Timing: Resolves when a spell finishes after the opponent passes priority.
Deal damage to the opposing mage.
Units with Face Blocking on that player’s board absorb the damage first, in board order. Each unit takes marked damage until it is destroyed.
Any damage not absorbed reduces the mage’s life. If life reaches 0, that player loses.
See also: Face Blocking
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose one unit (creature or structure) and deal damage to it.
By default the target may be yours or an opponent’s. Some spells restrict you to friendly units only, or to creatures only (structures are then illegal).
Some spells deal extra damage when the target is screened: in the back row with any unit occupying the front-row slot directly in front of it. This is based on slot occupancy only — not the same as Shielded. Units with Not Blocking still count as screening.
Some spells deal a different amount when the target currently has Flying. If both a screened bonus and a Flying bonus would apply, the Flying amount takes precedence.
Some spells deal damage equal to the target’s Power instead of a fixed number.
If marked damage on the unit is greater than or equal to its effective toughness, destroy it.
Creature combat damage comes from Melee or Ranged attack keywords, not from this spell effect.
See also: Melee Attack, Ranged Attack, Apply Status, Destroy Creature
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose one creature on either side of the board and destroy it.
Structures are never legal targets.
The creature goes to its owner's cemetery. Its toughness and any damage already marked on it do not matter.
To damage or destroy structures, or to destroy a creature by dealing lethal damage, use a spell that deals damage to a unit instead.
See also: Damage One Unit
Timing: On board units without a move trigger: when the unit is played. With a move trigger: the first time this unit moves on its controller’s turn. On spells: when the spell resolves after priority is passed.
Add mana to the caster’s remaining pool for this turn.
This does not raise the player’s mana cap — it only adds spendable mana right now.
If the card lists a moved trigger, mana is granted on the unit’s first move each controller turn instead of when it enters play. Being swapped when another unit moves does not count.
Timing: When cast during an opposing spell’s response window — resolves immediately and does not open its own response window.
You may play this only while an opposing spell is waiting for a response and it is your turn to respond.
The response window opens only if you have an affordable counterspell in hand. Otherwise the spell resolves immediately.
Pay this card’s mana cost from your remaining mana, remove it from your hand, and cancel the opposing spell. That spell’s effects never resolve.
You cannot counter your own spell.
Timing: Combat — when this creature attacks on its controller’s turn.
A creature with Melee may attack only from the front row.
If the opponent has any blocking front-row units, you must attack one of them. Once the blocking front is empty, you may attack a back-row unit or the opposing mage.
Flying front-row units do not block ground Melee attackers, but they do block Flying Melee attackers.
Ground Melee cannot attack Flying creatures. Flying Melee can.
The damage dealt is set on the card — usually equal to the creature’s power, sometimes power plus a bonus.
When Melee attacks a unit, combat is one-way: the attacker deals its attack amount. The defender does not deal damage back. Face attacks and Ranged combat also stay one-way.
Damage is applied to toughness. If marked damage meets or exceeds effective toughness, the unit is destroyed.
See also: Ranged Attack, Flying
Timing: Combat — when this creature attacks on its controller’s turn.
A creature with Ranged may attack from the front or back row. Melee creatures may attack only from the front.
From either row, Ranged attackers may shoot past a blocking front row to hit front- or back-row units. Attacking the opposing mage still requires an empty blocking front.
Flying front-row units do not block ground Ranged attackers for face damage, but they do block Flying Ranged attackers.
Ranged attackers can attack Flying creatures.
The damage dealt is set on the card — usually equal to the creature’s power, sometimes power plus a bonus.
Some Ranged creatures deal extra damage when the target currently has Flying.
Damage is applied to the target unit’s toughness. If marked damage meets or exceeds effective toughness, the unit is destroyed.
See also: Melee Attack, Flying
Timing: Combat — when attacking or when declared as a target.
A Flying creature does not count as a front-row blocker for ground Melee or ground Ranged attackers. If every front-row unit is Flying, those attackers may treat the front as open for back-row units or the opposing mage.
Flying creatures do block Flying attackers, along with every other front-row unit that blocks.
Ground Melee cannot attack Flying creatures. Ranged and Flying Melee can.
