These are the Magic the Gathering Keywords. Click on the link of the keyword and you will be taken to all of the Magic the Gathering cards that use this keyword.
- Catch: At the beginning of combat on your turn, attach up to one target Equipment you control to Captain America.
- Tap: Sacrifice a creature: Add three mana in any combination of colors.
- Adamant: A ability that provides additional effects if three or more mana of the same color was spent to cast the spell.
- Adapt: An activated ability that puts +1/+1 counters on a creature if it doesn’t have any.
- Addendum: An ability word that provides additional effects if you cast the spell during your main phase.
- Affinity: A static ability that reduces the cost of a spell based on the number of specified permanents you control.
- Affirmative: Target legendary creature can’t be blocked this turn.
- Afflict: A triggered ability that causes an opponent to lose life when a creature with Afflict becomes blocked.
- Afterlife: A triggered ability that creates Spirit creature tokens when the creature with Afterlife dies.
- Aftermath: A keyword ability that allows you to cast the lower half of a split card from your graveyard.
- Aim for the Wyvern: Conjure a card named Plummet into your hand.
- Alliance: A triggered ability that provides benefits when another creature enters the battlefield under your control.
- Allure of Slaanesh: Each opponent must attack with at least one creature each combat if possible.
- Amass: A keyword action that puts +1/+1 counters on an Army creature you control or creates a new one.
- Amplify: A static ability that lets you reveal cards from your hand to put +1/+1 counters on a creature as it enters the battlefield.
- Annihilator: A triggered ability that forces an opponent to sacrifice permanents when the creature with Annihilator attacks.
- Architect of Deception: When Lord of Change enters the battlefield, draw three cards.
- Ascend: A keyword that gives you the designation of “the city’s blessing” for the rest of the game if you control ten or more permanents.
- Assemble: Referring to “Assemble the Mechanism,” an ability word used on some artifact cards.
- Assist: An ability that allows another player to help pay for a spell’s mana cost.
- Atomic Transmutation: Sacrifice another artifact: Draw a card.
- Augment: A keyword ability that allows you to combine certain creature cards to form a single creature.
- Backup: A keyword ability that allows you to put +1/+1 counters on another target creature you control.
- Banding: A complex combat-related ability that allows creatures to attack or block as a group.
- Bargain: Not a standard MTG keyword; might be a custom ability or a mistyped term.
- Basic landcycling: A cycling variant that allows you to discard the card to search for a basic land card.
- Battalion: An ability word for abilities that trigger if you attack with three or more creatures.
- Battle Cry: A triggered ability that gives other attacking creatures +1/+0 until end of turn when a creature with Battle Cry attacks.
- Bear Witness: Whenever another creature dies, if it was attacking or blocking alone, exile it and investigate (Create a clue token. It’s an artifact with “2 Sacrifice this artifact: Draw a card.”)
- Beeeeeeeep: Whenever another creature you control becomes the target of a backup ability, Huge Truck permanently gains all of the backup abilities shared this way.
- Bestow: An alternative casting cost for enchantment creatures, allowing them to be cast as Auras that enchant creatures.
- Betrayal: Not a standard MTG keyword; might be a custom ability or a mistyped term.
- Bio-plasmic Barrage: When Exocrine enters the battlefield, it deals X damage to each player and each other creature.
- Bio-Plasmic Scream: Whenever you cast a creature spell with mana value 5 or greater, Screamer-Killer deals 5 damage to any target.
- Blade of Magnus: Whenever Magnus the Red deals combat damage to a player, create a 3/3 red Spawn creature token.
- Blood Chalice: Whenever another creature you control dies Sanguinary Priest deals 1 damage to any target.
- Bloodrush: An activated ability that allows you to discard the card to give an attacking creature a temporary power and toughness boost.
- Bloodthirst: A static ability that puts +1/+1 counters on a creature as it enters the battlefield if an opponent was dealt damage that turn.
- Boast: An activated ability that can only be activated once each turn and only if the creature with Boast attacked that turn.
- Body Thief: Not a standard MTG keyword; might be a custom ability or a mistyped term.
- Boil: Not a standard MTG keyword; might be referring to the card “Boil” or a custom ability.
- Bolster: A keyword action that puts +1/+1 counters on the creature you control with the least toughness.
- Bring it Down!: Whenever Company Commander attacks, creatures you control gain deathtouch until end of turn.
- Brood Telepathy: When Broodlord enters the battlefield, distribute X +1/+1 counters among any number of other target creatures you control.
- Buffet: Create three food tokens.
- Bushido: A triggered ability that gives a creature +1/+1 until end of turn when it blocks or becomes blocked.
- Buy Information: Draw a card. You lose 2 life.
- Buyback: An additional cost you can pay when casting a spell to return it to your hand instead of the graveyard as it resolves.
- Caan: Not a standard MTG keyword; might be a custom ability or a mistyped term.
- Calim’s Breath: Discard Calim: Tap up to one target non-land permanent. Draw a card. Then you may exile two other cards named Calim, Djinn Emperor from your graveyard. When you do return Calim from your graveyard to the battlefield tapped. When you discard Calim, conjure a card named Calim, Djinn Emperor into your library seventh from the top.
- Cascade: When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less, then you may cast it without paying its mana cost.
- Ceaseless Tempest: Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
- Celebration: At the beginning of combat on your turn, if two or more non-land permanents entered the battlefield under your control this turn, target creature you control gets +1/+0 and gains menace until end of turn. (It can’t be blocked, except by two or more creatures.)
