Magic glossary
255 terms in plain words: the nicknames players use for cards and cycles, and the rules words on the cards.
- Ability
- Text on a card or object that does something. There are three kinds: activated, triggered and static.
- Activated ability
- An ability written as "cost: effect". You can activate it whenever you could cast an instant, unless it says otherwise.
- Active player
- The player whose turn it is.
- Ad Naus
- Ad Nauseam.
- Additional cost
- A cost on top of a spell's mana cost, such as "As an additional cost to cast this spell, sacrifice a creature."
- Alternative cost
- A cost you pay instead of the mana cost, such as Force of Will's exiling a blue card. You can use only one at a time.
- Any target
- A creature, a player, a planeswalker or a battle.
- APNAP order
- When several players do things at once, the active player goes first, then each other player in turn order.
- Artifact
- A card type for objects and machines. Many artifacts are colorless.
- Artifact lands
- Mirrodin's five lands that are also artifacts, the fuel for affinity. For example: Seat of the Synod, Great Furnace. All 5.
- Attach
- Move an Aura, Equipment or Fortification onto an object. Attaching it to what it's already on does nothing.
- Attacking creature
- A creature declared as an attacker, until it's removed from combat or combat ends.
- Aura
- An enchantment that's attached to an object or player, named by its enchant ability.
- Banned
- A card that can't be played in a format at all.
- Base power and toughness
- A creature's printed power and toughness, or what an effect sets them to, before anything adds or subtracts.
- Basic land
- A land with the basic supertype: Plains, Island, Swamp, Mountain, Forest and Wastes, plus snow versions.
- Basic land type
- Plains, Island, Swamp, Mountain or Forest. A land with one taps for that color even if its text box is empty.
- Battle
- A card type you attack to defeat. A Siege is protected by an opponent you choose and is defeated when its defense counters run out.
- Battle lands (tango lands)
- Two basic land types. Untapped if you control two or more basic lands. For example: Prairie Stream, Sunken Hollow. All 10.
- Battlefield
- Where permanents are: the zone in play.
- Beginning phase
- The first phase of a turn: untap, upkeep, then draw.
- Bicycle lands (cycling duals)
- Amonkhet's duals with two basic land types that enter tapped and can be cycled for 2. For example: Irrigated Farmland, Canyon Slough. All 10.
- Blocked creature
- An attacking creature a creature has blocked. It stays blocked even if the blocker leaves.
- Blocking creature
- A creature declared as a blocker, until it's removed from combat or combat ends.
- Bob
- Dark Confidant.
- Bolt
- Lightning Bolt. "Bolting" something is dealing it 3 damage.
- Bond lands (crowd lands)
- Untapped if you have two or more opponents, so nearly always untapped in Commander. From Battlebond. For example: Morphic Pool, Luxury Suite. All 10.
- Bounce lands (karoos)
- Enter tapped and return a land you control to your hand, then tap for two mana. Named after the original one-color cycle, which includes a card called Karoo. For example: Dimir Aqueduct, Coral Atoll. All 17.
- Breach
- Underworld Breach.
- Bridges
- Modern Horizons 2's indestructible two-color artifact lands. For example: Drossforge Bridge, Silverbluff Bridge. All 10.
- Campuses
- Strixhaven's tapped duals that can pay 4 to scry 1. For example: Quandrix Campus. All 5.
- Card type
- Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker or sorcery (plus a few from casual variants).
- Cast
- Take a spell from where it is, put it on the stack and pay its costs.
- Castles
- Throne of Eldraine's legendary lands with an ability, untapped if you control the matching basic type. For example: Castle Ardenvale, Castle Vantress. All 5.
- Channel lands
- Kamigawa: Neon Dynasty's legendary lands you can discard for a spell, like Boseiju and Otawara. For example: Boseiju, Who Endures, Otawara, Soaring City. All 5.
- Characteristic-defining ability
- A static ability that sets a characteristic, such as Tarmogoyf's power or changeling. It works in every zone.
- Characteristics
- What an object is: name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense and hand and life modifiers.
