The symbols in a card’s upper right corner tell you the cost to cast that spell.
A creature’s power (the first number) is how much damage it deals in combat.
Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it.
The symbols in a card’s upper right corner tell you the cost to cast that spell.
The symbols in a card’s upper right corner tell you the cost to cast that spell.
A creature’s power (the first number) is how much damage it deals in combat.
Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it.
White magic lays down the law, protecting and defending its allies. White mages call on soldiers, knights, and even angels. For them, honor and light are shield and sword.
Blue magic is about air, water, and things of the mind. Blue mages use their vast knowledge and quick reactions to control the battlefield and gain the upper hand.
Black magic enslaves and corrupts. Black mages wield spells of death and darkness to satisfy their desire for power. They will do whatever it takes to win.
Red magic embodies fire and lightning, passion and fury. Mages who wield it are quick to act and quick to anger, smashing and burning their way to victory.
Green magic is all about tooth-and-claw ferocity. Green mages revere life, growth, and the brute force of nature. They summon huge creatures to do their bidding.
abilities unless it’s been under your control since the start of your most recent turn. You can cast creature spells only during one of your main phases.








Annihilator
When a creature with annihilator attacks, the defending player must sacrifice a number of permanents. (Artifacts, creatures, enchantments, and lands are permanents.)
For example, when a creature with annihilator 4 attacks, the defending player must sacrifice four permanents. The permanents are sacrificed as soon as the creature with annihilator attacks. This happens before creatures can block, so a creature sacrificed this way won’t be able block an attacking creature.
Deathtouch
Creatures dealt damage by something with deathtouch are destroyed.
Defender
Creatures with defender can’t attack.
Detain
When a spell with detain resolves, or a permanent with detain enters the battlefield, it's controller may choose a permanent to detain. The detained permanent can't attack, block or activate abilities until the next turn of the spell or abilities controller.
Double Strike
A creature that has double strike deals damage twice in combat, once when creatures deal first-strike damage and again when creatures deal regular damage. It’s possible for a creature to be destroyed before it can deal its combat damage.
Evolve
"Evolve" means "Whenever a creature enters the battlefield under your control, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature."
Exalted
Whenever one of your creatures attacks alone, it gets +1/+1 for each card with Exalted you have on the battlefield.
First Strike
Creatures that have first strike deal combat damage before other creatures. It’s possible for a creature to be destroyed before it can deal its combat damage.
Flying
Creatures with flying can’t be blocked except by creatures with flying or reach.
Forestwalk
A creature with forestwalk can’t be blocked while attacking a player who has a Forest on the battlefield.
Haste
Creatures with haste ignore summoning sickness. They can attack and their
abilities can be played as soon as they enter the battlefield.
Indestructible
An indestructible permanent can’t be destroyed.
If a spell’s effect would destroy an indestructible permanent and do something else, only the part that destroys a permanent does nothing.
If an indestructible creature has been dealt enough damage to destroy it, the creature is not destroyed.
Indestructible permanents can still be sacrificed, returned to their owners’ hands, exiled (removed from the game), and put into their owners’ libraries.
Intimidate
Islandwalk
Legendary
Lifelink
Monstrous
Mountainwalk
Protection
Reach
Regeneration
Shroud
Soulshift
Swampwalk
Trample
Undying
Vigilance
Vanishing