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If you have just found this page through a search engine enquiry for a magic ability, welcome to Don's Magic and Sundry! If you like what you see here, check out my store.

I carry single cards from the Core sets Beta through Magic 2010 and every expansion from Arabian Nights through Zendikar.

Magic Abilities (Keywords)

The following is a list of special abilities that various Magic: the Gathering cards can have.  Generally these abilities are a one-word term (called a "keyword") that has special meaning in the Magic environment.  In recent editions and expansions these abilities are explained on the card itself, but on older cards a player was expected to look up the ability in the rules book. Often these abilities have been existed for quite some time, even from the beginning of Magic itself, and have only later been given a keyword.

If you're just curious about the various abilities, scroll on down. If you're looking for a specific ability, click on its name in the list below to jump to its definition.

Am I missing an ability? Is an explanation unclear (or even worse, incorrect)? Any other questions or comments? Contact me and let me know what you think!

Creature or other Permanent Abilities

Absorb X

This ability was introduced in Future Sight. If a Creature with Absorb X would be dealt damage from a source, prevent X of that damage. Top

Amplify X

This ability was on 9 cards in the Legions expansion and never since. If a Creature card has Amplify on it, then it comes into play with X +1/+1 counters on it for each Creature card you reveal from your hand that share a Creature type with it. Top

Aura Swap X

This ability has thus far only been on one single card in Future Sight. Look for it to perhaps be expanded upon in the future. Spend X to exchange this Aura with an Aura card in your hand. Top

Banding

On very early cards [pre-4th edition] this was called "Bands". This ability has existed since the Alpha Edition. This is one of the most complicated special abilities Creatures can have, which probably explains why it seems not to be used on any recent cards.  Banding gives a Creature two distinct abilities:

  • When attacking, Creatures with Banding can join forces with other attacking Creatures to form a large group that must be blocked as a whole or allowed through. If any one of them can be blocked, they all get blocked (so if you band a Flying Creature with a non-Flying Creature, the group could be blocked by an opposing non-Flying Creature). Any combat damage received by the group when blocked is distributed among the banded Creatures however the attacking player sees fit. The attacking group cannot contain more than one Creature without Banding.

  • Normally when blocking, any number of Creatures can be used to block an attacking Creature.  The combat damage from the attacking creature is distributed among the blockers according to the attacking player's wishes.  However, if even one of the defending Creatures has Banding, then the combat damage is instead distributed according to the defending player's wishes. Top

Bands With Other (Creature type)

Introduced in Legends, this ability was only used on 8 cards in Legends and 1 from Unhinged.  This is a limited Banding ability that works exactly the same as Banding, with the exception that the Creature can only form a Band with other Creatures of the same (Creature type). Top

Bloodthirst N

This ability was on 11 cards in the Guildpact expansion. If a Creature has Bloodthirst, then it comes into play with N +1/+1 counters on it if an opponent was dealt damage this turn. As a special confusing extra, there is also Bloodthirst X, where a Creature comes into play with X +1/+1 counters on it, where X is the total damage dealt to your opponents this turn. Top

Bushido X

This ability was introduced in the Champions of Kamigawa expansion, and appeared on 36 cards in the Kamigawa block, as well as one card in Unhinged. A Creature with Bushido gets +X/+X when it blocks or is blocked. Top

Champion

This ability was introduced in the Lorwyn expansion. The ability is sited in the form "Champion a(n) (Permanent Type)". When a Creature with Champion comes into play, you must remove a Permanent of the appropriate Type from the game or else sacrifice the Creature with Champion. When the Creature with Champion leaves play, the removed Permanent is returned to play under it's owner's control. Top

Changeling

This ability was introduced in the Lorwyn expansion. A card with Changeling is all Creature Types (Elf, Cat, Dragon, Goblin, Treefolk, Human, Wizard, Rouge, etc., etc., etc.) at all times (whether it's in play, in your library, in your hand, in your graveyard, out of play...you get the idea). Top

Cumulative Upkeep X

This "ability" was first introduced in the Ice Age expansion.  If a Permanent has Cumulative Upkeep it means that at the beginning of each of your upkeeps, you put an age counter onto the Permanent.  You must then pay X for each age counter on the Permanent or sacrifice the Permanent. Top

Deathtouch

This ability was introduced in Future Sight, although Creatures have had similar abilities since the Thicket Basilisk and Cockatrice in Alpha Edition. Whenever a Creature with Deathtouch deals damage to a Creature, destroy the damaged Creature. If a Creature with Deathtouch is blocked by multiple blockers, you can divide the Creature's damage as you choose among any of the blockers. A Creature destroyed this way is destroyed as soon as the damage is dealt to it, just as if it had been dealt damage equal to its toughness.Top

Defender

This "ability" has existed since the Alpha Edition, as all Walls have Defender, but the term wasn't actually introduced until the Kamigawa block, I believe.  A Creature with Defender cannot attack. Top