- Charms
- Choose one of three modes. For example: Izzet Charm, Boros Charm. All 72.
- Check lands
- Enters untapped if you already control a land of one of its two basic types. For example: Glacial Fortress, Drowned Catacomb. All 10.
- Cleanup step
- The last step of a turn: discard down to your hand size, then damage wears off and "until end of turn" effects end.
- Cloudposts (Locus lands)
- Cloudpost taps for colorless for every Locus on the battlefield; the other Locus lands, like Glimmerpost, add to the count. All 4.
- Cluestones
- Tap for either of two colors. Later, sacrifice it to draw a card. For example: Dimir Cluestone. All 10.
- Color
- White, blue, black, red or green. A card's color comes from its mana cost or color indicator; with neither it's colorless.
- Color identity
- Every color in a card's mana cost, its color indicator and any mana symbol in its rules text. A Commander deck must stay inside its commander's.
- Color indicator
- The colored dot by the type line on a card with no mana cost that still has a color, like many back faces.
- Combat damage step
- Attacking and blocking creatures deal their damage, all at once (first strike gets its own step first).
- Combat phase
- Beginning of combat, declare attackers, declare blockers, combat damage, end of combat.
- Command zone
- A zone for objects that aren't in play but affect the game, like commanders, emblems and some game pieces.
- Commander damage
- Combat damage one commander has dealt a player over the game. 21 from the same commander knocks that player out.
- Commander tax
- Each time you cast your commander from the command zone, it costs {2} more for every time you've done so before.
- Commands
- Choose two of four modes. For example: Cryptic Command, Kolaghan's Command. All 28.
- Companion
- A card outside your deck that you may put into your hand for {3} once per game, if your deck meets its condition.
- Concede
- Leave the game, losing it. You can do it any time.
- Confluences
- Choose three modes, the same one more than once if you like. For example: Mystic Confluence, Fiery Confluence. All 12.
- Consult, Pact
- Demonic Consultation and Tainted Pact, which empty your library alongside Thoracle.
- Control
- Who decides what a permanent or spell does. You control the permanents you play, unless an effect changes that.
- Controller
- The player who controls a permanent, spell or ability right now.
- Copy
- An object that copies another's copiable values: what's printed, plus other copy effects, but not counters, Auras or other changes.
- Cost
- What you must pay to cast a spell or activate an ability: mana, life, tapping, sacrificing and so on.
- Counter (a spell)
- Cancel a spell or ability on the stack. A countered spell goes to its owner's graveyard.
- Counter (marker)
- A marker on a permanent or player, like +1/+1, loyalty or poison counters.
- Cradle
- Gaea's Cradle.
- Creature
- A card type that can attack and block. It has power and toughness.
- Creature lands (manlands)
- Lands that can turn into creatures. For example: Mutavault, Celestial Colonnade. All 55.
- Crypt
- Mana Crypt.
- Cycling lands
- Urza's Saga's one-color lands that enter tapped and cycle for 2. For example: Remote Isle, Drifting Meadow. All 5.
- Damage
- What sources deal. To a creature it stays until cleanup; to a player it's life lost; to a planeswalker it removes loyalty.
- Day and night
- Some cards make it day or night. If it's day and the player whose turn it was cast no spells that turn, it becomes night; if it's night and they cast two or more, it becomes day.
- Declare attackers step
- The active player chooses which creatures attack, and what each attacks: a player, a planeswalker or a battle.
- Declare blockers step
- The defending player chooses blockers. Each untapped creature can block one attacker.
- Defending player
- The player being attacked, or who controls the planeswalker or protects the battle being attacked.
- Depletion lands
- Mercadian Masques' lands that enter with depletion counters and tap for two mana until they run out. For example: Peat Bog, Remote Farm. All 10.
- Diamonds
- Enter tapped and tap for one color. For example: Sky Diamond. All 5.
- Dies
- Is put into a graveyard from the battlefield. Said of creatures and planeswalkers.