- Ceremorphosis: When Illithid Harvester enters the battlefield, turn any number of target tapped nontoken creatures face down. They’re 2/2 horror creatures.
- Chainsword: Whenever a creature an opponent controls dies, that player loses 2 life.
- Champion: A triggered ability that exiles another creature you control when this creature enters the battlefield, returning it when this creature leaves.
- Changeling: A static ability that makes the creature have all creature types.
- Channel: An activated ability that allows you to discard the card for an effect.
- Chapter Master: {6}: Create two 2/2 white Astartes Warrior creature tokens with vigilance.
- Check Map: Untap up to two target lands.
Equip {2} - Children of the Cult: Whenever a creature with an infection counter on it dies, you create a token that’s a copy of that creature, except it’s a Tyranid in addition to its other types.
- Choose a background: A mechanic from Commander sets that allows you to start the game with two commanders if one has this ability.
- Chroma: A mechanic that counts colored mana symbols to determine the strength of an effect.
- Cipher: A mechanic that exiles an instant or sorcery encoded on a creature, allowing you to cast a copy when the creature deals combat damage.
- Clash: A mechanic where players reveal the top card of their libraries and compare mana costs for an effect.
- Cleave: An alternative casting cost that changes the spell’s effect by removing bracketed text.
- Cloak: Not a standard MTG keyword; might be a custom mechanic or part of a card name.
- Cohort: An activated ability that requires tapping two untapped Allies you control.
- Collect evidence: 4 (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)
- Come Fly With Me: {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
- Command Protocols: Other artifact creatures you control get +1/+0 and have menace.
- Command Section: When Company Commander enters the battlefield, create a number of 1/1 white Soldier creature tokens equal to the number of opponents you have.
- Commander ninjutsu: Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand or the command zone tapped and attacking.)
- Companion: A mechanic that allows you to reveal a legendary creature card from outside the game if your deck meets certain conditions.
- Compleated: A mechanic representing Phyrexian corruption, allowing you to pay life instead of mana for Phyrexian mana symbols.
- Concealed Position: When Space Marine Scout enters the battlefield, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
- Confounding Clouds: When Juvenile Mist Dragon enters the battlefield, for each opponent, tap up to one target creature that player controls. Each of those creatures doesn’t untap during its controller’s next untap step.
- Conjure: A mechanic that creates cards in your hand, library, or battlefield.
- Conjure Elemental: {8}: Untap target land you control. It becomes an 8/8 Elemental creature with trample and haste until end of turn. It’s still a land.
- Connive: A keyword action that makes you draw a card, discard a card, and put a +1/+1 counter on the creature if you discarded a nonland card.
- Conspire: A mechanic that allows you to tap two untapped creatures of the same color as the spell to copy it.
- Constellation: A triggered ability that activates whenever an enchantment enters the battlefield under your control.
- Consume Anomaly: Whenever Time Reaper deals combat damage to a player, put target face-up card they own in exile on the bottom of their library. If you do, you gain 3 life.
- Converge: A mechanic where a spell’s effect becomes stronger for each color of mana spent to cast it.
- Convert: Convert is a keyword action that causes a double-faced card to turn over so its other face is up. It’s equivalent to the transform action that other double-faced cards use.
- Convoke: A mechanic that allows you to tap creatures to help pay for a spell’s mana cost.
- Corrupted: A mechanic that provides bonuses if an opponent has three or more poison counters.
- Corrupted Metalcraft: As long as you control three or more artifacts and an opponent has three or more poison counters, Incisor Steed gets +3/+0.
- Coruscating Flames: Whenever you cast an instant or sorcery spell, Pink Horror deals 2 damage to any target.
- Cosplay: Whenever you cast a creature or planeswalker spell, this creature’s base power and toughness each become equal to that spell’s mana value until end of turn.
- Council’s dilemma: A mechanic where each player votes for one of two effects, and you get each effect equal to the number of votes it received.
- Coven: A mechanic that provides a bonus if you control three or more creatures with different powers.
- Craft: Craft is a new way to transform artifacts. By paying a mana cost and exiling permanents you control from the battlefield and / or from your graveyard with specified qualities, artifacts can transform into more powerful permanents.
- Crash Landing: When Commander Sofia Daguerre enters the battlefield, destroy up to one target legendary permanent. That permanent’s controller creates a Junk token. (It’s an artifact with “{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”)
- Crew: A mechanic that allows you to turn a Vehicle artifact into an artifact creature by tapping other creatures.
- Crown of Madness: {1}{R}, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
- Crushing Teeth: Whenever Thunderwolf Cavalry deals combat damage to a player, put a +1/+1 counter on each other creature you control.
- Cumulative upkeep: A mechanic where you pay an increasing cost each turn to keep a permanent on the battlefield.
- Curse of the Walking Pox: Whenever you cast a spell from anywhere other than your hand, return Poxwalkers from your graveyard to the battlefield tapped.
- Cycling: A mechanic that allows you to discard the card from your hand to draw a card by paying a cost.
- Daemon Sword: Equipped creature has menace and gets +X/+0, where X is the exiled card’s power.
- Dash: An alternative cost that allows you to cast a creature spell for its dash cost, giving it haste but returning it to your hand at the end of turn.
- Daybound: Part of the day/night mechanic, indicating the daytime side of a double-faced card that can transform between day and night.
- Deal with the Black Guardian: When Vislor Turlough enters the battlefield, you may have an opponent gain control of it. If you do, it’s goaded for as long as they control it.
