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Glossary

The words Magic players and this site use, each in one plain sentence, A to Z.

282 terms in our own words: rules words, keyword abilities (Standard's among them), tokens, counters, the parts of a turn and the zones, 52 formats, and the shorthand players use (MTGO, tix, NM, P1P1, goldfish). Rules terms follow Wizards' Comprehensive Rules effective September 25, 2026; a term that states a fact links its source and the day it was read.

A

Ability Also: activated ability, triggered ability, static ability, trigger #

Text on a card that does something: an instant's or sorcery's instructions, or an activated (paid for), triggered (when, whenever, at) or static (always on) ability; most work on the battlefield, some (like cycling) from another zone.

Adventure #

A creature or other card with a second, smaller spell on it; cast the adventure, it goes into exile, and later you can cast the creature from there.

AeonShift #

A rebalanced Duel Commander from the team behind mtgdc.info: no card is banned or restricted, cards cost points instead, and each deck gets a budget of points to spend.

Affinity #

Affinity for artifacts (or another kind of thing) makes this spell cost 1 less for each one you control.

Aggro Also: aggressive #

A deck plan built on cheap creatures and quick damage, aiming to win before the opponent sets up.

Alchemy #

An MTG Arena format of recent Standard sets plus digital-only Alchemy cards and rebalanced cards; Wizards is retiring it on February 2, 2027.

Archenemy #

A multiplayer variant where one player, the archenemy, takes on a team and also plays from a deck of oversized scheme cards.

Archetype Also: archetypes #

A family of decks built around the same plan and cards, such as a named aggro or control deck.

Artifact #

A permanent made, in the story, by craft rather than nature; many have no color and fit in any deck.

Attack Also: attacker, attacking #

Sending untapped creatures at an opponent, a planeswalker or a battle in the declare attackers step; attacking taps them unless they have vigilance.

Aura #

An enchantment that is attached to something (most often a creature) and changes it; the word after enchant says what it can be attached to.

B

Banned Also: ban, banlist, banned list, B&R #

Not allowed in a format at all; each format keeps its own banned list.

Bargain Also: bargained #

As you cast this spell you may also sacrifice an artifact, enchantment or token, which gives it an extra effect.

Basic land Also: basics, basic lands #

Plains, Island, Swamp, Mountain, Forest and Wastes: lands any deck may hold as many copies of as it wants.

Battle Also: siege #

A card type added with March of the Machine (2023): a permanent with defense counters that players attack to defeat it, after which it transforms.

Battlefield Also: in play #

Where permanents are once they are in play, face up for everyone to see; it was called "in play" until Magic 2010.

Behold Also: beheld #

Behold a quality, such as behold a Dragon: reveal a card with that quality from your hand or pick a permanent you control that has it.

Best-of-one Also: Bo1 #

A match of a single game with no sideboarding; Wizards counted 93% of ranked Standard games on MTG Arena as best-of-one in September 2026.

Best-of-three Also: Bo3, match #

A match won by the first player to win two games, with sideboarding between games; the usual tournament match.

Big Apple Highlander Also: BAH #

Big Apple Highlander: 60-card decks with one copy of each card from the Premodern sets (1995 to 2003), with some cards Premodern bans allowed.

Blight #

Blight N: give a creature you control N -1/-1 counters.

Block Also: blocker, blocking, chump block #

Putting an untapped creature in front of an attacker in the declare blockers step, so they deal damage to each other instead of to you.

Board wipe Also: wrath, sweeper, mass removal #

A spell that destroys or removes many creatures at once.

Bracket Also: brackets, Commander brackets #

One of five levels (Exhibition, Core, Upgraded, Optimized, cEDH) Wizards set out in 2025 so Commander players can match decks of a similar intent.

Brawl Also: Historic Brawl #

An MTG Arena format, once called Historic Brawl: a 100-card deck with one copy of each card, led by a legendary commander, from every card on Arena, with 25 starting life.

C

Canadian Highlander Also: Canlander, CanHighlander #

Canadian Highlander: decks of at least 100 cards with one copy of each card, sharing Vintage's banned list, where cards on a points list cost points and a deck may spend at most 10.

Captain #

The site's house format, made by Chad and Stark: forty cards led by a legendary creature, the Captain, one opponent, 20 life.

Card advantage Also: two-for-one, 2-for-1 #

Having more cards (in hand or in play) than your opponent, often from cards that replace themselves or trade one for two.

Card treatment Also: borderless, showcase, extended art, full art #

A special look for a card, such as borderless, showcase, extended art or full-art, that leaves its rules unchanged.

Card type Also: type line #

What a card is (land, creature, artifact, enchantment, planeswalker, battle, instant, sorcery or kindred), printed on its type line under the picture.