Whether a unit is Flying depends on its current state: it must have Flying and not be under an effect that suppresses Flying. A grounded flyer blocks and can be targeted like a non-Flying unit until that effect ends.
See also: Melee Attack, Ranged Attack, Apply Status
Timing: Always — when attempting to move this unit or land on its slot.
This unit cannot change rows or slots after it enters play.
Other units cannot swap into its slot — the unit stays where it was placed.
All structures have this keyword. Some creatures do as well.
Timing: Combat — when determining which front-row units block an attacker.
This unit never counts as a front-row blocker — not for ground attackers and not for Flying attackers.
It may still be attacked directly as a board target, even when other front-row units are blocking. It does not gate access to the back row or the opposing mage.
Unlike Flying, which blocks only Flying attackers, Not Blocking applies to every attacker type.
See also: Flying, Face Blocking, Melee Attack, Ranged Attack, Not Blocking On Act
Timing: Combat — when determining which front-row units block an attacker. Action Used persists through the opponent’s turn.
While this unit has not Acted, it blocks like any other front-row creature — including while Dormant.
Once it Acts (move or attack), it is treated as Not Blocking until Action Used clears (the start of its controller’s next turn).
Activated abilities that do not spend Action (Pact, Dryad heal) do not trigger this.
It may still be attacked as a board target, even when other front-row units are blocking. It does not soak face damage (faceBlocking is separate).
See also: Not Blocking, Melee Attack, Face Blocking
Timing: Whenever damage would reduce the controller’s life.
When the controlling mage would take damage — from combat or a spell — this unit absorbs it first, in board order. The unit takes marked damage toward its toughness.
If the unit is destroyed, any remaining damage passes to the next Face Blocking unit, then to the mage’s life.
Face Blocking works from any row. It does not by itself make the front row a blocking front for attacks. A unit can absorb face damage without blocking attackers.
See also: Damage Opponent, Not Blocking
Timing: Checked when the spell is played, before the response window opens.
You may cast this spell only if you control at least one creature that currently has Flying.
Dormant and Action Used flyers still count — you need control, not a Ready creature.
Structures never count toward this requirement.
If the requirement is not met, the spell stays in your hand and no mana is spent.
See also: Flying, Apply Status
Timing: Checked when the card is played, before it leaves your hand.
You may play this card only if you control at least one unit that matches the listed filter (kind, prefix, suffix).
Dormant and Action Used units still count — you need control, not a Ready unit.
If the requirement is not met, the card stays in your hand and no mana is spent.
See also: Require Flying
Timing: Resolves when a spell finishes after the opponent passes priority.
Attach a temporary status to a unit (creature or structure). The target is usually the same unit chosen by an earlier effect on the same spell.
The status lasts until its duration ends. A common duration is until the end of that unit’s controller’s next turn — meaning through this turn and the next if it is already their turn.
If the target left the board before this resolves, nothing happens.
A Suppress Flying status does nothing if the target is not currently Flying.
Different status types expire independently. While active, a status may prevent the unit from Acting or from counting as Flying.
See also: Flying, Prevent Act, Suppress Flying, Damage One Unit, Damage Units
Timing: Resolves when a spell finishes after the opponent passes priority.
The target loses Flying until the end of its controller’s next turn.
While grounded this way, the unit is treated as not Flying for blocking, targeting, and cast restrictions.
If the target was destroyed by an earlier effect on the same spell, this does nothing.
If the target is not currently Flying, this does nothing.
See also: Apply Status, Flying, Prevent Act
Timing: Resolves when a spell finishes after the opponent passes priority.
The target cannot Act until the end of its controller’s next turn.
While affected, the unit cannot move or attack, even if it would otherwise be Ready.
It may still block attacks and be targeted by spells. Dormant and Action Used still apply as usual once the status ends.
If the target was destroyed by an earlier effect on the same spell, this does nothing.
See also: Apply Status, Suppress Flying
Timing: Continuous — while the source unit remains on its controller’s board.
While this unit is on the board, matching friendly units on the same side get bonuses or penalties to power and/or toughness.
Positive values increase a stat; negative values decrease it. A stat that is not listed is unchanged.
Some Buffs apply only to creatures, only to structures, or only to units with a matching type line (prefix or suffix).
Combat and damage use the effective power and toughness after all Buffs. The numbers printed on the card stay as the base values.