- Death Frenzy: When Termagant Swarm dies, create a number of 1/1 green Tyranid creature tokens equal to Termagant Swarm’s power.
- Death Ray: Creatures you control gain deathtouch until end of turn.
- Deathtouch: A static ability that causes a creature to destroy any creature it deals damage to.
- Decayed: A keyword ability that makes a creature unable to block and sacrificed at end of combat if it attacked.
- Decimate: When Legate Lanius enters the battlefield, each opponent sacrifices a tenth of the creatures they control, rounded up.
- Defender: A static ability that prevents a creature from attacking.
- Delirium: An ability word that checks if there are four or more card types among cards in your graveyard.
- Delve: A static ability that allows you to exile cards from your graveyard to help cast a spell.
- Demonstrate: When you cast this spell, you may copy it and choose new targets for the copy.
- Descend: A mechanic that checks if you’ve put one or more cards into your graveyard this turn.
- Desertwalk: A form of evasion that makes a creature unblockable if the defending player controls a Desert.
- Detain: To prevent a permanent from attacking, blocking, or activating its abilities until your next turn.
- Dethrone: A triggered ability that puts a +1/+1 counter on the creature when it attacks the player with the most life.
- Detonate: Megaton’s Fate deals 8 damage to each creature. Each player gets four rad counters.
- Devastating Charge: Other creatures you control have trample.
- Devoid: A static ability that makes a card colorless despite its mana cost.
- Devour: A static ability that allows a creature to enter the battlefield with +1/+1 counters by sacrificing other creatures.
- Devour Intellect: When Intellect Devourer enters the battlefield, each opponent exiles a card from their hand until Intellect Devourer leaves the battlefield.
- Devourer of Souls: Whenever another creature dies, put a +1/+1 counter on Venomcrawler.
- Devouring Monster: {T}, Remove X +1/+1 counters from Haruspex: Add X mana of any one color.
- Disarm: Destroy target artifact. Create four Treasure tokens.
- Discover: Means to exile cards from the top of your library until you find a nonland card with a mana value equal to or less than a given number. You can then choose to cast the card without paying its mana cost or put it into your hand.
- Disguise: You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.
- Disintegration Ray: Destroy target enchantment an opponent controls. You lose life equal to its mana value.
- Disturb: An ability that allows you to cast a card from your graveyard transformed.
- Doctor’s companion: You can have two commanders if the other is the Doctor.
- Domain: A mechanic that counts the number of basic land types you control.
- Double agenda: Start the game with this conspiracy face down in the command zone and secretly choose two different card names. You may turn this conspiracy face up any time and reveal those names.
- Double strike: A static ability that allows a creature to deal both first-strike and regular combat damage.
- Drain Life: When Shard of the Nightbringer enters the battlefield, if you cast it, target opponent loses half their life, rounded up. You gain life equal to the life lost this way.
- Dredge: A static ability that lets you return a card from your graveyard to your hand by milling cards instead of drawing.
- Dynastic Advisor: When Plasmancer enters the battlefield, search your library for a basic Swamp card, reveal it, put it into your hand, then shuffle.
- Dynastic Codes: When Triarch Praetorian enters the battlefield from a graveyard, you draw two cards and you lose 2 life.
- Dynastic Command Node: As long as you control your commander, activated abilities of cards in your graveyard cost {2} less to activate. This effect can’t reduce the mana in that ability’s activation cost to less than one mana.
- Echo: A triggered ability that requires you to pay a cost at the beginning of your next upkeep or sacrifice the permanent.
- Echo of the First Murder: When Drach’Nyen enters the battlefield, exile up to one target creature.
- ED-E My Love: Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it.
- Eerie: Whenever an enchantment you control enters and whenever you fully unlock a Room, each opponent loses 1 life.
- Elite Troops: Sautekh Immortal enters the battlefield with a +1/+1 counter on it for each creature that died this turn.
- Embalm: An activated ability that allows you to exile a card from your graveyard to create a token copy of it.
- Emerge: An alternative cost that allows you to sacrifice a creature to reduce the emerge cost by the sacrificed creature’s mana value.
- Eminence: An ability that functions in the command zone as well as on the battlefield.
- Enchant: A static ability that defines what an Aura spell can target and what an Aura permanent can be attached to.
- Encore: An activated ability that allows you to exile a card from your graveyard and create token copies of it.
- Endless Swarm: Whenever a land enters the battlefield under your control, you may pay {2}{G}. If you do, return Hormagaunt Horde from your graveyard to your hand.
- Endurant: Pay 3 life: Arco-Flagellant gains indestructible until end of turn.
- Enlist: A keyword ability that allows you to tap an untapped creature you control to add its power to the enlisted creature’s power until end of turn.
- Enmitic Exterminator: When Lokhust Heavy Destroyer enters the battlefield, each player sacrifices a creature.
- Enrage: A triggered ability that activates whenever a creature with enrage is dealt damage.
- Enthralling Performance: When Firbolg Flutist enters the battlefield, gain control of target creature you don’t control until end of turn. Untap it. It gains haste and myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token that’s a copy of that creature that’s tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
- Entwine: An additional cost that allows you to choose all modes of a modal spell instead of just one.
- Epic: A keyword that copies the spell at the beginning of each of your upkeeps, but prevents you from casting other spells for the rest of the game.
- Equip: An activated ability of Equipment artifacts that attaches them to a creature you control.