Cascade #

Casting this spell exiles cards off the top of your library until one is a nonland card of lower mana value, which you may cast without paying for it.

Cast Also: casting #

To put a spell on the stack and pay its costs; lands are played, not cast.

cEDH Also: competitive EDH, competitive Commander #

Competitive Commander: the same deck rules and banned list, built to win as fast and as reliably as possible, with no limit on Game Changers (Bracket 5).

Challenge Also: Challenges, Challenge 32, Challenge 16 #

A scheduled Magic Online tournament in Swiss rounds with a top 8 playoff, held in sizes of 16, 32 and more players.

Cleanup step Also: cleanup #

The last step of a turn: the active player discards down to seven cards, damage wears off creatures, and "until end of turn" effects end.

Clock Also: on a clock #

How many turns a player needs to win from where the game stands, if nothing changes.

Collect evidence #

Collect evidence N: exile any number of cards from your graveyard whose mana values add up to N or more.

Collector Booster Also: collector boosters #

A booster made for collecting: Wizards lists 5 to 6 rares or higher and 8 to 10 foils in each, with showcase, borderless and extended-art cards.

Collector number Also: CN #

The number of a card within its set, printed at the bottom of newer cards; the set code plus this number names one exact printing.

Color identity #

Every color in a card's mana cost, its rules text and its color indicator; in Commander, each card in a deck has to fit inside the commander's color identity.

Colorless mana #

Mana with no color; a cost that shows the diamond symbol needs colorless mana in particular, not just any mana.

Combat damage step Also: combat damage, damage on the stack #

The step where attackers and blockers deal damage to each other and unblocked attackers deal damage to what they attacked; since Magic 2010 it no longer uses the stack.

Combat phase #

Five steps in a fixed order: beginning of combat, then attackers are chosen, then blockers, then combat damage, then end of combat.

Combo Also: combo deck, infinite combo #

Two or more cards that together win the game or make something happen over and over; also a deck built around such a combination.

Command zone #

A zone for things that are not quite in the game: commanders before they are cast, emblems, and the planes and schemes of Planechase and Archenemy.

Commander Also: EDH, Elder Dragon Highlander #

A multiplayer format, usually four players: a 100-card deck with one copy of each card except basic lands, led by a legendary commander from the command zone, only cards in its colors, and 40 starting life.

Commander Box League #

A league where each player buys one Play Booster box and builds a 60-card Commander-style deck only from what they open, with 40 life.

Commander damage #

Combat damage dealt to a player by one commander, counted over the whole game; 21 or more from the same commander and that player loses.

Commander Draft #

A draft for Commander: three rounds of taking two cards per pass, then a deck of at least 60 cards, as many copies of a drafted card as you drafted, around a drafted commander.

Commander tax #

Each time you cast your commander from the command zone, it costs 2 more than the time before.

Commander (the card) Also: commander #

The legendary creature, Vehicle or Spacecraft (one with power and toughness), or a card that says it can be your commander, that leads a Commander deck and starts the game in the command zone.

Comp Also: Comp tier #

In Captain, the tier for decks with at most three of Captain's Game Changers and no banned or Reserved List cards.

Companion #

A creature you may reveal from outside the game if your whole deck meets its condition; once a game you may pay 3 at sorcery speed to put it into your hand.

Competitive Brawl #

A ranked MTG Arena format with most of Brawl's rules (a 100-card deck led by one legendary commander) but its own banned list and matchmaking, made for competitive play.

Constructed #

Formats where you build a deck ahead of time from cards you own, as opposed to Limited.

Control #

A deck plan built on answers (removal, counterspells, card draw), aiming to win late once the opponent runs out of threats.

Convoke #

Each creature you tap while casting this spell pays for one generic mana or one mana of that creature's color.

Counter (a spell) Also: countered, counterspell #

To cancel a spell or ability on the stack, so it does nothing; a countered spell goes to its owner's graveyard.

Counter (marker) Also: counters, +1/+1 counter, -1/-1 counter #

A marker on a permanent or a player, such as a +1/+1 counter, a loyalty counter or a poison counter, that changes it or keeps track of something.

Cracked Also: Cracked tier #

In Captain, the tier where anything in the card pool goes; a deck lands here when it doesn't fit Comp.

Creature #

A permanent that can attack and block, with power (the damage it deals) and toughness (the damage it takes to die) in its bottom right corner.

Crew #

Crew N: tap any of your untapped creatures with total power N or more, and this Vehicle becomes a creature until end of turn.

Cube Also: cubes #

A curated collection of cards, usually one of each, that a group drafts like booster packs and plays as Limited.

