This web page contains words beginning K – Z. For words beginning A – J see our first Magic: The Gathering glossary here.
This glossary of Magic: The Gathering terms is a reference document to be consulted when specific words or terms need clarifying.
Note that this glossary is available within the downloadable Magic Rules Word document or PDF available from magic.wizards.com
Keyword Ability
A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”
Keyword Action
A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”
Keyword Counter
A marker placed on an object that modifies its characteristics by granting it a keyword. See rule 122, “Counters.”
Kicker, Kicked
Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.33, “Kicker.”
Land
A card type. A land is a permanent. See rule 305, “Lands.”
Land Type
A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.
Landwalk
A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”
Last Known Information
Information about an object that’s no longer in the zone it’s expected to be in, or information about a player who’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 113.7a, 608.2b, 608.2h, and 800.4h.
Layer
A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.
Learn
A keyword action that lets a player add a Lesson card to their hand from outside the game or discard a card to draw a card. See rule 701.45, “Learn.”
Leaves the Battlefield
A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10.
Legal Text
Information printed directly below the text box that has no effect on game play. See rule 213, “Information Below the Text Box.”
Legend (Obsolete)
An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.
Legendary
A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.
Legend Rule
A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j.
Lethal Damage
An amount of damage greater than or equal to a creature’s toughness. See rules 120.4a, 120.6, 510.1, and 704.5g.
Level
A numerical designation a permanent may have. A Class enchantment’s level determines what other abilities it has. See rule 716, “Class Cards.”
Level Symbol
A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 711, “Leveler Cards.”
Level Up
A keyword ability that can put level counters on a creature. See rule 702.87, “Level Up.” For class level abilities of Class cards, see rule 716, “Class Cards.”
Leveler Cards
Cards with striated text boxes and three power/toughness boxes. See rule 711, “Leveler Cards.”
Library
1. A zone. A player’s library is where that player draws cards from.2. All the cards in a player’s library.See rule 401, “Library.”
Life, Life Total
Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 119, “Life.”
Life Modifier
A characteristic that only vanguards have. See rule 212, “Life Modifier.”
Lifelink
A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”
Limited
A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2.
Limited Range of Influence
An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”
Linked Abilities
Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”
Living Metal
A keyword ability found on some Vehicles that turns them into a creature during your turn. See rule 702.161, “Living Metal.”
Living Weapon
A keyword ability that creates a 0/0 black Phyrexian Germ creature token and then attaches the Equipment with the ability to that token. See rule 702.92, “Living Weapon.”
Local Enchantment (Obsolete)
An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
London Mulligan
Informal term for the current system of mulligan rules. See rule 103.5.
Loop
A set of actions that could be repeated indefinitely. See rule 729, “Taking Shortcuts.”
Lose the Game
There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.10 (for an additional rule for Commander games).
Loyalty
1. Part of a card that only planeswalker cards have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.”2. A characteristic that only planeswalkers have. See rule 306.5.
Loyalty Ability
An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”
Madness
A keyword ability that lets a player cast a card they discard. See rule 702.35, “Madness.”
Main Game
The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 726, “Subgames.”
Main Phase
Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”
Mana
The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”
Mana Ability
An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”
Mana Burn (Obsolete)
Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists.
Mana Cost
A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”
Mana Pool
Where mana created by an effect is temporarily stored. See rule 106.4.
Mana Source (Obsolete)
An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference.
Mana Symbol
An icon that represents mana or a mana cost. See rule 107.4.
Mana Value
The total amount of mana in a mana cost, regardless of color. See rule 202.3.
Manifest
A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.34, “Manifest,” and rule 708, “Face-Down Spells and Permanents.”
Map
A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.” See rule 701.40, “Explore.” For more information about predefined tokens, see rule 110.10.
Match
A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
Maximum Hand Size
The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.
Megamorph
A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.37, “Morph.”
Meld
To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.37, “Meld.”