- Escalate: An additional cost that allows you to choose additional modes for a modal spell by paying its escalate cost.
- Escape: A keyword ability that allows you to cast a spell from your graveyard by paying its escape cost and exiling other cards from your graveyard.
- Eternalize: An activated ability that allows you to exile a card from your graveyard to create a token copy of it with base power and toughness 4/4.
- Eternity Gate: Whenever Necron Monolith attacks, mill three cards. For each creature card milled this way, create a 2/2 black Necron Warrior artifact creature token.
- Everypony’s Invited: Your party consists of each creature you control, and your party is always full.
- Evoke: An alternative cost that allows you to cast a creature spell for its evoke cost, but you sacrifice it when it enters the battlefield.
- Evolve: A triggered ability that puts a +1/+1 counter on a creature when another creature with greater power or toughness enters the battlefield under your control.
- Ew-minance: When The Gunky Runner enters and at the beginning of the first upkeep in a game where it’s your commander, shuffle three Gunk cards into each opponents library. (Gunk is a colorless sorcery card with no mana cost and cycling {4}.)
- Exalted: A triggered ability that gives a creature +1/+1 until end of turn when it attacks alone.
- Executioner Round: Destroy target creature.
- Exert: A keyword action that allows you to tap a creature for an additional effect, preventing it from untapping during your next untap step.
- Exile Cannon: When Canoptek Tomb Sentinel enters the battlefield from a graveyard, exile up to one target nonland permanent.
- Exploit: A triggered ability that allows you to sacrifice a creature for an effect when the creature with exploit enters the battlefield.
- Explore: A keyword action that puts a +1/+1 counter on a creature and reveals the top card of your library, putting it into your hand if it’s a land.
- Exterminate!: When Dalek Drone enters the battlefield, destroy target creature an opponent controls. That player loses 3 life.
- Extort: A triggered ability that allows you to pay {W/B} whenever you cast a spell to drain 1 life from each opponent.
- Fabricate: A triggered ability that allows you to put +1/+1 counters on a creature or create Servo artifact creature tokens when it enters the battlefield.
- Fabricator Claw Array: Whenever another nontoken artifact creature or Vehicle enters the battlefield under your control, draw a card.
- Fading: A keyword ability that puts fade counters on a permanent as it enters the battlefield, removing one each turn and sacrificing it when the last is removed.
- Fallen Warrior: As an additional cost to cast this spell, you may exile a creature card from your graveyard.
- Family gathering: At the beginning of your end step, put a toy you own onto the battlefield as a 2/2 creature token with that toy’s name, colors, and creature types. If the toy has wings, the token has flying. If the toy has a horn, scry 2. If it has neither, create a Food token or Each creature target player controls deals damage equal to its power to another random creature that player controls.
- Fancy Lads Snack Cakes: Create a Food token. (It’s an artifact with “{2}, {T}, Sacrifice this artifact: You gain 3 life.”)
- Fast Healing: At the beginning of your precombat main phase, you may discard two cards. If you do, return Old One Eye from your graveyard to your hand.
- Fateful hour: An ability word used for abilities that are more powerful if you have 5 or less life.
- Fateseal: A keyword action that allows you to look at the top card of an opponent’s library and put it on the top or bottom.
- Fathomless descent: Is an ability word that refers to how many permanent cards are in a player’s graveyard. It’s a scaling effect that changes as the game progresses.
- Fear: A keyword ability that makes a creature unblockable except by artifact creatures and/or black creatures.
- Feed: Target opponent loses life equal to the amount of life they lost this turn.
- Feeder Mandibles: When Canoptek Scarab Swarm enters the battlefield, exile target player’s graveyard. For each artifact or land card exiled this way, create a 1/1 colorless Insect artifact creature token with flying.
- Ferocious: An ability word used for abilities that are active if you control a creature with power 4 or greater.
- Field Reprogramming: Target player draws a card. Another target player creates a 4/4 colorless Robot artifact creature token with “This creature can’t block.”
- Fight: A keyword action that causes two creatures to deal damage equal to their power to each other.
- Fire a Warning Shot: Draw a card.
- Fire of Tzeentch: Whenever you cast an instant or sorcery spell, Exalted Flamer of Tzeentch deals 1 damage to each opponent.
- First Contact: Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76.
- At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
- First strike: A static ability that allows a creature to deal combat damage before creatures without first strike or double strike.
- Flanking: A triggered ability that gives -1/-1 until end of turn to creatures blocking a creature with flanking.
- Flash: A static ability that allows you to cast a spell any time you could cast an instant.
- Flashback: A static ability that allows you to cast a card from your graveyard by paying its flashback cost.
- Flavor: Meet and Greet “Sisay” gets +1/+1 until end of turn for each line of flavor text that spell has.
- Flesh Flayer: When Flayed One enters the battlefield, mill three cards.
- Flesh Hooks: Creatures you control that entered the battlefield this turn have double strike.
- Flying: A keyword ability that restricts which creatures can block a creature with flying.
- Food: A predefined artifact token that can be sacrificed to gain 3 life.
- For Auld Lang Syne: Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
- For Mirrodin!: When this Equipment enters the battlefield, create a 2/2 red Rebel creature token, then attach this to it.
- Forage: Put a +1/+1 counter on each other Squirrel you control. (To forage, exile three cards from your graveyard or sacrifice a Food.)
- Forecast: An activated ability that can be used only during your upkeep and only once each turn, while the card with forecast is in your hand.
- Forestcycling: A cycling variant that allows you to discard the card to search your library for a Forest card.