Cycling #

Pay the cycling cost and discard this card from your hand to draw a card.

D

Damaged Also: DMG #

DMG: a card with wear or flaws beyond the standards of the other condition grades.

Deathtouch #

Any amount of damage this deals to a creature is enough to destroy it.

Declare attackers step #

The step where the active player chooses which creatures attack and what each attacks.

Declare blockers step #

The step where the defending player chooses which of their untapped creatures block which attackers.

Defender #

This creature can't attack.

Delirium #

An ability word marking abilities that work when there are four or more card types among the cards in your graveyard.

Delve #

Each card you exile from your graveyard while casting this spell pays for one generic mana.

Destroy Also: destroyed #

To put a permanent into its owner's graveyard; indestructible permanents can't be destroyed.

Discover #

Discover N: exile cards one by one off the top of your library until a nonland card of mana value N or less turns up, then cast it free or put it into your hand.

Disguise #

Like morph, but the face-down 2/2 also has ward 2.

Double strike #

This creature deals combat damage twice: once in a first-strike damage step and again in the regular one.

Double-faced card Also: DFC, MDFC, TDFC, transforming card #

A card with a face on each side and no Magic back; some transform from one face to the other, while modal ones let you choose which face to play.

Draw step #

The step where you draw a card for the turn; in a two-player game the player who goes first skips it on their first turn, while in most multiplayer games, Commander among them, nobody skips it.

Dual land Also: dual, duals #

A land that makes mana of two colors; the name also means the ten original dual lands of 1993.

Duel Commander Also: French Commander, Duel #

Duel Commander: Commander for two players, with 20 starting life and its own banned list.

E

Earthbend #

Earthbend N: a land you control becomes a 0/0 creature with haste and N +1/+1 counters, and comes back to the battlefield tapped if it dies or is exiled.

Emblem #

A lasting effect, mostly from planeswalkers, that sits in the command zone for the rest of the game and can't be removed.

Enchant #

On an Aura, says what it can be attached to (a creature, a land, a player and so on).

Enchantment #

A permanent that stays on the battlefield and keeps doing what its text says.

End step Also: end of turn, EOT #

The step near the end of a turn when "at the beginning of the end step" effects happen; it was called the end-of-turn step before Magic 2010.

Equip #

Pay the equip cost to attach this Equipment to a creature you control, only at sorcery speed.

Equipment #

An artifact you attach to one of your creatures by paying its equip cost; it stays behind when the creature leaves.

Errata Also: erratum #

An official change to a card's Oracle wording, so that it works the way Wizards intends under today's rules.

European Highlander Also: German Highlander #

European (German) Highlander: 100-card decks with one copy of each card from Vintage's card pool, with its council's own banned list instead of points.

Exhaust #

An activated ability marked exhaust can be activated only once.

Exile Also: exiled, removed from the game #

A zone apart from the game, face up unless a card says otherwise; it was called "removed from the game" until Magic 2010.

Explore #

Reveal the top card of your library: a land goes to your hand, anything else gives the exploring creature a +1/+1 counter and may go to your graveyard.

Explorer #

A former MTG Arena format, renamed Pioneer on May 10, 2025, when Arena took up the tabletop Pioneer ban list.

F

Fetch land Also: fetch, fetchland, fetches #

A land you sacrifice (paying life, for most) to search your library for another land.

Fight #

Two creatures fight by each dealing damage equal to its power to the other.

Firebending #

Firebending N: whenever this creature attacks, add N red mana, which doesn't drain away until combat ends.

First strike #

This creature deals its combat damage before creatures without first strike.

Flash #

This spell can be cast whenever an instant could be, even on an opponent's turn.

Flashback #

Once this card is in your graveyard you can cast it from there for its flashback cost, and it's exiled afterward.

Flavor text #

Italic story text under a card's rules text, with no effect on the game.

Flying #

This creature can be blocked only by creatures with flying or reach.

Foil Also: foils, nonfoil, etched, etched foil #

A shiny version of a card; the site marks a foil with a ring outside the picture and a label.

Food Also: Food token #

A colorless artifact token you can pay 2, tap and sacrifice to gain 3 life.

Freeform #

Anything goes: no legality checks, and the players agree on the rules.

G

Game Changer Also: Game Changers, GC #

A card on Wizards' Commander list of cards that can swing games: Brackets 1 and 2 leave them out, Bracket 3 allows up to three, Brackets 4 and 5 any number (Captain keeps its own, separate list).

Generic mana #

A number in a cost, which you can pay with mana of any color or with colorless mana.

Gift #

As you cast it you may choose an opponent to receive the gift (a card, a Food, a tapped Fish and so on), and if you do, the spell does something extra.