Meld Cards
Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Double-Faced Cards.”
Melee
A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.121, “Melee.”
Menace
An evasion ability that makes creatures unblockable by a single creature. See rule 702.111, “Menace.”
Mentor
A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.134, “Mentor.”
Merged Permanent
A card or token may merge with a permanent to form a merged permanent. This merged permanent is represented by more than one card and/or token. See rule 727, “Merging with Permanents.”
Mill
To mill a number of cards, a player puts that many cards from the top of their library into their graveyard. See rule 701.13.
Minimum Deck Size
If a rule or effect states that a player’s deck must contain at least a specific number of cards, that number is the player’s minimum deck size.
Miracle
A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.94, “Miracle.”
Modal, Mode
A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2.
Modal Double-Faced Cards
One of two kinds of double-faced cards. Modal double-faced cards can be played with either of their two faces up and can’t transform. See rule 712, “Double-Faced Cards.”
Modified
A modified creature is a creature that has a counter on it, is equipped, or is enchanted by an Aura its controller also controls. See rule 700.9.
Modular
A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.43, “Modular.”
Monarch
A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 722, “The Monarch.”
Mono Artifact (Obsolete)
An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs.
Monocolored
An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
Monocolored Hybrid Mana Symbols
See Hybrid Mana Symbols.
Monstrosity
A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.31, “Monstrosity.”
Monstrous
A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.31, “Monstrosity.”
More Than Meets the Eye
A keyword ability that allows some cards to be cast converted. See rule 702.162, “More Than Meets the Eye,” and rule 701.50, “Convert.”
Morph
A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.37, “Morph,” and rule 708, “Face-Down Spells and Permanents.”
Mountain
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.
Mountaincycling
See Typecycling.
Mountainwalk
See Landwalk.
Move
To remove a counter from one object and put it on a different object. See rule 122.5.
Some older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.”
Mulligan
To take a mulligan is to reject a prospective opening hand in favor of a new one. See rule 103.5.
Multicolored
An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
Multikicker
Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.33, “Kicker.” See also Kicker.
Multiplayer Game
A game that begins with more than two players. See section 8, “Multiplayer Rules.”
Mutate
A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.”
Mutating Creature Spell
A creature spell cast using the mutate keyword ability. As it resolves, if its target creature is legal, it merges with the target creature. The resulting creature has all characteristics of the topmost component and has the abilities of each component. See rule 702.140, “Mutate,” and rule 727, “Merging with Permanents.”
Myriad
Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.116, “Myriad.”
Name
A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”
Night
Along with day, a designation the game can have. See rule 728, “Day and Night,” and rule 702.145, “Daybound and Nightbound.”
Nightbound
An ability found on the back faces of some double-faced cards. Cards with daybound and nightbound are face up when it’s day and face down when it’s night. See rule 702.145, “Daybound and Nightbound,” and rule 728, “Day and Night.”
Ninjutsu
A keyword ability that lets a creature suddenly enter combat. See rule 702.49, “Ninjutsu.”
Nonbasic Land
Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”
Nontraditional Magic Card
A card not included in players’ decks. It may be oversized or have a card back other than a “Deckmaster” back. See rule 108.2.
Object
An ability on the stack, a card, a copy of a card, an emblem, a token, a spell, or a permanent. See rule 109, “Objects.”
Offering
A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.48, “Offering.”
One-Shot Effect
An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.
Ongoing
A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”
Opening Hand
The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.5.
Opponent
Someone a player is playing against. See rules 102.2 and 102.3.
Option
An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
Oracle
The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.
Outlast
A keyword ability that allows a creature to grow larger over time. See rule 702.107, “Outlast.”
Outside the Game
An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.11.
Overload
A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”
Owner
The player who (for purposes of the game) a card, permanent, token, or spell belongs to. See rules 108.3, 110.2, 111.2, and 112.2.
