+1/+1—A bonus applied to a creature giving
+1 to its power and +1 to its toughness.
The numbers can be any value, including
negative numbers.

cast—You cast a spell by paying its mana cost
and putting it onto the stack.

control—You control the creatures and other
permanents that you have on the battlefield,
unless your opponent uses a spell or ability to
gain control of one of your permanents. In that
case, your opponent can use it and you can’t.
When it leaves the battlefield or the game ends,
it’s returned to you.

counter a spell—If a card counters a spell, you
can cast it in response to a spell your opponent
is casting. The countered spell has no effect, and
it’s put into the graveyard.

counter on a card—Sometimes counters are put
on a card to keep track of something. Many are
+1/+1 counters, which each give a creature +1
power and +1 toughness. You can use any small
item to represent counters.

damage—Creatures deal damage equal to
their power during combat. Spells can also deal
damage to creatures and players. Damage dealt
to a player causes that player to lose that much
life. Creatures that are dealt damage equal to or
greater than their toughness in a single turn are
destroyed. Damaged creatures on the battlefield
heal at the end of each turn.

deathtouch—A creature dealt damage by a
creature with deathtouch is destroyed.

defender—A creature with defender can’t attack.

destroy—A permanent that’s destroyed is put
into the graveyard. Creatures that are dealt
damage at least equal to their toughness in a
single turn are destroyed. Spells and abilities can
also destroy permanents.

dies—Another way to say a creature has been
put into a graveyard from the battlefield.

discard—To discard a card, choose a card from
your hand and put it into your graveyard.

double strike—A creature with double strike
deals damage twice each combat: once before
creatures without first strike or double strike, and
then again when creatures normally deal damage.

draw a card—To draw a card, take the top card
of your library and put it into your hand.

enchant—An Aura is an enchantment that
enchants (attaches to) another card on the
battlefield. For example, you can cast an Aura
with “enchant creature” to attach it to any
creature on the battlefield. If that creature leaves
the battlefield, the Aura is put into the graveyard.

equip—If you have an Equipment card on the
battlefield, you can pay its equip cost to attach
it to one of your creatures on the battlefield. If
the equipped creature leaves the battlefield, the
Equipment card stays.

exile—If an ability exiles a card, it’s removed
from the battlefield and set aside. An exiled
card isn’t a permanent (because it’s not on the
battlefield) and isn’t in the graveyard. A card
stays in exile until the game ends or until the
card is moved to a different game zone.

fight—When two creatures fight, each deals
damage equal to its power to the other. This is
different from creatures dealing damage
in combat.

first strike—A creature with first strike deals its
damage in combat before creatures without
first strike or double strike.

flash—You may cast a spell with flash any time
you could cast an instant, even in response to
other spells.

flying—A creature with flying can be blocked
only by other creatures with flying and creatures
with reach.

haste—A creature with haste can attack and you
can activate its oT abilities as soon as it comes
under your control.

hexproof—A creature with hexproof can’t be
the target of spells or abilities your opponents
control, including Aura spells. Your spells and
abilities can still target it.

indestructible—An indestructible permanent
can’t be destroyed by damage or by effects that
say “destroy.” It can still be sacrificed or exiled.
If an effect reduces an indestructible creature’s
toughness to 0 or less, it’s still put into its
owner’s graveyard.

intimidate—A creature with intimidate can’t
be blocked except by artifact creatures and/or
creatures that share a color with it.

lifelink—If a creature with lifelink deals damage,
its controller also gains that much life.

mana—This is the energy you get from your
lands that you use to cast spells. Mana can be
white, blue, black, red, green, and sometimes even colorless.

mana pool—This is where mana goes after
you tap your lands for it and before you spend
it. Some abilities tell you to add mana to your
mana pool. These abilities give you mana like
the mana you get from tapping lands. Mana
can’t be saved from turn to turn.

menace- A creature with menace can’t be blocked except by two or more creatures

mulligan—At the start of the game, if you
don’t like your hand, you can take a mulligan.
Shuffle your hand back into your deck and
draw a new hand with one fewer card. You can
take as many mulligans as you like, but your
starting hand gets smaller each time. Usually
players take mulligans because they don’t have
enough land cards, or because they have too
many lands and not enough spells.

next time, next damage—Sometimes an ability
refers to the “next time” something happens
or the “next damage” that a creature or player
would be dealt. Remember that an instant or
ability used in response to something happens

permanent—Lands, creatures, artifacts,
enchantments, and planeswalkers are
permanents. They enter the battlefield after you
cast them. Token creatures are also permanents.
Instants and sorceries are not permanents. They
go to the graveyard after they resolve.

protection—A creature with protection from a
color can’t be blocked, dealt damage, enchanted,
or targeted by anything of that color.

prowess-Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”

reach—A creature with reach can block
creatures with flying (and creatures without

regenerate—Regenerating a creature keeps
it from being destroyed. Instead of being
destroyed, the creature gets tapped, it’s removed
from combat (if it’s in combat), and all its
damage is healed.

sacrifice—Sometimes a card tells you to
sacrifice a creature or some other permanent.
To sacrifice a permanent, you move it from
the battlefield to your graveyard. You can’t
regenerate it or save it in any way. You can
sacrifice only your own permanents.

tap—To tap a card is to turn it sideways. You do
this when you use a land to make mana, when
you attack with a creature, or when you activate
an ability that has the TAP symbol as part of its
cost. You can’t tap a permanent again until it’s
been untapped. At the beginning of each of your
turns, you untap your tapped cards so you can
use them again.

target—If a spell uses the word “target,” you
choose what the spell will affect when you cast
it. The same is true for abilities you activate.
token—Some cards create token creatures. You
can use token cards from booster packs, glass
beads, dice, or anything else to represent them.

trample—If a creature with trample would
assign enough damage to its blockers to
destroy them, you may have it assign the rest
of its damage to the player or planeswalker it’s

untap—Untap a tapped card by turning it right
side up. When you untap your permanents at
the beginning of your turn, it means that you
can use (tap) them again.

vigilance—A creature with vigilance doesn’t
tap to attack. (Vigilance doesn’t allow a tapped
creature or a creature that entered the battlefield
this turn to attack, though.)

X—Some spells and abilities have effects
that change depending on how much mana
you use to pay for them.

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