact with Class cards, and class levels do not interact with leveler cards. See rule 702.87, “Level Up,” and rule 711, “Leveler Cards.”
Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”
As a player casts a prototype card, the player chooses whether they cast the card normally or cast it as a prototyped spell using the prototype keyword ability (see rule 702.160, “Prototype”).
If a Case has the solved designation, “Solved — [Ability text]” is an ability that may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability. See rule 702.169, “Solved.”