Devour X

This ability was introduced in the Shards of Alara expansion. When a Permanent with Devour X comes into play, you may sacrifice any number of Creatures. The Permanent comes into play with X +1/+1 counters on it for each Creature sacrificed this way. Such sacrificed Creatures are said to be "Devoured" by the Permanent with Devour. Top

Double Strike

This ability was first introduced in the Legions expansion. A Creature with Double Strike applies their damage twice: once as if it were First Strike damage (see that entry below) and then a second time as normal combat damage. Top

Echo X

This ability was first introduced in the Urza's Saga expansion. If a Permanent has Echo, you must pay its Echo cost again (the "X" after the word Echo) during the upkeep after it comes into play or sacrifice it. In it's original form, the Echo cost was always the Permanent's casting cost again, so if there is no X after the "Echo", X is the Permanent's casting cost. Top

Equip X

The concept of Artifact - Equipment was first introduced in the Mirrodin expansion.  Equipment can be attached to a Creature as a Sorcery, making the Creature "equipped". The X in "Equip X" is the mana that must be spent to attach the Artifact to a Creature. Top

Exalted

This ability was introduced in the Shards of Alara expansion. Exalted is a triggered ability. If you have a Permanent with Exalted in play, then whenever a Creature you control attacks alone, that Creature gets +1/+1 until end of turn. If you have multiple Permanents with Exalted, their bonuses are cumulative. Top

Fading X

This ability was introduced in Nemesis, and appeared only on 18 cards in that expansion, and 1 card in Unhinged.  A permanent with Fading comes into play with X fade counters on it.  At the beginning of your upkeep a fade counter is removed from the Permanent.  If you can't remove a fade counter, you must sacrifice the Permanent. Top

Fear

This ability has actually existed, in a way, since the Alpha Edition - in the form of the Fear Spell after which the ability is named.  Starting with the Suq-Ata Assassin in Visions, Creatures starting coming with the ability built in.  The ability wasn't actually called "Fear" until Scourge.  A Creature with Fear can only be blocked by Black or Artifact Creatures. Top

First Strike

This ability has existed since the Alpha Edition. When applying combat damage, the damage from a Creature with First Strike is applied first.  If that damage is enough to kill the other Creature, then the other Creature's damage never gets applied. Top

Flanking

This ability was first introduced in the Mirage expansion. Whenever a Creature with Flanking is blocked by a Creature without Flanking, the blocking Creature gets -1/-1 until the end of the turn. Top

Flying

This ability has existed since the Alpha Edition. A Creature with Flying can only be blocked by another Creature with Flying. However, a Creature with Flying can block Creatures without Flying. Top

Fortify X

The concept of Artifact - Fortification was first introduced in the Future Sight expansion, and is a variation on the Equipment idea.  Fortifications can be attached to a Land as a Sorcery, making the Land "fortified". The X in "Fortify X" is the mana that must be spent to attach the Artifact to a Land. Top

Frenzy X

This ability was first introduced in Future Sight.  If a Creature has Frenzy X, then whenever it attacks and is not blocked, it gets +X/+0 until the end of the turn. Top

Graft X

Only 12 cards from the Dissension expansion had this ability before it was brought back in Future Sight.  If a Creature has Graft, then it comes into play with X +1/+1 counters on it.  Whenever another Creature comes into play, you may move one of the +1/+1 counters from the Creature with Graft onto the new Creature. Top

Grandeur

Thus far only 5 cards from the Future Sight expansion have this ability.  Each is a Legendary Creature, and each allows you to discard another card with the same name to get a special effect. Top

Haste

This ability has existed for quite some time, but was only given the name "Haste" in the Urza's Destiny expansion.  A Creature with Haste is unaffected by "summoning sickness", meaning it may attack or use abilities involving being tapped the turn it comes into play on your side. Top

Hideaway

This ability was introduced in the Lorwyn expansion, and was on five Rare Lands in that set.  A Permanent with Hideaway comes into play tapped. When it does, you look at the top four cards of your library, remove one from the game face down, then put the rest on the bottom of your library. An additional activated Ability on the Permanent will allow you to play the removed card with certain conditions. Top

Horsemanship

This ability only showed up in the Portal Three Kingdoms starter set. Horsemanship is like the better known Flying. A Creature with Horsemanship can only be blocked by another Creature with Horsemanship, but can block Creatures that do not have Horsemanship. Top

Imprint

13 Artifacts in the Mirrodin block of expansions had this ability.  When they come into play, a specified number and type of card from a specified place (e.g. a graveyard or your hand) could be removed from the game.  This/these cards would be "Imprinted" on the Artifact, and this would allow the Artifact to do something special as a result.  The full effects were printed on the card. Top

Indestructible

This ability has existed, to some degree, since the Alpha Edition, since the Consecrate Land Enchantment would make the enchanted Land indestructible. If a Permanent is indestructible, then lethal damage and effects that say "destroy" don't destroy it. If the Permanent is a Creature and its toughness is 0 or less, it's still put into its owner's graveyard. Top