- Dilemma lands
- Star Trek's one-color lands: untapped once you have two other lands, and then you choose one of two bonuses as it enters. Star Trek calls choosing a mode facing a dilemma. For example: Federation Outpost, Quark's Bar. All 5.
- Discard
- Move a card from your hand to your graveyard.
- Dockside
- Dockside Extortionist.
- Double-faced card
- A card with a face on each side. It enters with its front face up unless something says otherwise.
- Dragonlords
- Dragons of Tarkir's five Elder Dragon legends. For example: Dragonlord Atarka, Dragonlord Ojutai. All 5.
- Drain
- Mana Drain.
- Draw step
- The active player draws a card. The first player skips it on their first turn in a two-player game.
- Dungeon
- A card outside the game that venture and the initiative move you through, room by room.
- Effect
- What happens when a spell or ability resolves, or what a static ability does.
- Elder Dragons
- Legends' five three-color Elder Dragons, the first legendary dragons. For example: Nicol Bolas, Chromium. All 5.
- Eldrazi titans
- Emrakul, Kozilek and Ulamog: huge colorless Eldrazi. For example: Emrakul, the Aeons Torn, Ulamog, the Ceaseless Hunger. All 10.
- Emblem
- An object in the command zone with abilities, often from a planeswalker. It can't be removed.
- Enchantment
- A card type for lasting magical effects. Auras, Sagas, Classes, Cases and Rooms are enchantments.
- End of combat step
- The last step of combat. "At end of combat" triggers happen here.
- End step
- The first step of the ending phase. "At the beginning of the end step" triggers happen here.
- Enters the battlefield
- A permanent arriving on the battlefield. Triggers say "when this enters".
- Equipment
- An artifact you attach to a creature you control by paying its equip cost.
- Evoke Elementals (Incarnations)
- Modern Horizons 2's Solitude, Endurance, Fury, Grief and Subtlety: evoke them for free by exiling a card of their color. Lorwyn's evoke creatures cost mana instead. All 5.
- Exile
- A zone for cards removed from the game. Cards in exile are face up unless something says otherwise.
- Extra turn
- A turn taken right after the current one. The most recently created extra turn comes first.
- Face a dilemma
- Star Trek's name for choosing one or more modes of a spell or ability. Cards that say "whenever you face a dilemma" trigger on any modal choice, a Command or a dilemma land included. Not the same as council's dilemma, which is a vote.
- Face-down
- A card turned over, with no name, color or abilities: usually a 2/2 creature from morph, disguise, manifest or cloak.
- Fast lands
- Untapped if you control two or fewer other lands. Great in the first turns, tapped later. For example: Blooming Marsh, Spirebluff Canal. All 10.
- Fast mana
- Cards that give mana well ahead of curve, mostly free or cheap rocks. For example: Sol Ring, Mana Vault, Chrome Mox.
- Fetch lands (fetches)
- Pay 1 life and sacrifice it to put a land with either of two basic land types onto the battlefield. Usually fetches a shock land or an original dual. Also thins the deck and fills the graveyard. For example: Polluted Delta, Misty Rainforest. All 10.
- Fight
- Two creatures deal damage equal to their power to each other.
- Filter lands
- Pay one mana to get two back in any mix of its colors. Shadowmoor's take a hybrid mana; Odyssey's take any one mana. For example: Mystic Gate, Darkwater Catacombs. All 20.
- Flip
- A coin flip, or turning a flip card from Kamigawa upside down.
- Flip walkers
- Creatures that transform into planeswalkers, like Magic Origins' Jace, Vryn's Prodigy. For example: Jace, Vryn's Prodigy // Jace, Telepath Unbound, Kytheon, Hero of Akros // Gideon, Battle-Forged. All 13.
- Forces
- The Force of ... cycle; most can be cast for free by exiling a card of the same color, some only on your opponent's turn. For example: Force of Will, Force of Negation, Force of Vigor. All 7.
- FoW
- Force of Will.
- Gain lands (life lands)
- Enter tapped and gain you 1 life. For example: Dismal Backwater, Jungle Hollow. All 40.