- Forestwalk: A form of evasion that makes a creature unblockable if the defending player controls a Forest.
- Foretell: An ability that allows you to exile a card from your hand face-down for its foretell cost, then cast it later for its foretell cost.
- Formidable: An ability word used for abilities that are active if creatures you control have total power 8 or greater.
- Fortify: An activated ability of Fortification artifacts that attaches them to a land you control.
- Freerunning: You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.
- Frenzied Metabolism: As an additional cost to cast this spell, you may remove any number of +1/+1 counters from among creatures you control. This spell costs {2} less to cast for each counter removed this way.
- Frenzied Rampage: At the beginning of combat on your turn, choose an opponent at random. Knight Rampager attacks that player this combat if able.
- Frenzy: {2} Whenever this creature attacks and isn’t blocked, it gets +2/+0 until end of turn.
- Friends: You gain life equal to the amount of life you gained this turn.
- Friends forever: A variant of partner that allows two legendary creatures with this ability to be your commander.
- Fuse: A keyword ability that allows you to cast both halves of a split card from your hand.
- Gather Your Courage: Not a standard MTG keyword; likely a custom card name.
- Gathered Swarm: Whenever one or more tokens enter the battlefield under your control, put a +1/+1 counter on Cloakwood Swarmkeeper.
- Gatling Blaster: Whenever Reaver Titan attacks, it deals 5 damage to each opponent.
- Gelato: Target creature gains haste and trample until end of turn.
- Genestealer’s Kiss: Whenever Genestealer Patriarch attacks, put an infection counter on target creature defending player controls.
- Genius Industrialist: Whenever Iron Man attacks, create a Treasure token, then you may sacrifice a noncreature artifact. If you do, search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact’s mana value, put it onto the battlefield tapped, then shuffle.
- Genomic Enhancement: {T}: Add one mana of any color. If this mana is spent to cast a creature spell, that creature enters the battlefield with an additional +1/+1 counter on it.
- Gift: You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.
- Gift of Chaos: The next noncreature spell you cast this turn has cascade. (When you cast that spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.
- When Dragonborn Immolator dies, note its power. You get a boon with “When you cast your next creature spell, it perpetually gets +X/+0, where X is the noted number.”
- Glory of Battle: Whenever Strax deals damage to a creature, put a +1/+1 counter on Strax.
- Go to Sleep: You lose 15 life. Sacrifice Night Out in Vegas.
- Goad: A keyword action that forces a creature to attack each combat if able and attack a player other than you if able.
- Graft: A static ability that has a creature enter the battlefield with +1/+1 counters on it, which can be moved to other creatures.
- Grand Strategist: At the beginning of combat on your turn, another target artifact creature you control gets +2/+2 and gains menace until end of turn.
- Grandeur: An activated ability that can be activated by discarding another card with the same name.
- Grav-cannon: When Space Marine Devastator enters the battlefield, destroy up to one target artifact or enchantment.
- Gravestorm: A variant of storm that counts cards put into graveyards instead of spells cast.
- Grenades!: Sacrifice an artifact: Choose a player at random. When you do, Strax fights another target creature that player controls.
- Grumpy Co-play: When The Egotistical Velociraptor enters the battlefield, if you cast it, you may choose another Magic player not currently in a game of Magic and ask them to take over your game until the end of your next turn. If they agree, shuffle your hand into your library, draw four cards and gain 4 life. (You can’t give them advice, but witty banter is encouraged.)
- Guardian Protocols: Sacrifice Lychguard: Return all legendary creature cards from your graveyard to your hand.
- Gust of Wind: When Winter Eladrin enters the battlefield, return up to one other target creature to its owner’s hand.
- Harbinger of Despair: Whenever Psychomancer or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, target opponent loses 1 life and you gain 1 life.
- Haste: A static ability that allows a creature to attack and tap to activate abilities with {T} in their cost as soon as it comes under your control.
- Haunt: A triggered ability that exiles the card with haunt when it’s put into a graveyard, haunting a creature, and triggers again when that creature dies.
- Healing Tears: At the beginning of your end step, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
- Heavy Power Hammer: Whenever Aberrant deals combat damage to a player, destroy target artifact or enchantment that player controls.
- Heavy Rock Cutter: Whenever Acolyte Hybrid attacks, destroy up to one target artifact. If an artifact is destroyed this way, its controller draws a card.
- Hellbent: An ability word used for abilities that are active if you have no cards in hand.
- Hero’s Reward: When <card> leaves the battlefield, each player gains X life.
- Heroic: A triggered ability that triggers whenever you cast a spell that targets the creature with heroic.
- Hexproof: A static ability that prevents a permanent or player from being the target of spells or abilities your opponents control.
- Hexproof from: A variant of hexproof that prevents a permanent or player from being the target of spells or abilities of a specific characteristic (e.g., color) your opponents control.
- Hidden agenda: A keyword ability that allows you to secretly choose a card name as you put a conspiracy card with hidden agenda into the command zone.
- Hideaway: A keyword ability that lets a land enter the battlefield tapped with a hidden card exiled underneath it.
- Hire a Mercenary: Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It has every creature type.)
- History: Create a Treasure token if that spell doesn’t share an expansion symbol with a permanent you control or a card in your graveyard.
- History Teacher: Sagas you control have read ahead. (As a Saga enters the battlefield, choose a chapter and start with that many lore counters. Skipped chapters don’t trigger.)