GIH WR Also: GIH, games in hand win rate #

17Lands' games-in-hand win rate: how often players won the games where a card was in the opening hand or drawn.

Gladiator #

An MTG Arena community format: 100-card decks with one copy of each card and no commander, from every card on Arena, with 20 life.

Goad Also: goaded #

A goaded creature attacks each combat if it can, and attacks a player other than the one who goaded it if it can, until that player's next turn.

Goldfish Also: goldfishing #

Playing a deck against no opponent to see how fast it can win and how its draws go.

Graveyard Also: yard #

Your discard pile, face up: cards that were destroyed, discarded, countered or used up go here, and some cards use it.

H

Hand #

The cards you hold and only you can see; you start with seven and keep at most seven at the end of your turn.

Haste #

This creature can attack and use abilities with the tap symbol on the turn it comes under your control.

Heavily Played Also: HP #

HP: a card with a major amount of wear.

Hexproof #

Your opponents' spells and abilities can't target this.

Highlander #

Another word for singleton, used in the names of several formats (Canadian, 7 Point, European).

Historic #

An MTG Arena format of every card on Arena, digital-only cards included, less its ban list; 60-card decks.

Historic Pauper #

MTG Arena events played with the cards Arena treats as common, from Historic's card pool; it has no permanent queue.

Hybrid mana Also: hybrid #

A symbol split between two colors (or a color and a number) that you can pay with either half.

I

Indestructible #

Damage and effects that say destroy don't destroy this, though it can still be sacrificed, exiled or shrunk to 0 toughness.

Infect #

This deals damage to creatures as -1/-1 counters and to players as poison counters.

Initiative Also: the initiative, Undercity #

A title one player holds at a time: taking it, and each of that player's upkeeps, moves them a room through the Undercity dungeon, and a player whose creatures deal combat damage to them takes it.

Instant #

A spell you can cast any time you have priority, even on an opponent's turn, which goes to the graveyard once it has done its work.

Instant speed #

Any time you have priority, the way you can cast an instant; abilities usually work this way too.

Investigate Also: clue #

To create a Clue, an artifact token you can pay 2 and sacrifice to draw a card.

J

Jumpstart Also: Jumpstart pack #

Shuffle two 20-card themed Jumpstart packs together and play the 40-card deck as it is; on paper and MTG Arena.

K

Karsten's bar Also: Karsten's numbers #

The castability target the site takes from Frank Karsten's 2022 article on colored sources: 89% plus the spell's mana value (90% for a one-drop, 91% for a two-drop and so on) of games, on the play, with the colors to cast it on curve.

Kicker #

An optional extra cost you may pay as you cast the spell for a bigger or extra effect.

Kindred Also: tribal #

A card type that lets a noncreature card carry creature types; it was called tribal until Wizards renamed it in May 2024, with no change to how it works.

L

Land #

A card type you play rather than cast, at most once on each of your turns and only in a main phase while the stack is empty; most lands tap for mana.

Landfall #

An ability word marking abilities that trigger whenever a land you control enters; like every ability word, it has no rules of its own.

Landwalk #

Islandwalk, forestwalk and the rest: this creature can't be blocked while the defending player controls a land of that type.

League Also: Leagues, 5-0 #

A Magic Online event you enter (10 Event Tickets in Constructed) and play up to five matches in on your own schedule.

Legacy #

A nonrotating format where cards from every set are legal except a banned list; 60-card decks with up to four copies of a card.

Legend rule #

Two legendary permanents with one name can't stay under one player's control: that player picks one to keep and the others go to the graveyard (since 2013, each player's are checked on their own).

Legendary Also: legend #

A supertype: you can control only one legendary permanent with a given name at a time (the legend rule).

Library Also: deck #

Your deck during the game, face down; you draw from the top of it, and a player who must draw from an empty library loses.

Life total Also: life #

Each player starts with 20 life in most formats (40 in Commander) and loses the game at 0.

Lightly Played Also: LP #

LP: a card with minor edge wear, scuffs or scratches.

Limited Also: draft, sealed, booster draft, sealed deck #

Formats where you build a deck from cards opened on the spot, in booster draft or sealed deck; a deck is at least 40 cards, basic lands included, and you may add any number of basic lands.

Loyalty Also: loyalty counters #

A planeswalker's life, shown as counters: its abilities add or remove them, damage removes them, and at zero it goes to the graveyard.

M

Magic Online Also: MTGO, MODO #

Wizards' long-running digital Magic for Windows, with paper-style formats, Leagues and Challenges, and cards you can trade.

Main phase Also: first main phase, second main phase, postcombat main phase, precombat main phase #

The two parts of your turn, before and after combat, when you can play a land and cast creatures, sorceries and other spells.

