Creatures dealt damage by something with deathtouch are destroyed.
Creatures with defender can’t attack.
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 damage dealt by a creature with double strike to destroy another creature before the other creature can deal its combat damage.
Creatures that have first strike deal combat damage before other creatures. It’s possible for damage dealt by a creature with first strike to destroy another creature before the other creature can deal its combat damage.
Creatures with flying can’t be blocked except by creatures with flying or reach.
A creature with forestwalk can’t be blocked if the defending player controls a Forest.
Creatures with haste ignore summoning sickness. They can attack and their abilities can be activated no matter when they entered the battlefield.
A creature with hexproof can’t be chosen as the target of a spell or ability controlled by an opponent, including Aura spells. If a spell or ability doesn’t use the word “target,” it may still affect a creature with hexproof.
An indestructible permanent can’t be destroyed.
If an indestructible creature has been dealt enough damage to destroy it, the creature is not destroyed. If an indestructible creature’s toughness is 0 or less, it’s still put into its owner’s graveyard.
Indestructible permanents can still be sacrificed, returned to their owners’ hands, exiled, or put into their owners’ libraries.
Creatures with intimidate can be blocked only by creatures that share a color with them and/or artifact creatures.
If a player controls more than one legendary permanent with the same name, that player chooses all but one of them to put into their owners’ graveyards.
Damage dealt by a creature with lifelink also causes its controller to gain that much life.
A creature with menace can’t be blocked except by two or more creatures.
A creature with protection will always have “protection from ________.” That something is what the creature is protected from. It might be protection from red, for example, or protection from Goblins. Protection does several specific things for the creature:
- All damage those kinds of sources would deal to the creature is prevented.
- The creature can’t be enchanted by those kinds of Auras or equipped by those kinds of Equipment.
- The creature can’t be blocked by those kinds of creatures.
- The creature can’t be targeted by those kinds of spells or by abilities from those kinds of cards.
A creature with reach can block creatures with flying, even though it doesn’t have flying itself.
Regeneration creates a “shield” that prevents the creature from being destroyed one time. Make sure to regenerate a creature and set up the shield before it’s actually destroyed.
A creature with renown gets a number of +1/+1 counters the first time it deals combat damage to an opponent. When this happens, the creature becomes “renowned.” Other cards may refer to a renowned creature.
If a creature with trample would deal enough combat damage to its blockers to destroy them, it can assign the rest of its damage to the defending player.
When a creature with undying dies while it doesn’t have a +1/+1 counter on it, it’s returned to the battlefield with a +1/+1 counter on it.
Creatures with vigilance don’t become tapped when they attack.