When a Buff source leaves play, every surviving unit is checked again. Any unit whose damage is greater than or equal to its new effective toughness is destroyed.
See also: Melee Attack, Ranged Attack
On First Move Damage
The first time this unit moves each turn, deal damage to one enemy unit, with an optional opponent fallback.
Timing: After the unit successfully moves: if this is its first move this turn and an enemy unit is on the board, the controller must choose a target before continuing. If no enemy units remain, deal the listed damage to the opponent when the effect has opponentIfNoUnits; otherwise skip the trigger.
The first time this unit moves on its controller’s turn, if the opponent has at least one unit, open a targeting window and deal the listed damage to the chosen enemy unit.
The move happens first; damage is chosen afterward. Later moves the same turn do not trigger again. Being swapped when another unit moves does not count as this unit moving.
If no enemy units are on the board when the move resolves, opponentIfNoUnits deals the listed damage to the opposing mage instead. Face Blocking applies as usual. Without that option, skip the trigger.
See also: Damage One Unit, Ranged Attack
Timing: Immediately after the configured event successfully resolves.
A Self Buff watches for its configured trigger and applies temporary modifiers to the source unit.
For a moved trigger with first each controller turn frequency, only the unit's first move during its controller's turn triggers it. Being swapped when another unit moves does not count.
Power, Toughness, and Flying modifiers become temporary statuses and expire at the configured duration. The trigger resolves before later effects inspect the moved unit, such as Tailwind's Ready-if-Flying clause.
See also: Flying, Buff, On First Move Damage, Free Move Friendly
Timing: After this unit deals at least 1 damage to a board unit (combat or a move strike). Attacking the mage directly does not trigger this.
Whenever this unit deals damage to a unit, apply each listed follow-up.
Opponent: deal that much to the opposing mage. Face Blocking absorbs as usual. The ping happens even if the damaged unit is destroyed.
Adjacent: if another unit is Adjacent to the damaged unit (same-board Moore neighborhood, including diagonals; hostile effects ignore friendlies), choose one and deal that much damage. If the damaged unit leaves play, measure from its last slot. If no adjacent unit remains, skip. Attacking the mage (face) does not trigger this.
See also: Ranged Attack, Damage Opponent, Face Blocking
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose one friendly creature you control that can move, and a new board slot for it.
The creature relocates (and may swap with another of your movable units). This does not mark Action Used — a Ready creature stays Ready to Act afterward.
The move still counts as that creature moving for first-move triggers (for example Stormcaller).
If the spell has readyIfFlying, a Flying creature becomes Ready after the move (Dormant and Action Used both clear).
Dormant creatures and creatures that already Acted may be moved this way.
Structures and units that cannot move are illegal targets.
See also: On First Move Damage, Ranged Attack
Timing: Activated on your turn while you control this unit. Does not use Action. Cannot be used while a spell or move strike is pending.
Once on your turn, choose this unit or an adjacent friendly unit that has damage marked on it, and clear the listed amount of damage (up to its current damage).
This does not mark Action Used — the unit may still Act (move or attack) the same turn.
Adjacent uses the same-board Moore neighborhood (including diagonals). Facing adjacency across the battle line does not apply.
Dormant units may still use this ability. The once-per-turn flag resets at the start of your next turn.
See also: Melee Attack, Buff
Timing: Activated on your turn while you control this unit. Does not use Action. Cannot be used while a spell or pending strike is waiting.
Once on your turn, you may deal the listed damage to this unit. If you do, it gets the listed Power until end of turn.
This does not mark Action Used — the unit may still Act (move or attack) the same turn, using the new Power.
Pact is not cumulative: you cannot activate it again this turn, and a second Pact would not stack.
If the damage is lethal, the unit is destroyed and the Power bonus never applies.
Dormant units may still use Pact. The once-per-turn flag resets at the start of your next turn.
If Ash Scapegoat opens a soak window, the Power bonus waits until you Allow the hit. Protect redirects the damage and cancels the bonus.
See also: Ranged Attack, Heal Adjacent Ally, Buff, Counter Action
Timing: When the card enters play (structures and creatures with this effect).
As this card enters play, choose a friendly creature you control.
If a type-line suffix is listed (for example Arcane), only creatures with that suffix are legal.