Mana #

The resource you spend to cast spells and activate abilities, made mostly by tapping lands, in five colors (white, blue, black, red and green) or colorless.

Mana base Also: manabase #

The lands and other mana sources in a deck, and how many of each color they make.

Mana cost #

The mana symbols in a card's top right corner, which you pay to cast it.

Mana curve Also: curve, on curve #

How many cards a deck has at each mana value, and so what it can cast on each turn.

Mana dork Also: dork, mana creature #

A creature that taps for mana.

Mana rock Also: rock, rocks #

An artifact that taps for mana.

Mana value Also: MV, CMC, converted mana cost #

The total amount of mana in a card's cost (X counts as zero outside the stack, and a hybrid symbol such as {2/W} counts its larger part); Wizards renamed it from "converted mana cost" in April 2021.

Manifest Also: manifest dread #

Put your library's top card face down onto the battlefield as a 2/2 creature, which can be turned face up for its mana cost if it is a creature card; to manifest dread, look at the top two and manifest one of them.

Maybeboard Also: maybe #

Cards a deckbuilder lists beside a deck while deciding, not part of the deck itself; Decks calls it Maybe.

Menace #

This creature can be blocked only by two or more creatures.

Metagame Also: meta #

The mix of decks people are playing in a format at a given time.

Middle School #

A retro format of sets printed from 1995 to 2003 (Fourth Edition through Scourge), including the Portal and Starter sets Premodern leaves out.

Midrange #

A deck plan between aggro and control, with sturdy creatures and removal.

Mill Also: milled #

To put cards from the top of a library into its owner's graveyard.

Moderately Played Also: MP #

MP: a card with visible edge wear, surface wear, scratches or scuffs.

Modern #

A nonrotating format of cards from Eighth Edition (2003) onward plus sets Wizards adds directly, such as Modern Horizons, less a banned list; 60-card decks.

Momir Basic Also: Momir #

Momir Basic: decks of basic lands only, where once a turn you pay X and discard a card to create a random creature token with mana value X; on Magic Online and MTG Arena.

Monarch Also: the monarch #

A title one player holds at a time: the monarch draws a card as their end step starts, and a player whose creature deals combat damage to the monarch takes the title.

Morph #

You may cast this face down as a nameless 2/2 creature for 3 mana, and turn it face up any time by paying its morph cost.

MTG Arena Also: Arena, MTGA #

Wizards' free-to-download digital Magic for PC, Mac and mobile, with its own formats such as Historic, Timeless and Brawl.

Mulligan Also: mull, London mulligan #

Shuffling away an opening hand you don't want and drawing seven new cards, then putting one card on the bottom for each mulligan taken (the London mulligan, official since July 2019).

N

Near Mint Also: NM #

NM: a card with at most minimal wear from shuffling, play or handling; most prices you see are for this condition.

Nonrotating format Also: eternal, eternal format #

A format whose card pool only grows, such as Pioneer, Modern, Legacy, Vintage, Pauper and Commander.

O

Oathbreaker #

A multiplayer format of 60-card decks with one copy of each card, led by a planeswalker (the Oathbreaker) and a signature instant or sorcery, with 20 starting life.

Offspring #

Pay the offspring cost as you cast this permanent, and when it enters you also create a 1/1 token copy of it.

Old Frame Vintage Also: OFV #

Old Frame Vintage: Vintage played with cards from old-frame sets only, Alpha through Scourge (1993 to 2003).

Old School 93/94 Also: 93/94, Old School #

Old School 93/94: 60-card decks from Magic's 1993 and 1994 sets (Alpha through Fallen Empires); the site follows Eternal Central's rules.

Old School 93/94, Atlantic rules #

Old School 93/94 under the Atlantic rules, which start from Alpha, Beta, Arabian Nights, Antiquities, Legends, The Dark and Fallen Empires.

Old School 93/94, LCOS rules #

Old School 93/94 under the LCOS rules: Alpha, Beta, Unlimited, Revised, Arabian Nights, Antiquities, Legends, The Dark and Fallen Empires.

Old School 93/94, Swedish rules #

Old School 93/94 under the Swedish rules: Alpha, Beta, Unlimited, Arabian Nights, Antiquities, Legends, The Dark and Summer Magic.

Oracle text Also: Oracle #

The official current wording of a card, kept by Wizards in its card database; it can differ from the words printed on an older copy.

P

P1P1 Also: pack 1 pick 1, first pick #

Pack one, pick one: the first card you take in a booster draft, and a common question about which card to take.

Partner #

A commander with partner may lead a Commander deck together with a second commander that also has partner.

Pauper #

A 60-card format built from commons: a card is legal if any printing of it came out at common in a paper product or on Magic Online, less a banned list.

