Mana Dork

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.
Hidden zone
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.
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.

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