The chosen creature cannot Act until the end of this turn. That does not spend its Action flag — it simply cannot move or attack while the status remains.
You must have a legal creature to play this card.
See also: Prevent Act, Apply Status, Friendly Spell Ward
Timing: When this creature enters play. Optional if no other unit is present.
As this card enters play, you may choose another unit (creature or structure) on either board.
That unit cannot attack until your next turn. It may still move, block, and use activated abilities.
The lock lasts through the target’s next controller end-turn — an enemy skips its upcoming attack; a friendly unit is free again on your next turn.
You may play this card with no target when the board is empty. You cannot Anchor this unit itself.
See also: Prevent Act, Apply Status, Drain Energy
Timing: Continuous while this unit remains on the board.
While this unit is on your board, friendly units (including this one) cannot be chosen as targets of spells.
This blocks both your spells and the opponent’s. Spells that do not target a unit (for example face damage only, or Dispel) are unaffected.
Combat attacks are not spells and may still hit these units.
See also: Drain Energy, Spell Untargetable, Damage One Unit, Destroy Creature
Timing: Continuous while this unit remains on the board.
This unit cannot be chosen as a target of spells — yours or the opponent’s.
Spells that do not target a unit (face damage only, Dispel) are unaffected. Combat attacks may still hit this unit.
See also: Friendly Spell Ward, Damage One Unit, Destroy Creature
Timing: Continuous while this unit is on the Front-row.
While this unit is Front-row, each Grounded enemy unit in a facing-adjacent Front-row slot (same column and both diagonals across the battle line) cannot move.
Pinned units cannot Act-move, be swapped as a move partner, or be relocated by move spells. Flying enemies are not Grounded and are unaffected.
If this unit leaves the Front-row (or leaves play), the pin ends immediately.
See also: Melee Attack, Flying, Not Movable
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose a creature on either board. Next turn that creature cannot attack. It may still move, block, and use activated abilities.
The lock lasts through the target’s next controller end-turn — an enemy skips its upcoming attack.
Beasts (type-line prefix beast) are illegal. Magic beasts are a different class and remain legal.
Structures are never legal. Spell-untargetable units and friendly spell wards still apply.
See also: Anchor, Prevent Act, Apply Status
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose an enemy unit. Until your next turn, whenever that unit Acts (move or attack), it loses 1 Power. The Power loss stays on the unit after the glyph fades.
The watching window lasts through the target’s next controller end-turn — typically their upcoming turn.
A cancelled Act (Temporal Anchor) still counts: the unit spent Action.
Spell-untargetable units and friendly spell wards still apply.
See also: Counter Action, Pact, Apply Status
Counter Action
Once per turn: when a matching event happens, you may interrupt it (cancel, reflect, or soak).
Timing: Triggered board ability. Opens an optional response window. Confirm with the source unit; Allow declines.
Triggers - enemyAct — an enemy unit declares a move or attack (Temporal Anchor). - enemyAttack — an enemy unit attacks one of your units or your face (Sea Hag). - friendlyDamaged — another friendly movable unit takes damage (Ash Scapegoat).
Resolve options - cancelAct — the Act does not happen; the actor is marked Action Used. - reflectCombatDamage — the original target (or face) is safe; the attacker takes that attack’s damage; Action is spent. - soakDamage — this unit takes the held damage instead (optional swap with the damaged unit). - applyStatus — reserved for later cards.
The window opens only if a matching watcher can interrupt. Otherwise the event proceeds with no ask — same as Allow. Usually once each turn (oncePerTurn, default true). Dormant units may still watch — this is not an Act of the watcher.
See also: Counter Spell, Counter Attack, Unstable Glyph
Timing: After another friendly creature deals at least 1 damage (combat, a move strike, splash, a face ping, an enter ping, or Pact). This unit’s own damage does not count. Spells are not creatures.
Whenever another friendly creature deals damage, this unit gets the listed power and toughness until the start of your next turn.
Optional suffix on the effect: only dealers whose type-line suffix matches count (e.g. fire).
Each hit stacks. This unit’s own attacks do not trigger it. Face-only spells do not trigger it.
The bonus lasts through the rest of this turn and the opponent’s turn, then fades as your next turn begins. If toughness fades while this unit has too much marked damage, it is destroyed.