Paired
A term that describes a creature that’s been affected by a soulbond ability. See rule 702.95, “Soulbond.”
Paris Mulligan
Informal term for a previous system of taking a mulligan. Using the Paris mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. For current mulligan rules, see rule 103.5.
Partner, “Partner with [name]”
A keyword ability that lets two legendary creatures or planeswalkers be your commander in the Commander variant rather than one. “Partner with [name]” is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.124, “Partner,” and rule 903, “Commander.”
Party
Some cards refer to the number of creatures in your party. A player’s party includes up to one each of Cleric, Rogue, Warrior, and Wizard. See rule 700.8.
Pass
To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 117, “Timing and Priority.”
Pass in Succession
All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 117, “Timing and Priority.”
Pay
To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 118, “Costs.”
Permanent
A card or token on the battlefield. See rule 110, “Permanents.”
Permanent Card
A card that could be put onto the battlefield. See rule 110.4a.
Permanent Spell
A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
Permanently (Obsolete)
An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.
Persist
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.79, “Persist.”
Phase
1. A subsection of a turn. See section 5, “Turn Structure.”2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.26, “Phasing.”
Phased In, Phased Out
A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.5 and rule 702.26, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)
Phasing
A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.26, “Phasing.”
Phenomenon
A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 312, “Phenomena.”
Phyrexian Mana Symbol
A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
Phyrexian Symbol
A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
Pile
A temporary grouping of cards. See rule 700.3.
Placed
(Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 122, “Counters.”
Plains
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.
Plainscycling
See Typecycling.
Plainswalk
See Landwalk.
Planar Deck
A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.
Planar Die
A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
Plane
A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 311, “Planes.”
Planechase
A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”
Planeswalk
To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.24, “Planeswalk.”
Planeswalker
A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”
Planeswalker Symbol
The Planeswalker symbol appears on the planar die in the Planechase casual variant. See rule 107.11.
Planeswalker Type
A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.
Planeswalker Uniqueness Rule (Obsolete)
Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists.
Play
1. To play a land is to put a land onto the battlefield as a special action. See rule 116, “Special Actions,” and rule 305, “Lands.”2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.”3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
Player
One of the people in the game. See rule 102, “Players.”
Plot
A keyword ability that lets a player exile cards from their hand and cast them without paying their mana cost on future turns. See rule 702.170, “Plot.”
Plotted
A card exiled using the plot special action becomes plotted. Other effects can also make an exiled card plotted. See rule 702.170, “Plot.”
Poison Counter
A counter that may be given to a player. See rule 122, “Counters,” and rule 704.5c.
Poisoned
Having one or more poison counters. See rule 122, “Counters.”
Poisonous
A keyword ability that causes a player to get poison counters. See rule 702.70, “Poisonous.”
Poly Artifact (Obsolete)
An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”
Populate
A keyword action that creates a copy of a creature token you control. See rule 701.30, “Populate.”
Postcombat Main Phase
A main phase that occurs after a combat phase. See Main Phase.
Power
1. Part of a card that only creature cards have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.”2. A characteristic that only creatures have. See rule 302.4.
Powerstone Token
A Powerstone token is a colorless artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.” For more information about predefined tokens, see rule 111.10.
Precombat Main Phase
The first main phase of a turn. See Main Phase.
Prevent
A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”
Prevention Effect
A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.”
Priority
Which player can take actions at any given time is determined by a system of “priority.” See rule 117, “Timing and Priority.”
Prize
An additional reward for visiting some Attractions. See rule 702.159, “Visit.”
Proliferate
To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.27, “Proliferate.”
Protect, Protector
Each battle has a player designated as its protector, and that player protects that battle. See rule 310.8.
Protection
A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”
Prototype
An ability which allows a prototype card to be cast with a secondary set of characteristics. See rule 718, “Prototype Cards,” and rule 702.160, “Prototype.”