Doctor’s companion (You can have two commanders if the other is the Doctor.) - Hive Mind: Whenever a player mills one or more creature cards, you create a 1/1 black Horror creature token.
{1}, {T}: Target player mills three cards. - Homunculus Servant: When Kenku Artificer enters the battlefield, put three +1/+1 counters on up to one target noncreature artifact. That artifact becomes a 0/0 Homunculus artifact creature with flying.
- Horrific Symbiosis: At the beginning of your end step, exile up to one target creature card from an opponent’s graveyard. If you do, create a token that’s a copy of Uchuulon.
- Horsemanship: A keyword ability similar to flying, but only creatures with horsemanship can block creatures with horsemanship.
- How Civil of You: At the beginning of your end step, each player may draw a card. Each opponent who does can’t attack you or permanents you control during their next turn.
- Hunt for Heresy: {1}, {T}: Tap target creature an opponent controls. Investigate. (Create a Clue token. It’s an artifact with “{2}, Sacrifice this artifact: Draw a card.”)
- Hunters for Hire: Whenever a creature you control deals combat damage to a player, put a quest counter on it.
{1}, Remove a quest counter from a permanent you control: Create a Junk token. (It’s an artifact with “{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”) - Hyperfrag Round: Creatures target player controls get -2/-2 until end of turn.
- Hyperphase Threshers: Whenever an artifact enters the battlefield under your control, Skorpekh Destroyer gains first strike until end of turn.
- Hypertoxic Miasma: All lands have “{T}: Add one mana of any color” and lose all other abilities.
- I. AM. TALKING!: Whenever The Eleventh Doctor deals combat damage to a player, you may exile a card from your hand with a number of time counters on it equal to its mana value. If it doesn’t have suspend, it gains suspend.
- Impending: The keyword “Impending” allows a player to cast a spell for an alternative cost. This cost is represented by the notation “Impending N—[cost]”.
- Impossible Girl: If Clara Oswald is your commander, choose a color before the game begins. Clara Oswald is the chosen color.
- Imprint: A keyword ability that exiles cards to link them to a permanent.
- Improvise: A keyword ability that allows you to tap artifacts to help pay for a spell’s mana cost.
- Incubate: A keyword action that creates an Incubator token that can be turned into a creature.
- Indestructible: A keyword ability that prevents a permanent from being destroyed.
- Infect: A keyword ability that causes a creature to deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.
- Infesting Spores: When Myconid Spore Tender enters the battlefield, destroy up to one target artifact or enchantment.
- Ingest: A triggered ability that exiles the top card of an opponent’s library when the creature with ingest deals combat damage to a player.
- Inquisition Agents: Whenever equipped creature attacks, create a 2/2 white Astartes Warrior creature token with vigilance that’s attacking. Then attacking creatures gain menace until end of turn.
- Inspired: A triggered ability that triggers whenever a creature with inspired becomes untapped.
- Intensity: The keyword “intensity” is a card designation that changes based on the card’s rules text. It’s a way to mark numerical values on a card that can be tracked across zones.
- Intimidate: A keyword ability that restricts which creatures can block a creature with intimidate.
- Into the TARDIS: Whenever The Ninth Doctor becomes untapped during your untap step, you get an additional upkeep step after this step.
- Invasion Beams: When Night Scythe enters the battlefield, create a 2/2 black Necron Warrior artifact creature token.
- Investigate: A keyword action that creates a Clue token artifact.
- Islandcycling: A cycling variant that allows you to discard the card to search your library for an Island card.
- Islandwalk: A form of evasion that makes a creature unblockable if the defending player controls an Island.
- It’s Probably Nothing: Proliferate. Draw a card.
- Jast: Each opponent loses 4 life.
- Join forces: A keyword ability that allows each player to contribute mana to the effect.
- Jolly Gutpipes: {2}, {T}, Sacrifice a creature: The next creature spell you cast this turn has cascade. (When you cast your next creature spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order.)
- Judge Call!: When The Wise Sable enters the battlefield, choose one of the following six cards at random: Blood Moon; Enraging Licid; Humility; Life and Limb; Opalescence; Yavimaya, Cradle of Growth. Create a token that’s a copy of the chosen card. (One easy way to determine is to roll a D6.)
- Jump-start: A keyword ability that allows you to cast a card from your graveyard by discarding a card in addition to paying its other costs.
- Keen Sight: When Scouting Hawk enters the battlefield, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
- Kicker: An additional cost you can pay as you cast a spell to give it an extra effect.
- Kinfall: Whenever a creature enters the battlefield under your control, if it shares a creature type with Plane-Merge Elf, creatures you control get +1/+1 until end of turn.
- Kinship: A triggered ability that reveals the top card of your library at the beginning of your upkeep and gives you a bonus if it shares a creature type with the creature that has kinship.
- Landcycling: A cycling variant that allows you to discard the card to search your library for a land card.
- Landfall: A triggered ability that triggers whenever a land enters the battlefield under your control.
- Landship: At the beginning of your upkeep, you may look at the top card of your library. If it’s a land, you may reveal it. If you do, create a 1/1 green Elf Warrior creature token.
- Landwalk: A form of evasion that makes a creature unblockable if the defending player controls a land of the specified type.
- Leading from the Front: NWhenever Commissar Severina Raine attacks, each opponent loses X life, where X is the number of other attacking creatures.
- Leap of Faith: {3}: Target creature gains flying until end of turn.
- Leap Strike: As long as it’s your turn, Shao Jun has flying and first strike.