See also: On Deal Damage To Unit, Apply Status, Pact, Buff
Timing: When this unit enters play. Requires a target only if the condition is met.
If a friendly creature dealt damage this turn (to a unit or to the opposing mage), as this unit enters you choose a unit and deal the listed damage to it.
Pact self-damage does not count. Face-only spells do not count. Face Blocking soak still counts as damage that creature dealt.
The ping is not a spell — spell wards and spell-untargetable do not stop it.
If no friendly creature has dealt damage this turn, play this with no target.
This unit still enters Dormant.
See also: Apply Status, On Friendly Deal Damage, On Deal Damage To Unit, Damage One Unit
Timing: Resolves when a spell finishes after the opponent passes priority.
Deal damage to units that match the listed filter (side, kind, row, Flying/Grounded, damage-this-turn flags, suffix, and so on).
By default every match is hit. If chosen is set, the caster picks up to count matching creatures (extraTargetInstanceIds). Choosing zero extras is legal.
Structures are only hit when the filter allows them. Spell-untargetable units and friendly spell wards still apply.
See also: Damage One Unit, Become Dormant, Apply Status
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose a unit that matches the listed filter. It becomes Dormant.
Dormant units cannot Act (move or attack) until they become Ready again.
See also: Become Ready, Free Move Friendly, Damage Units
Timing: Resolves when a spell finishes after the opponent passes priority.
Choose a unit that matches the listed filter. It becomes Ready: Dormant and Action Used both clear.
Cannot Act statuses still prevent Acting until they expire.
See also: Become Dormant, Free Move Friendly
Timing: When cast during an opposing elemental attack’s response window — resolves immediately and does not open its own response window.
You may play this only while an opposing Elemental creature’s attack is waiting for a response and it is your turn to respond.
The response window opens only if you have an affordable counter-attack in hand. Otherwise the attack resolves immediately.
Pay this card’s mana cost from your remaining mana, remove it from your hand, and cancel the attack. That attack deals no damage. The attacker’s Action is already spent.
You cannot counter your own attack.
Timing: When the unit enters play (after it leaves your hand).
Choose up to the listed number of other cards still in your hand and put them into your cemetery.
Discarding never costs mana. You may discard any card you hold, even if its printed cost is higher than your remaining mana.
If you have fewer cards than the listed number, discard what remains. If your hand is empty, skip.
See also: Sacrifice Units
Timing: When the unit enters play.
The unit enters play first. Then choose up to the listed number of friendly units that match the filter and put them into your cemetery, one at a time — or decline the rest.
The window opens only if a matching friendly remains. Otherwise there is no ask. Choosing zero (Allow) is legal when a window is open. For each unit sacrificed, the entering unit may gain the listed Power and Toughness permanently.
See also: Discard, Apply Status
Timing: Resolves when the spell finishes after the opponent passes priority.
Choose a friendly creature and destroy it.
Then choose an enemy unit and deal 4 damage to it.
See also: Destroy Creature, Damage One Unit, Sacrifice Units
Timing: Activated on your turn. `action` cost requires this unit to be Ready and marks Action Used. `oncePerTurn` does not spend Action, gated once per turn like Pact — an optional life cost applies immediately and cannot be interrupted.
Spend the listed cost. Action costs require this unit to be Ready and mark Action Used. Once per turn costs do not spend Action, but may only be used once on your turn — an optional life cost (Malachor Devil) applies to your own life directly and does not go through combat, so nothing can intercept it.
If the card lists a target, choose a unit matching its filter (a second, independent target is possible for cards like Infernal Hag).
Consequences resolve in order: damage, destroy, becomeDormant, or attach a status (temporary or, for a power/toughness bonus, permanent). A consequence may be gated on whether the chosen target survived or died to an earlier consequence.
See also: Pact, Heal Adjacent Ally, Damage Units, Apply Status, Become Dormant
Timing: After a friendly creature is buried, if this is still on the board.
When a friendly creature dies, if you have a card in hand, you may discard it. Discarding never costs mana — any card in hand is legal.
If you do, choose an enemy unit or the opposing mage and deal 1 damage.
Decline with Allow. If your hand is empty, nothing happens.
See also: Discard, Damage One Unit