- God monuments
- Amonkhet's legendary artifacts that make one color's creatures cheaper. For example: Kefnet's Monument, Oketra's Monument. All 5.
- Goyf
- Tarmogoyf, and any creature with "-goyf" in its name.
- Graveyard
- Your discard pile. Destroyed, sacrificed, countered and used cards go here, face up and in order.
- Hand
- The cards you hold. Seven to start; you discard down to seven in cleanup.
- Hexproof
- Can't be the target of spells or abilities your opponents control.
- A zone where not everyone can see the cards: libraries and hands.
- Hideaway lands
- Lorwyn's lands that hide a card under them and let you play it for free once a condition is met. For example: Windbrisk Heights, Shelldock Isle. All 6.
- Hondens
- Champions of Kamigawa's five legendary Shrines that grow with each Shrine you control. For example: Honden of Seeing Winds, Honden of Night's Reach. All 5.
- Hoof
- Craterhoof Behemoth.
- Horizon lands (canopy lands)
- Pay 1 life to tap for either color. Later, pay 1, tap and sacrifice it to draw a card. For example: Horizon Canopy, Waterlogged Grove. All 6.
- Instant
- A card type you can cast any time you have priority, even on another player's turn.
- Instant speed
- Any time you have priority, the way you can cast an instant.
- Intervening if
- A trigger worded "when X, if Y, do Z": Y is checked both when it triggers and when it resolves.
- JTMS
- Jace, the Mind Sculptor.
- Kamigawa dragons
- Champions of Kamigawa's five Spirit Dragons with a death trigger. For example: Kokusho, the Evening Star, Keiga, the Tide Star. All 5.
- Keyrunes
- Tap for either of two colors, or turn into a creature for a turn. For example: Dimir Keyrune. All 10.
- Keyword ability
- An ability shortened to a word or two, like flying or ward.
- Keyword action
- A game verb with a rules meaning, like scry, mill or investigate.
- Kiki
- Kiki-Jiki, Mirror Breaker.
- Kindred
- A card type that lets a noncreature card have creature types, like an instant that's also an Elf. Called tribal before 2024.
- Land
- A card type you play, not cast: once a turn, in your main phase, when the stack is empty.
- Last known information
- When an object has left a zone, the game uses what it was just before it left.
- Layers
- The order continuous effects apply in: copy, control, text, type, color, abilities, then power and toughness. Within a layer, timestamp order, unless one effect depends on another.
- Leaves the battlefield
- A permanent moving from the battlefield to any other zone.
- Legal target
- A target that meets what the spell or ability asks for. If every target is illegal on resolution, it does nothing.
- Legend rule
- If you control two or more legendary permanents with the same name, you choose one and put the rest into your graveyard.
- Legendary
- A supertype. Legendary permanents follow the legend rule, and only legendary creatures can usually be commanders.
- Leylines
- Start the game on the battlefield if they're in your opening hand. For example: Leyline of the Void, Leyline of Sanctity. All 17.
- Library
- Your deck during the game, face down. Drawing from an empty library makes you lose.
- Lieges
- Shadowmoor and Eventide's hybrid lords that give +1/+1 to both of their colors. For example: Creakwood Liege, Murkfiend Liege. All 10.
- Life total
- 20 at the start in most formats, 40 in Commander. At 0 or less you lose.
- Lockets
- Tap for either of two colors. Later, pay four and sacrifice it to draw two cards. For example: Dimir Locket. All 10.
- Loyalty
- A planeswalker's life, shown as loyalty counters. Its abilities add or remove them, once a turn, at sorcery speed.
- Main phase
- The first and second main phases, before and after combat: where you play lands and cast sorcery-speed spells.
- Mana
- What you spend to cast spells: white, blue, black, red, green or colorless. Unspent mana empties at the end of each step and phase.
- Mana ability
- An ability that makes mana and doesn't target, like a land's {T}: Add {G}. It doesn't use the stack.
- Mana cost
- The mana symbols in a card's top right corner.
- Mana pool
- Where mana waits between being made and being spent.