- Learn: A keyword action that allows you to either reveal a Lesson card from outside the game and put it into your hand, or discard a card to draw a card.
- Legacy: Legacy can refer to a keyword ability or a format for playing cards. A static ability that allows a player to permanently change a card’s rules by marking it with a pen.
- Legendary landwalk: A form of evasion that makes a creature unblockable if the defending player controls a legendary land.
- Level Up: A keyword ability that allows you to put level counters on a creature by paying its level up cost.
- Lieutenant: An ability word used for abilities that trigger if you control your commander.
- Life of the Party: Whenever a spell is cast this turn, you gain 2 life.
- Lifelink: A static ability that causes damage dealt by a source to also cause its controller to gain that much life.
- Living metal: A keyword ability that turns an artifact into an artifact creature during your turn.
- Living weapon: A keyword ability that creates a 0/0 black Germ creature token and attaches the Equipment to it when it enters the battlefield.
- Locus of Slaanesh: Demon spells you cast cost {2} less to cast.
- Look to the Stars: At the beginning of your upkeep, put a time counter on Wilfred Mott. Then look at the top X cards of your library, where X is the number of time counters on Wilfred Mott. You may put a nonland permanent card with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
- Lord of Chaos: At the beginning of combat on your turn, another target creature you control gains double strike until end of turn.
- Lord of the Pyrrhian Legions: Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its mana value rather than paying its mana cost.
- Lord of Torment: Whenever another Demon enters the battlefield under your control, it deals damage equal to its power to any target.
- Loud Ruckus: Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
- Low Gravity: All creatures have “{2}: This creature gains flying until end of turn. Activate only as a sorcery.”
- Lure the Unwary: At the beginning of combat on your turn, choose an opponent.
- Madness: A keyword ability that allows you to cast a card for its madness cost when you discard it.
- Magecraft: A triggered ability that triggers whenever you cast or copy an instant or sorcery spell.
- Make Them Pay: Whenever a nontoken artifact creature you control dies, you may exile it. If you do, choose an opponent with the most life among your opponents. That player faces a villainous choice — They lose 4 life, or you create a token that’s a copy of that card.
- Mama’s Coming: Whenever Owlbear Cub attacks a player who controls eight or more lands, look at the top eight cards of your library. You may put a creature card from among them onto the battlefield tapped and attacking that player. Put the rest on the bottom of your library in a random order.
- Manifest: A keyword action that puts a card onto the battlefield face down as a 2/2 creature.
- Manifest dread: Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it’s a creature card.
- Mantle of Inspiration: {T}: Target creature gains menace and haste until end of turn.
- Mark of Chaos Ascendant: During your turn, spells you cast from your hand with mana value X or less have cascade, where X is the total amount of life your opponents have lost this turn.
- Martyrdom: When Sister Repentia dies, you gain 2 life and draw two cards.
- Mash: Create two Food tokens.
- Master of Machines: {T}, Tap X untapped creatures you control: Look at the top X cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
- Master Tactician: Whenever one or more tokens enter the battlefield under your control, draw a card.
- Matter Absorption: Whenever an artifact is put into a graveyard from the battlefield or is put into exile from the battlefield, put two +1/+1 counters on Shard of the Void Dragon.
- Medicus Ministorum: When Sister Hospitaller enters the battlefield, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
- Meet in Reverse: You draw cards from the bottom of your library rather than the top.
- Megamorph: A variant of morph that also puts a +1/+1 counter on the creature when it’s turned face up.
- Meld: A keyword action that combines two specific cards into one oversized card.
- Melee: A triggered ability that gives a creature +1/+1 until end of turn for each opponent you attacked with a creature this combat.
- Menace: A keyword ability that restricts how a creature can be blocked.
- Mentor: A triggered ability that puts a +1/+1 counter on a smaller power creature when it attacks.
- Metalcraft: An ability word used for abilities that are active if you control three or more artifacts.
- Midnight Entity: Whenever Midnight Crusader Shuttle attacks, defending player faces a villainous choice — That player sacrifices a creature, or you gain control of a creature of your choice that player controls until end of turn. If you gain control of a creature this way, tap it, and it’s attacking that player.
- Mill: A keyword action that puts the top card(s) of a player’s library into their graveyard.
- Mine Vibranium: {3}: Move all +1/+1 counters from target land you control onto target creature. If one or more +1/+1 counters are moved this way, you gain that much life and draw a card.
- Miracle: A keyword ability that allows you to cast a card for its miracle cost when you draw it if it’s the first card you drew this turn.
- Mirran Victory: Mirrodin, Darksteel, Fifth Dawn, and Scars of Mirrodin.
- Modular: A keyword ability that has a creature enter the battlefield with +1/+1 counters and move those counters to another artifact creature when it dies.
- Mold Earth: Whenever one or more lands enter the battlefield under an opponent’s control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle. Do this only once each turn.
- Mold Harvest: {1}, Sacrifice another creature or an artifact: Put a +1/+1 counter on Mold Folk.
- Molting Exoskeleton: When Hook Horror dies, it perpetually gets -1/-1. Then if that card’s toughness is one or greater, return it to the battlefield under the controllers control.
- Mono Eminence: Mono Eminence is an ability word seen on a cycle of Unknown Event test cards. It is similar to regular eminence but applies the extra deck-building condition of having to stick to a specific mono colored identity.
- Monstrosity: A keyword action that puts +1/+1 counters on a creature and makes it monstrous.