Pauper Commander Also: PDH #

Pauper Commander (PDH): a 100-card deck with one copy of each card, led by an uncommon creature, Vehicle or Spacecraft, with the other 99 cards printed at common and 30 starting life.

Peasant #

A 60-card format of cards with a common printing plus at most five uncommons, with no rares or mythics.

Penny Dreadful Also: PD #

A Magic Online format of cards that sold for 0.02 tix or less when checked after the latest Standard set arrived, re-checked each season.

Permanent #

A card or token on the battlefield: lands, creatures, artifacts, enchantments, planeswalkers and battles.

Phyrexian mana #

A symbol you can pay with one mana of its color or with 2 life instead.

Pick order Also: ATA, average taken at #

A ranking of a set's cards for drafting, from first to last pick.

Pioneer #

A nonrotating format of cards from Return to Ravnica (2012) forward, plus Universes Beyond sets from 2025 on, less a banned list; 60-card decks.

Planechase #

A multiplayer variant where a shared deck of oversized plane cards changes the rules as players move from plane to plane.

Planeswalker #

A permanent with loyalty that you use once a turn, at sorcery speed, by adding or removing loyalty counters; opponents can attack it.

Play Booster Also: play boosters #

The booster pack Wizards made for both opening and drafting, which replaced Draft and Set Boosters starting with Murders at Karlov Manor (2024).

Plot Also: plotted #

During your main phase with the stack empty, pay the plot cost to exile this card from your hand; on a later turn you may cast it free, at sorcery speed.

Pod Also: table #

The group of players at one table, most often four players in a Commander game.

Poison counter Also: poison #

A counter a player gets from infect, toxic and some other cards; a player with ten or more loses the game.

Popularity Also: EDHREC rank #

A card's rank by how many Commander decks on EDHREC use it, as Scryfall carries it; it leans toward Commander.

Power and toughness Also: power, toughness, P/T #

The two numbers in a creature's bottom right corner: the damage it deals in combat, then the damage it can take in a turn before it dies.

Power-up #

An activated ability usable once; on the turn its permanent entered, it costs less by that permanent's own mana cost.

Precon Also: preconstructed deck, precons #

A preconstructed deck sold ready to play, such as a Commander deck or a Starter Kit; the Precons shelf in Decks lists them, card by card, from MTGJSON.

Precon pods #

Commander games where everyone brings a preconstructed Commander deck, under each playgroup's or store's own house rules; Wizards stopped tying Bracket 2 to precons in October 2025.

PreDH #

Commander played only with cards first printed in or before New Phyrexia (May 2011).

PreFIRE #

PreFIRE: a retro format of Modern-legal cards from Eighth Edition up to Ravnica Allegiance (2019), right before War of the Spark.

Premodern #

A retro format of the cards from Standard-legal sets released from Fourth Edition (1995) through Scourge (2003), less a banned list.

Prepared Also: prepare spell, preparation card #

A permanent with a prepare spell (a small spell inset in its text box) that becomes prepared lets its controller cast a copy of that spell, and stops being prepared once the copy is cast.

Prerelease #

An event at stores the week before a set comes out, where players open sealed product of the new set and play.

Printing Also: printings, version #

One version of a card in one set, with its own art, frame, number and price; many cards have dozens.

Priority #

The permission to cast a spell or activate an ability, passed from player to player; when everyone passes in a row, the top of the stack resolves or the game moves on.

Proliferate #

Pick any number of permanents and players with counters on them, and give each one more counter of each kind it already has.

Protection #

Protection from a quality means this can't be damaged, enchanted or equipped, blocked or targeted by anything with that quality.

Prowess #

Each noncreature spell you cast gives this creature +1/+1 for the rest of the turn.

Proxy Also: proxies #

A stand-in for a card, used where a table or event allows it; this site tracks proxies in Collection but never makes or prints them.

R

Ramp Also: ramping #

Cards that make extra mana or put extra lands into play early, and decks built around them.

Rarity Also: common, uncommon, rare, mythic, mythic rare, C, U, R, M #

How scarce a card is in its set, shown by the color of its set symbol: common (black or white), uncommon (silver), rare (gold) and mythic rare (red-orange).

Reach #

This creature can block creatures with flying.

Reminder text #

Italic text in parentheses that explains a keyword on the card; it has no rules effect of its own.

Removal Also: spot removal #

Cards that get rid of an opponent's creatures or other permanents.

Reserved List Also: RL, reserved #

Older cards Wizards has promised never to print again in a functionally identical form.

Restricted Also: restricted list #

Allowed only as a single copy in a deck; Vintage, Timeless and the Old School formats keep restricted lists.