Prototype Card
Cards with a two-part card frame (one part of which is inset under the type line) on a single card. See rule 718, “Prototype Cards.”
Provoke
A keyword ability that can force a creature to block. See rule 702.39, “Provoke.”
Prowess
A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.108, “Prowess.”
Prowl
A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.76, “Prowl.”
Public Zone
A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
Rad Counter
A type of counter a player can have that causes that player to mill cards at the beginning of their precombat main phase, then lose 1 life and remove one rad counter for each nonland card milled this way. See rule 122, “Counters,” and rule 725, “Rad Counters.”
Rampage
A keyword ability that can make a creature better in combat. See rule 702.23, “Rampage.”
Range of Influence
See Limited Range of Influence.
Ravenous
A keyword ability found on some creature cards with {X} in their mana cost. The creature enters the battlefield with X +1/+1 counters on it, and you draw a card if X is 5 or more. See rule 702.156, “Ravenous.”
Reach
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
Read Ahead
A keyword ability found on some Sagas that allows their controller to choose which chapter it starts on. See rule 702.155, “Read Ahead.”
Rebound
A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.88, “Rebound.”
Reconfigure
A keyword ability that allows an Equipment creature to temporarily stop being a creature and become attached to another creature. See rule 702.151, “Reconfigure.”
Recover
A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.59, “Recover.”
Redirect (Obsolete)
Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect.
Redirection Effect
A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.
Reflexive Triggered Ability
An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.
Regenerate
To replace a permanent’s destruction with an alternate sequence of events. See rule 701.15, “Regenerate.”
Reinforce
A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.77, “Reinforce.”
Reminder Text
Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.
Removed from Combat
Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.
Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
“Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.
Renown
A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.112, “Renown.”
Renowned
A designation given to a permanent as a result of the renown ability. See rule 702.112, “Renown.”
Replacement Effect
A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.”
Replicate
A keyword ability that creates copies of a spell. See rule 702.56, “Replicate.”
Requirement
An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
Resolve
When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.”
Restart the Game
To immediately end the current game and restart it. See rule 104, “Ending the Game.”
Respond
To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 117.7.
Restriction
An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
Retrace
A keyword ability that lets a player cast a card from their graveyard. See rule 702.81, “Retrace.”
Reveal
To show a card to all players for a brief time. See rule 701.16, “Reveal.”
The Ring
An emblem that may be created at the time the Ring tempts you. See rule 701.52, “The Ring Tempts You.”
The Ring Tempts You
A keyword action that causes a player to choose a creature they control to be their legendary Ring-bearer and may cause them to create an emblem called The Ring. See rule 701.52, “The Ring Tempts You.”
Ring-bearer
A designation that a creature can be given as the Ring tempts you. See rule 701.52, “The Ring Tempts You.”
Riot
A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.136, “Riot.”
Ripple
A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.60, “Ripple.”
Role
Roles are colorless enchantment tokens. Each one has the Aura and Role subtypes and the enchant creature ability. If a permanent has more than one Role attached to it controlled by the same player, each of those Roles except the one with the most recent timestamp is put into its owner’s graveyard. See rule 303.7 and rules 111.10j–r.
Roll a d20
To roll a twenty-sided die. Similarly, a d4 is a four-sided die, a d6 is a six-sided die, and so on. See rule 706, “Rolling a Die.”
Room
A subsection of a dungeon card. See rule 309, “Dungeons.”
Room Ability
A triggered ability that triggers whenever a player moves their venture marker into a room of a dungeon card. See rule 309, “Dungeons.”
Rules Text
A characteristic that defines a card’s abilities. See rule 207.1.
Sacrifice
To move a permanent you control to its owner’s graveyard. See rule 701.17, “Sacrifice.”
Saddle
A keyword ability that lets you tap creatures to make another creature “saddled” until end of turn. See rule 702.171, “Saddle.”
Saddled
A designation given to a creature whose saddle ability has resolved. See rule 702.171, “Saddle.”