- Morbid: An ability word for abilities that trigger if a creature died this turn.
- More Than Meets the Eye: Not a standard MTG keyword; likely a custom card name or ability.
- Morph: A keyword ability that allows you to cast a card face down as a 2/2 creature and turn it face up later for its morph cost.
- Mountaincycling: A cycling variant that allows you to discard the card to search your library for a Mountain card.
- Mountainwalk: A form of evasion that makes a creature unblockable if the defending player controls a Mountain.
- Multi-threat Eliminator: Hexmark Destroyer can’t be blocked except by six or more creatures.
- Multikicker: A variant of kicker that can be paid any number of times for an additional effect each time.
- Mutate: A keyword ability that allows you to combine creature cards to create a merged permanent.
- My Will Be Done: Whenever Szarekh, the Silent King attacks, mill three cards. You may put an artifact creature card or Vehicle card from among the cards milled this way into your hand.
- Myriad: A triggered ability that creates token copies of a creature when it attacks, each attacking a different opponent.
- Natural Recovery: When Circle of the Land Druid dies, return target land card from your graveyard to your hand.
- Natural Shelter: When Rescuer Chwinga enters the battlefield, you may return another permanent you control to its owner’s hand.
- Negative: As long as K-9, Mark I is untapped, other legendary creatures you control have ward {1}.
- Neurotraumal Rod: Whenever a creature attacks you, it gets -1/-0 until end of turn.
- Nightbound: The night side of a double-faced card with daybound/nightbound, which transforms to daybound at the beginning of the day.
- Ninjutsu: An activated ability that allows you to return an unblocked attacker to hand to put a Ninja onto the battlefield tapped and attacking.
- Nitro-9: Whenever Ace, Fearless Rebel attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, Fearless Rebel, then it fights up to one target creature defending player controls.
- Nonbasic landwalk: A form of evasion that makes a creature unblockable if the defending player controls a nonbasic land.
- Offering: A static ability that allows you to sacrifice a creature of a specific type to reduce the mana cost of a spell.
- Offspring: The keyword “offspring” is an optional cost that can be paid when casting a creature spell. If paid, the spell creates a token that is a copy of the creature, but with a power and toughness of 1/1.
- One for My Baby: Whenever you attack with two or more creatures, put two quest counters on Craig Boone, Novac Guard. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature’s controller has Craig Boone deal that much damage to them.
- Open an Attraction: A keyword action that reveals cards from the top of your Attraction deck until you reveal an Attraction card, then puts it onto the battlefield.
- Outlast: An activated ability that puts a +1/+1 counter on a creature by tapping it.
- Overload: An alternative cost that changes a spell’s text by replacing the word “target” with “each.”
- Pack tactics: A triggered ability that triggers when a creature attacks along with other creatures with total power 6 or greater.
- Paradox: Paradox is a new ability word that appears on cards which care about casting spells from zones other than your hand.
- Parallel Universe: Whenever Time Beetle deals combat damage to a player, time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
- Parley: A triggered ability where each player reveals the top card of their library, and you get an effect based on the revealed cards.
- Partner: A keyword ability that allows a legendary creature to be your commander along with another legendary creature with partner.
- Partner with: A variant of partner that allows two specific legendary creatures to be your commander together.
- Pasta: Scry 1.
- Peaceful Coexistence: At the beginning of your end step, put a +1/+1 counter on each creature you control that didn’t attack or enter the battlefield this turn. Untap those creatures.
- Persist: A triggered ability that returns a creature from the graveyard to the battlefield with a -1/-1 counter on it.
- Phaeron: Whenever one or more artifact cards leave your graveyard, create two 2/2 black Necron Warrior artifact creature tokens.
- Phalanx Commander: When Royal Warden enters the battlefield, create two tapped 2/2 black Necron Warrior artifact creature tokens.
- Phasing: A keyword ability that causes a permanent to phase in or out, temporarily removing it from the game.
- Pheromone Trail: When Lictor enters the battlefield, if a creature entered the battlefield under an opponent’s control this turn, create a 3/3 green Tyranid Warrior creature token with trample.
- Phyrexian Victory: Mirrodin Besieged, New Phyrexia, All Will be One, and March of the Machine.
- Pick a Perk: Put a +1/+1 counter on that creature.
- Pizza: Tap target creature.
- Plainscycling: A cycling variant that allows you to discard the card to search your library for a Plains card.
- Plainswalk: A form of evasion that makes a creature unblockable if the defending player controls a Plains.
- Plasma Incinerator: Whenever Redemptor Dreadnought attacks, if a card is exiled with it, it gets +X/+X until end of turn, where X is the power of the exiled card.
- Play Games: Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
- Plot: “Plot” allows a player to exile a card from their hand and cast it later without paying its mana cost.
- Polymorphine: You may have Callidus Assassin enter the battlefield tapped as a copy of any creature on the battlefield, except it has “When this creature enters the battlefield, destroy up to one other target creature with the same name as this creature.”
- Populate: A keyword action that creates a token that’s a copy of a creature token you control.
- Praesidium Protectiva: When Triumph of Saint Katherine is put into your graveyard from the battlefield, exile it and the top six cards of your library in a face-down pile. If you do, shuffle that pile and put it back on top of your library.
- Praise Him: Whenever chaos ensues, choose a color. Put X +1/+1 counters on target creature you control, where X is your devotion to that color. Then sacrifice another creature. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
- Pray for Protection: Creatures you control gain indestructible until end of turn.
- more to come…