Role Also: Role token, Roles #

An Aura token, such as Monster (+1/+1 and trample) or Cursed (base 1/1), that changes the creature it's on; a creature keeps only the newest Role from each player.

Rotation Also: rotate, rotating #

When Standard drops its oldest sets; from 2027 it happens with the first set of each year, and Standard keeps about three years of sets.

Rule zero Also: rule 0, pregame conversation #

The talk before a casual game where players agree on house rules and what kind of game they want; Wizards says it still applies alongside brackets.

S

Sacrifice Also: sac, sacrificed #

To put a permanent you control into its owner's graveyard yourself, which works even on indestructible permanents.

Saddle Also: saddled, Mount #

Saddle N: tap other creatures of yours with total power N or more to make this Mount saddled until end of turn, only at sorcery speed.

Saga #

An enchantment told in chapters: it gets a lore counter as it enters and after each of your draw steps, does each chapter in turn, then is sacrificed.

Scandinavian Highlander Also: Scandilander #

Scandinavian Highlander: 100-card decks with one copy of each card from Vintage's card pool and a 10-point list; whether it's still played isn't confirmed.

Scry #

Scry N: you see the top N cards of your library and choose which go to the bottom, putting the rest back on top in the order you like.

Scryfall #

A free card search site whose data (cards, pictures, legality and prices) this site reads, under its terms.

Secret Lair Also: SLD #

Wizards' official online store for themed drops of special card versions, and the cards sold there.

Set code Also: set codes, set symbol, expansion symbol #

A short code of letters and digits for a set, such as FDN for Foundations or M21 for Core Set 2021, printed at the bottom of newer cards; Super Search reads it as s:fdn.

Shield counter Also: shield counters #

A counter that guards a permanent: the next time an effect would destroy it or it would be dealt damage, a shield counter comes off instead.

Shroud #

This can't be the target of any spells or abilities, yours included.

Sideboard Also: SB, sideboarding, side #

Up to fifteen extra cards in Constructed that you may swap into your deck between games of a match.

Singleton Also: one-of #

A deck rule allowing only one copy of each card, basic lands aside.

Sneak #

During your declare blockers step, cast this for its sneak cost by returning an unblocked attacker you control to its owner's hand; a permanent cast this way enters tapped and attacking.

Sorcery #

A spell you can cast only in your own main phase while the stack is empty, which goes to the graveyard once it has done its work.

Sorcery speed #

Only in your own main phase while the stack is empty, the way you cast a sorcery.

Spell #

A card (or a copy) on the stack while it is being cast and before it resolves.

Splash Also: splashing #

A few cards of an extra color in a deck that is mostly one or two colors, with a few lands or fixers to cast them.

Split card #

A card with two halves, each its own spell with its own name and cost; you cast one half (or, with fuse, both).

Spree #

A modal spell where you choose one or more modes and pay each chosen mode's extra cost.

Standard #

Magic's rotating format, built from recent sets only (about three years of them, plus Foundations), with 60-card decks; it's played on paper, Magic Online and MTG Arena.

Standard Brawl #

Brawl with Standard-legal cards only: a 60-card deck with one copy of each card, led by a legendary commander, with 25 starting life.

Start your engines! Also: speed, max speed #

Start your engines! gives you a speed of 1, which rises by one, to a top of 4, the first time each turn an opponent loses life on your turn; max speed abilities work only at speed 4.

Starter Kit Also: starter kits #

A Wizards product made for learning to play, which Wizards says holds everything you need to play and teach Magic.

State-based actions Also: SBA #

Checks the game makes whenever a player would get priority, such as a creature with lethal damage dying or a player at 0 life losing.

Station Also: station card #

Tap another creature you control to put charge counters equal to its power on this permanent, at sorcery speed; once it has as many as a number printed on it, the text beside that number switches on.

Store locator Also: locator, local game store, LGS #

Wizards' search for stores and events near you, including prereleases and Commander nights.

Storm #

When you cast this spell, copy it once for each other spell cast before it this turn.

Stun counter Also: stun counters #

A counter that keeps a permanent tapped: the next time it would untap, a stun counter comes off instead.

Subtype Also: creature type #

A word after the card type, such as Angel, Equipment, Aura or Forest, that groups cards for other cards to name.

Summoning sickness Also: summoning sick #

A creature can't attack or use abilities with the tap symbol in their cost until you have controlled it since the start of your most recent turn, unless it has haste.

Surveil #

Surveil N: you see the top N cards of your library and choose which go to your graveyard, putting the rest back on top in the order you like.

T

Tap Also: untap, tapped, untapped #

Turn a permanent sideways to show it has been used (to make mana, to attack or to pay a cost); it untaps in your next untap step.