- Mana value
- The total amount of mana in a card's mana cost, counting each colored symbol as one. X counts as 0 except on the stack. Was called converted mana cost.
- MDFCs (spell lands)
- Modal double-faced cards: a spell on the front, a land on the back. Play either side. For example: Agadeem's Awakening // Agadeem, the Undercrypt. All 82.
- Medallions
- Make your spells of one color cost 1 less. For example: Sapphire Medallion. All 5.
- Mirage fetches (slow fetches)
- The older fetch lands: they enter tapped, then sacrifice to find a land of either type, with no life paid. For example: Flood Plain. All 5.
- Mode
- One of the choices on a modal spell or ability, listed after "Choose one" or similar. You choose as you cast it.
- Monarch
- A designation. The monarch draws an extra card each end step; deal combat damage to them and you become it.
- Moxen (Moxes)
- Free artifacts that tap for one mana. The five originals are Power; later Moxes have a condition attached. For example: Mox Sapphire, Chrome Mox, Mox Diamond. All 13.
- Mulligan
- Shuffling your opening hand back and drawing a new seven. In the London mulligan you then put one card on the bottom for each mulligan.
- Multicolored
- Having two or more colors.
- Multiplayer game
- A game with more than two players, like Commander.
- Necro
- Necropotence.
- Nontoken
- A permanent that's a card, not a token.
- Obelisks
- Shards of Alara's mana rocks, one per shard, tapping for any of its three colors. For example: Obelisk of Esper, Obelisk of Jund. All 5.
- Object
- Anything in a zone or on the stack: cards, tokens, copies, spells, abilities and emblems.
- Original duals (ABUR duals)
- Two basic land types and no drawback at all. From Magic's first sets, on the Reserved List, and among the most expensive cards in the game. For example: Underground Sea, Tundra. All 10.
- Owner
- The player who started the game with the card in their deck, or who created the token or copy.
- Pacts
- Free now; pay on your next upkeep or lose the game. For example: Pact of Negation, Slaughter Pact. All 6.
- Pain lands
- Tap for colorless for free, or for either of its colors for 1 damage. For example: Shivan Reef, Underground River. All 16.
- Panoramas and Landscapes
- Sacrifice to find a basic land of one of three types, tapped. Landscapes can also be cycled. For example: Esper Panorama, Foreboding Landscape. All 15.
- Party
- One each of Cleric, Rogue, Warrior and Wizard among your creatures: up to four.
- Pathways
- Double-faced lands: you pick which color side to play. For example: Clearwater Pathway // Murkwater Pathway. All 10.
- Permanent
- A card or token on the battlefield: artifacts, battles, creatures, enchantments, lands and planeswalkers.
- Permanent card
- A card that would be a permanent if it were on the battlefield.
- Phase
- A part of a turn: beginning, first main, combat, second main, ending.
- Pitch spells (free spells)
- Cast without paying mana, by exiling a card from your hand or another cost instead. For example: Force of Will, Daze.
- Planeswalker
- A card type for powerful allies with loyalty abilities. It can be attacked.
- Play
- Cast a spell, or play a land.
- Player
- A person in the game.
- Pod, Twin
- Birthing Pod and Splinter Twin, and the decks named after them.
- Poison counter
- A counter on a player. Ten or more and that player loses.
- Power
- The first number in the bottom right of a creature: the damage it deals in combat.
- Power Nine (P9)
- The nine most powerful early cards: Black Lotus, the five original Moxen, Ancestral Recall, Time Walk and Timetwister. All 9.
- Praetors
- The Phyrexian leaders, one per color. For example: Elesh Norn, Grand Cenobite, Sheoldred, the Apocalypse. All 19.
- Prevent
- Stop damage from being dealt. Prevented damage never happens, so lifelink and similar don't see it.
- Prime Time
- Primeval Titan.
- Primordials
- Gatecrash's Avatars, one per color, that do something to each opponent when they enter. For example: Sepulchral Primordial, Sylvan Primordial. All 5.