Saga
An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, “Saga Cards.”
Scavenge
A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.97, “Scavenge.”
Scheme
A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 314, “Schemes.”
Scheme Deck
A deck of at least twenty scheme cards needed to play the Archenemy casual variant. See rule 904.3.
Scry
To manipulate some of the cards on top of your library. See rule 701.18, “Scry.”
Search
To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.19, “Search.”
Secondary Title Bar
A smaller name line with the Oracle reference name of a card which has an alternate name in its upper left corner. See rule 201.6.
Set Aside (Obsolete)
“Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.
Set in Motion
To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.25, “Set in Motion.”
Shadow
A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.28, “Shadow.”
Shard Token
A Shard token is a colorless enchantment token with “{2}, Sacrifice this enchantment: Scry 1, then draw a card.” For more information on predefined tokens, see rule 111.10.
Shared Life Total
In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.”
Shared Team Turns Option
An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”
Shield Counter
A counter that protects a permanent from being damaged or destroyed. See rule 122.1c.
Shortcut
A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 729, “Taking Shortcuts.”
Shroud
A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”
Shuffle
To randomize the cards in a deck (before a game) or library (during a game). See rule 103.3 and rule 701.20.
Sideboard
Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
Siege
A battle subtype. Only an opponent of a Siege’s controller can be its protector. When the last defense counter is removed, its controller exiles the Siege, then they may cast it transformed without paying its mana cost. See rule 310.11.
Silver-Bordered
Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that aren’t covered by these rules.
Skip
Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”
Skulk
A keyword ability that restricts how a creature may be blocked. See rule 702.118, “Skulk.”
Slivercycling
See Typecycling.
Snow
A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”
Snow Mana Symbol
The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow source. It can also represent mana from a snow source that was spent to pay a cost. See rule 107.4h.
Snow-Covered (Obsolete)
Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow.
Solved
1. A designation a Case may have, allowing its last ability to affect the game. See rule 719, “Case Cards.”2. A keyword ability of Case cards that affects the game only if the Case has the solved designation. See rule 702.169, “Solved.”
Sorcery
A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”
Soulbond
A keyword ability that makes creatures better by pairing them together. See rule 702.95, “Soulbond.”
Soulshift
A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.46, “Soulshift.”
Source of an Ability
The object that generated that ability. See rule 113.7.
Source of Damage
The object that dealt that damage. See rule 609.7.
Source of Mana
The spell that produced mana or the source of the ability that produced mana. See rule 106.3.
Space Sculptor
A keyword ability that splits creatures on the battlefield into sectors. See rule 702.158, “Space Sculptor.”
Special Action
An action a player may take that doesn’t use the stack. See rule 116, “Special Actions.”
Spectacle
A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.137, “Spectacle.”
Spell
A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 112, “Spells.”
Spell Ability
A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 113.3a.
Spell Type
A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types.
Splice
A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.47, “Splice.”
Split Cards
Cards with two card faces on a single card. See rule 709, “Split Cards.”
Split Second
A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.61, “Split Second.”
Spree
An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.”
Squad
A keyword ability that creates copies of a creature when it enters the battlefield. See rule 702.157, “Squad.”
Stack
A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”
Starting Deck
After a player has set aside their sideboard, their remaining deck becomes their starting deck. See rule 103.2a.
Starting Hand Size
The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.5.
Starting Life Total
The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.4.
Starting Player
The player chosen to take the first turn of a game. See rule 103.1.
Starting Team
The team chosen to take the first turn of a game using the shared team turns option. See rule 103.1.
State-Based Actions
Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”
State Trigger
A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
Static Ability
A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 113, “Abilities,” and rule 604, “Handling Static Abilities.”
Status
The physical state of a permanent. See rule 110.5.
Step
A subsection of a phase. See section 5, “Turn Structure.”