Tempo #

A deck plan that pressures the opponent while spending its mana more efficiently than they do, often with cheap creatures and counterspells.

The List Also: plst #

Older cards reprinted with a small mark and slipped into some booster packs; Super Search names it s:plst.

The Seat Also: Seat, Seat tax #

In Captain, the place beside your library where your Captain starts each game; it works like the command zone, and each cast from it costs 2 more than the last.

The stack Also: stack #

The zone where spells and abilities wait to resolve; the last one put on it resolves first, and players can respond in between.

Timeless #

MTG Arena's largest format: every card on Arena is legal, with a short restricted list; 60-card decks.

Tiny Leaders Also: TLR #

Tiny Leaders: 50-card decks with one copy of each card, led by a legendary commander, where every card has mana value 3 or less, with 20 life.

Tix Also: event tickets, ticket #

Event Tickets, Magic Online's currency: Wizards sells them for $1.00 each, they pay event entries, and players price cards in them.

Token #

A permanent that a card creates and that is not a card itself; it stops existing when it leaves the battlefield.

Toxic #

Toxic N: a player this creature deals combat damage to also gets N poison counters.

Trample #

When this attacking creature is blocked, combat damage beyond what's needed to kill its blockers goes through to what it attacked.

Transform Also: transforms #

Turn a double-faced permanent over to its other face.

Treasure Also: Treasure token, Treasures #

A colorless artifact token you can tap and sacrifice for one mana of any color.

Turn #

One player's go, in five phases: beginning (untap, upkeep, draw), first main, combat, second main and ending (end step, cleanup).

Tutor Also: tutors, search your library #

Players' word for searching your library for a card and taking it, named after the card Demonic Tutor.

Two-Headed Giant Also: 2HG #

Two-Headed Giant: teams of two, each team sharing one life total of 30 and taking its turns together.

Two-Headed Giant Commander #

Two-Headed Giant Commander: Commander for teams of two, each team sharing 60 life.

U

Universes Beyond Also: UB #

Magic sets and cards built around other franchises; from 2025, their booster sets are legal in every Constructed format like any other set.

Untap step #

The first step of your turn: your tapped permanents untap, and nobody can cast anything.

Upkeep Also: upkeep step #

The step after untapping, where effects that say "at the beginning of your upkeep" happen.

V

Vehicle #

An artifact that becomes a creature when you crew it by tapping your creatures with enough total power.

Vigilance #

Attacking doesn't tap this creature, so it can still block on the opponent's turn.

Vintage #

A nonrotating format where cards from every set are legal, with a short banned list and a restricted list of cards allowed as one copy only.

Void #

An ability word (from Edge of Eternities) marking abilities that check whether a nonland permanent left the battlefield or a spell was warped this turn.

W

Ward #

When an opponent's spell or ability targets this, it is countered unless that opponent pays the ward cost.

Warp Also: warped #

Cast this card from your hand for its warp cost instead; the permanent is exiled at the next end step, and on a later turn you may cast it from exile.

Waterbend #

A waterbend cost lets you tap your untapped artifacts and creatures to pay its generic mana, one mana each.

Wheel Also: wheeled, wheeling #

In draft, a card that comes back to you after going all the way around the table; also a card that makes every player discard their hand and draw a new one.

Wildcard Also: wildcards, WC #

An MTG Arena item you trade in for any card of its rarity; players earn them by playing and opening packs.

X

X Also: X spell #

A letter in a cost standing for a number you choose as you cast the spell, then pay that much extra mana for.

X-Point Old School #

X-Point Old School: Old School 93/94 where cards on a points list cost points and a deck may spend at most 10.

Z

Zone Also: zones #

A place a card can be during the game: library, hand, battlefield, graveyard, stack, exile and the command zone.

0 to 9

2015 Modern #

2015 Modern: a fixed card pool of the Standard-legal sets from Eighth Edition (2003) to Magic Origins (2015).

7 Point Highlander Also: 7PH, Australian Highlander #

7 Point Highlander (Australian Highlander): 60-card decks with one copy of each card from Vintage's card pool, where cards on a points list cost points and a deck may spend at most 7 (8 when it has no Reserved List card).

Where these facts come from, and when they were read

Sources

The words

Written for this site in plain words, one sentence each, never copied from the Comprehensive Rules (Wizards' Fan Content Policy doesn't allow copying it). Rules terms were checked against the Comprehensive Rules effective September 25, 2026, read October 22, 2026. Formats come from the site's format registry, read on October 21, 2026, and link to their own pages here.

The data

The same 282 terms are in /glossary.json (October 23, 2026), which the search box and card pages read. Each term has an address of its own: /glossary/#flying.