- Priority
- Who may cast a spell or activate an ability right now. When every player passes in a row, the top of the stack resolves or the step ends.
- Public zone
- A zone everyone can see: battlefield, graveyards, exile, the stack and the command zone.
- Rainbow lands
- Tap for any color. For example: Command Tower, Mana Confluence. All 21.
- Reminder text
- Italic text in parentheses that explains a rule. It has no effect of its own.
- Replacement effect
- An effect that says "instead" or "skip", or that something enters with counters: it changes an event as it happens.
- Resolve
- A spell or ability on the stack doing what it says, then leaving the stack.
- Restricted
- In Vintage, a card you may run only one copy of.
- Rhystic, Remora
- Rhystic Study and Mystic Remora, blue's tax-or-I-draw enchantments.
- Rift
- Cyclonic Rift.
- Rituals
- One-shot spells that give back more mana than they cost. For example: Dark Ritual.
- Rules text
- What a card does, in its text box.
- Sacrifice
- Move a permanent you control to its owner's graveyard. It isn't destroyed, so indestructible doesn't stop it.
- Saga
- An enchantment with chapters. A lore counter goes on as it enters and each precombat main phase; each chapter triggers in turn.
- Scry lands (temples)
- Enter tapped and scry 1. For example: Temple of Deceit, Temple of Epiphany. All 10.
- SFM
- Stoneforge Mystic.
- Shock lands (shocks)
- Two basic land types. Pay 2 life as it enters, or it enters tapped. Having the types means fetch lands can find them. For example: Steam Vents, Watery Grave. All 10.
- Shuffle
- Randomize a library.
- Signets
- Pay 1 and tap for two mana of a guild's colors. For example: Dimir Signet, Arcane Signet. All 11.
- Slow lands
- The reverse of fast lands: tapped unless you control two or more other lands. For example: Shipwreck Marsh, Deserted Beach. All 10.
- Snap
- Snapcaster Mage.
- Snarls (reveal lands)
- Untapped if you reveal a land of one of its two basic types from your hand. Shadows over Innistrad had the same idea under other names. For example: Vineglimmer Snarl, Port Town. All 10.
- Snow
- A supertype. Snow lands make snow mana, which some cards ask for.
- Snow duals
- Kaldheim's snow lands with two basic land types that enter tapped. Snow cards care about them. For example: Ice Tunnel, Arctic Treeline. All 10.
- Sorcery
- A card type you can cast only in your main phase, when the stack is empty.
- Sorcery speed
- Only in your main phase, when the stack is empty.
- Source
- The object that deals damage, or the object an ability comes from.
- Spell
- A card, or a copy of one, on the stack.
- Spellbombs
- One-mana artifacts you sacrifice for an effect, or pay 1 to draw a card instead. For example: Pyrite Spellbomb, Origin Spellbomb. All 10.
- Split second
- While a spell with it is on the stack, players can't cast spells or activate abilities other than mana abilities.
- Stack
- The zone where spells and abilities wait to resolve. The last one added resolves first.
- State-based actions
- Checks the game makes whenever a player would get priority: a creature with lethal damage is destroyed, a player at 0 life loses, the legend rule applies and so on.
- Static ability
- An ability that's simply true while the object is in play, like "Creatures you control get +1/+1."
- Step
- A part of a phase, like upkeep or declare blockers.
- Storage lands
- Save mana on the land as storage counters and spend it all later. For example: Dreadship Reef, Calciform Pools. All 18.
- Strip, Waste
- Strip Mine and Wasteland.
- Subtype
- The words after the dash on the type line: creature types, land types, Equipment, Aura and so on.
- Summoning sickness
- A creature can't attack or use {T} abilities unless you've controlled it since your most recent turn began. Haste ignores it.
- Supertype
- A word before the card type: basic, legendary, snow, world, ongoing.
- Surveil lands
- Two basic land types, enter tapped, and surveil 1. From Murders at Karlov Manor. For example: Underground Mortuary, Thundering Falls. All 10.