Sticker
A marker placed on an object that modifies its characteristics or interacts with a rule or effect. See rule 123, “Stickers.”
Sticker Kicker
A kicker variant that can add a sticker to the spell with the ability and give a player a ticket counter. See rule 702.33h.
Sticker Sheet
The collection of stickers found on an insert in Unfinity booster packs. See rule 123, “Stickers.”
Storm
A keyword ability that creates copies of a spell. See rule 702.40, “Storm.”
Stun Counter
A counter that stops a permanent from untapping. See rule 122.1d.
Subgame
A completely separate Magic game created by an effect. See rule 726, “Subgames.”
Substitute Card
A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Substitute Cards.”
Subtype
A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”
Successfully Cast (Obsolete)
A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”
Summon (Obsolete)
Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature.
Summoning Sickness Rule
Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.
Sunburst
A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.44, “Sunburst.”
Supertype
A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.”
Supervillain Rumble
A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”
Support
A keyword action that lets you put +1/+1 counters on creatures. See rule 701.35, “Support.”
Surge
A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.117, “Surge.”
Surveil
To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.42, “Surveil.”
Suspend
A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
Swamp
One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.
Swampcycling
See Typecycling.
Swampwalk
See Landwalk.
Tap
To turn a permanent sideways from an upright position. See rule 701.21, “Tap and Untap.”
Tapped
A status a permanent may have. See rule 110.5 and rule 701.21, “Tap and Untap.” See also Untapped.
Tap Symbol
The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.
Target
A preselected object or player a spell or ability will affect. See rule 115, “Targets.”
Team
A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.”
Teammate
In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.
Team vs. Team Variant
A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”
Text Box
Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.”
Text-Changing Effect
A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.”
Threshold
“Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.
Ticket Symbol
The ticket symbol {TK} with no numbers in it represents one ticket counter. The ticket symbol with a number in it represents a ticket cost. To pay a ticket cost, a player removes that many ticket counters from themselves.
Time Travel
To add a time counter to or remove a time counter from any number of permanents you control with a time counter on them or suspended cards you own in exile with time counters on them. See rule 701.54, “Time Travel.”
Timestamp Order
A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Dependency.
Token
A marker used to represent any permanent that isn’t represented by a card. See rule 111, “Tokens.”
Tombstone Icon
An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
Total Casting Cost (Obsolete)
An obsolete term for mana value. Cards printed with this term have received errata in the Oracle card reference.
Total Cost
What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.
Totem Armor
A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.89, “Totem Armor.”
Toughness
1. Part of a card that only creature cards have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.”2. A characteristic that only creatures have. See rule 302.4.
Tournament
An organized play activity where players compete against other players. See rule 100.6.
Tournament Rules
Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
Toxic
A keyword ability that causes a player to get poison counters due to combat damage from creatures with the ability. See rule 702.164, “Toxic.”
Traditional Magic Card
A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters) and is included in players’ decks. See rule 108.2.
Training
A keyword ability that means “Whenever this creature and at least one other creature with power greater that this creature’s power attack, put a +1/+1 counter on this creature.” See rule 702.149, “Training.”
Trample
A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
Trample Over Planeswalkers
A variant of trample that modifies how a creature assigns combat damage if it’s attacking a planeswalker. See rule 702.19, “Trample”
Transfigure
A keyword ability that lets a player search their library for a replacement creature card. See rule 702.71, “Transfigure.”
Transform
To turn a double-faced card so its other face is up. See rule 701.28, “Transform.”
Transforming Double-Faced Cards
One of two kinds of double-faced cards. Transforming double-faced cards default to their front faces but can transform to their back faces in some way. See rule 712, “Double-Faced Cards.”
Transmute
A keyword ability that lets a player search their library for a replacement card. See rule 702.53, “Transmute.”
Treasure Token
A Treasure token is a colorless artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.” For more information about predefined tokens, see rule 111.10.
Tribal
A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.”
Tribute
A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.104, “Tribute.”
Trigger
Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.”
Trigger Condition
The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”
Triggered Ability
A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 113, “Abilities,” and rule 603, “Handling Triggered Abilities.”
Trigger Event
The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”
Turn-Based Actions
Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”
Turn Markers
Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
Two-Headed Giant Variant
A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.”
Type
1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.”2. An attribute mana has. See rule 106, “Mana.”
Type Icon
An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
Type Line
Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.”
Type-Changing Effect
An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.
Typecycling
A variant of the cycling ability. See rule 702.29, “Cycling.”
Unattach
To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.
Unblockable (Obsolete)
A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.
Unblocked Creature
An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”
Undaunted
A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.125, “Undaunted.”
Undying
A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.93, “Undying.”
Unearth
A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.84, “Unearth.”
Unflipped
A default status a permanent may have. See rule 110.5 and rule 710, “Flip Cards.” See also Flipped.
Unleash
A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.98, “Unleash.”
Unless
A word used to indicate a certain style of cost. See rule 118.12a.
Untap
To rotate a permanent back to the upright position from a sideways position. See rule 701.21, “Tap and Untap.”
Untap Step
Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”
Untap Symbol
The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.
Untapped
A default status a permanent may have. See rule 110.5 and rule 701.21, “Tap and Untap.” See also Tapped.
Upkeep Step
Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”
Vancouver Mulligan
Informal term for a previous system of taking a mulligan. Using the Vancouver mulligan, a player who took a mulligan shuffled their hand into their library and drew one fewer card. After choosing to not mulligan, a player who took a mulligan looked at the top card of their library and could put it on the bottom of their library. For current mulligan rules, see rule 103.5.
Vanguard
1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 313, “Vanguards.”
Vanishing
A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.63, “Vanishing.”
Variant
An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
Vehicle
An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.122, “Crew.”
Venture into [Quality]
A variant of the venture into the dungeon ability that allows a player to bring a dungeon card with [quality] into the game or move a player’s venture marker. See rule 701.46, “Venture into the Dungeon.”
Venture into the Dungeon
A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.46, “Venture into the Dungeon.”
Venture Marker
A marker used to track which room of a dungeon card a player is currently in. See rule 309, “Dungeons.”
Vigilance
A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
Visit
A keyword ability found on Attraction cards. It provides an effect whenever you roll to visit your attractions and get certain results. See rule 702.159, “Visit.”
Vote
Some cards instruct players to vote from among given options. See rule 701.32, “Vote.”
Walker Token
A Walker token is a 2/2 black Zombie creature token named Walker. For more information on predefined tokens, see rule 111.10.
Wall
A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.
Ward
A triggered ability that can counter spells or abilities that target the permanent with ward. See rule 702.21, “Ward.”
Win the Game
There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).
Wither
A keyword ability that affects how an object deals damage to a creature. See rule 702.80, “Wither.”
Wizardcycling
See Typecycling.
World
A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.
World Rule
A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5k.
X
A placeholder for a number that needs to be determined. See rule 107.3.
Y
See X.
You, Your
Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.
Zone
A place where objects can be during a game. See section 4, “Zones.”
Zone-Change Triggers
Trigger events that involve objects changing zones. See rule 603.6.
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Credits
Magic: The Gathering Original Game Design: Richard Garfield
Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, Eli Shiffrin, and Matt Tabak, with contributions from Charlie Cátinò, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru, Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David Sachs, Lee Sharpe, Henry Stern, Donald X. Vaccarino, Thijs van Ommen, Ingo Warnke, Tom Wylie, and Bryan Zembruski
Editing: Del Laugel (principal), Matt Tabak (principal), Gregg Luben, Nat Moes, Samantha Phelan, Michael Zhang, and Hans Ziegler
Magic Rules Management: Jess Dunks, Eric Levine, and Eliana Rabinowitz
The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie Cátinò, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry “Bit” Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush.
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