- Swords
- The Sword of X and Y equipment: +2/+2, protection from two colors, and a payoff when the creature hits a player. For example: Sword of Fire and Ice, Sword of Feast and Famine. All 11.
- Swords (StP), Path
- Swords to Plowshares and Path to Exile, white's one-mana exile removal.
- Tainted lands
- Odyssey's lands that tap for colorless, or for two colors if you control a Swamp. For example: Tainted Field, Tainted Isle. All 4.
- Talismans
- Tap for colorless, or for either of two colors for 1 damage. For example: Talisman of Dominance. All 10.
- Tap lands (taplands) and Guildgates
- Any two-color land that simply enters tapped. Guildgates are the ones with the Gate type, which some cards care about. For example: Dimir Guildgate, Submerged Boneyard. All 40.
- Tapped
- Turned sideways after use. A tapped creature can't attack or block.
- Target
- Something a spell or ability chooses with the word target. It must be legal when chosen and again when it resolves.
- The initiative
- A designation that ventures you into the Undercity. Deal combat damage to the player who has it and you take it.
- The Ring
- The One Ring.
- The ring tempts you
- Choose a creature as your Ring-bearer; each time, the Ring gains another ability, up to four.
- Thoracle, Lab Man
- Thassa's Oracle and Laboratory Maniac, which win with an empty library.
- Threshold lands
- Odyssey's lands with a bonus once seven or more cards are in your graveyard, like Cephalid Coliseum. For example: Cephalid Coliseum, Barbarian Ring. All 6.
- Thriving lands
- Enter tapped; you choose a second color for it as it enters. For example: Thriving Isle, Thriving Grove. All 5.
- Timestamp
- When an effect started or an object arrived. Within a layer, later timestamps apply on top of earlier ones. Equipment gets a new one each time it's attached.
- Titans
- Magic 2011 and 2012's six-mana giants that trigger on entering and attacking. For example: Primeval Titan, Grave Titan, Sun Titan. All 5.
- Tithe
- Smothering Tithe.
- Token
- A permanent that isn't a card, made by an effect. It stops existing if it leaves the battlefield.
- Tomb
- Ancient Tomb.
- Toughness
- The second number in the bottom right of a creature: the damage it takes to destroy it.
- Tri-lands
- Enter tapped and tap for any of three colors, with no land types. For example: Arcane Sanctum, Nomad Outpost. All 10.
- Trigger
- When a triggered ability's event happens, it triggers and goes on the stack the next time a player would get priority.
- Triggered ability
- An ability that starts with when, whenever or at.
- Triomes
- Three basic land types, enter tapped, cycling 3. Fetch lands can find them. For example: Ketria Triome, Raffine's Tower. All 10.
- Tron (Urza lands)
- Urza's Tower, Mine and Power Plant. With all three out they make 7 mana. For example: Urza's Tower, Urza's Mine, Urza's Power Plant. All 3.
- Turn order
- The order players take turns, clockwise from the starting player in most games.
- Type line
- The line under the art: supertype, card type and subtypes.
- Ultimatums
- Three-color sorceries with three pips of each color, from Shards of Alara and Ikoria. For example: Cruel Ultimatum, Genesis Ultimatum. All 11.
- Unblocked creature
- An attacking creature no creature blocked.
- Untap step
- The active player untaps their permanents. Nobody gets priority, so nothing can be cast.
- Upkeep step
- After untap. "At the beginning of your upkeep" triggers happen here.
- Utility lands
- Lands that do something besides make mana. For example: Strip Mine, Cavern of Souls.
- Verges
- Always taps for one color. Taps for the second only if you control a land of a certain basic type. For example: Gloomlake Verge, Hushwood Verge. All 10.
- Vivid lands
- Enter tapped with two charge counters; spend one to tap for any color. For example: Vivid Creek. All 5.
- Wishes
- Get a card you own from outside the game, usually your sideboard. For example: Burning Wish, Living Wish. All 44.
- X
- A number you choose, usually as you cast the spell, then pay for.
- Zone
- A place a card can be: library, hand, battlefield, graveyard, stack, exile and the command zone.
Mana Dork