Intimidate

This variation on Fear was introduced in the Zendikar set. A Creature with Intimidate can't be blocked except by Artifact Creatures and/or Creatures that share a color with it. Top

Kinship

This ability was introduced in Morningtide. If you control a Creature with Kinship, then at the beginning of your upkeep, you may look at the top card of your library. If it shares a Creature type with the Creature with Kinship, you may reveal it to have some beneficial effect occur. Top

Landfall

This keyword was introduced in the Zendikar set. The keyword Landfall indicates that the ability that follows it triggers whenever a Land enters the Battlefield under your control. In Worldwake this ability was expanded to include spells which gain an extra effect if cast after a Land has entered the Battlefield under your control.Top

(Land type)home

This ability has existed since the Alpha Edition, but was not given this name until the Mirage expansion (Fifth Edition was the first Core set to use the term).  The term seems to not be used anymore, as newer cards just use the whole descriptive text again.  A Creature with (Land type)home cannot attack unless opponent controls a Land of the appropriate type.  When you control no Lands of the appropriate type, bury the Creature. Top

(Land type)walk

This ability has existed since the Alpha Edition.  A Creature with a Landwalk ability is Unblockable as long as the defending player controls any of the appropriate Land type. Top

Legend or Legendary (Permanent type)

This "ability" was of course introduced in the Legends expansion, and has been used in many expansions since.  If a card is labeled as being a Legend, or Legendary, then only one card of that name can be in play at a time.  If a second card of the same name is brought into play, then both copies are immediately destroyed without the possibility of Regeneration. Top

Lifelink

Although the name for this ability is new, the concept is as old as El Hajjaj from Arabian Nights. When a Creature with Lifelink deals damage, it causes its controller to gain that much life. This happens at the exact same time as the damage's other result, and happens even if the Creature with Lifelink has left the battlefield by then. Top

Modular X

Introduced in Darksteel, this ability seems to have only been used on 12 cards in the Darksteel and Fifth Dawn expansions, and never again.  A Creature with Modular comes into play with X +1/+1 counters on it.  When that Creature is put into a graveyard, its controller may put its +1/+1 counters on target Artifact Creature. Top

Ninjutsu X

Introduced in the Betrayers of Kamigawa expansion, this ability appeared on only 8 cards in that set and has not been used again.  If a Creature card has Ninjutsu, you may pay X mana and return an unblocked attacker you control to your had to put the Ninjutsu card into play from your hand tapped and attacking. Top

Persist

This ability was introduced in the Morningtide expansion. When a Creature with Persist is put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it. Top

Phasing

This ability was first introduced in the Mirage expansion.  This ability causes the Permanent to leave and return to play on its own, almost as if it were taken out of the game.  Any Enchantments, counters, or permanent effects on the Permanent phase out with it when it goes, and back in with it when it comes in.  A Permanent with Phasing will "phase out" during the upkeep of its controller if it is in play.  Also during the upkeep of the controller, any Permanents that were "phased out" will phase back in.  When Permanents "phase in", they "phase in" in the same tapped or untapped state they were in when they phased out.  Any token that phases out is removed from the game entirely. Top

Poisonous X

Although the concept of the poison counter was introduced in the Legends expansion, the term Poisonous as an ability did not show up until Future Sight. If a Creature with Poisonous X deals combat damage to a player, that player gets X poison counters. And, of course, if a player has 10 or more poison counters, s/he loses the game. Top

Protection from (Color or Creature Type or Permanent Type)

This ability has existed since the Alpha Edition.  If a Permanent has Protection from a Color or (Creature/Permanent Type) then it means four things:

  • The Permanent cannot be targeted by a source of that Color or (Creature/Permanent Type).
  • The Permannet can't be enchanted by Enchantments of that Color or (Creature/Permanent Type) [so if the Protection is granted after such an Enchantment were already attached, then the Enchantment would be taken off the Permanent and put in its owner's graveyard].
  • Any damage that would be dealt to the Permanent by a source of that Color or (Creature/Permanent Type) is prevented.
  • A Creature with Protection cannot be blocked by a Creature of that Color or (Creature/Permanent Type). Top

Provoke

This ability was on 9 cards in the Legions expansion, and 1 card in Unhinged. When a Creature with Provoke attacks, you may have a target Creature the defending player controls untap and block it if able. Top

Rampage X

This ability was first introduced in the Legends expansion.  A Creature with Rampage: X gets +X/+X during the attack phase after defense is chosen but before damage is assigned for each Creature assigned to block it after the first. Top

Reach

The term Reach was introduced in Future Sight although the basic concept has existed since the Giant Spider in Alpha Edition. Creatures with Reach can block Creatures with Flying (although they do not have Flying themselves). Top

Regeneration

This ability has been around since the Alpha Edition. A Permanent that is "Regenerated" will be sapred the next time it would be destroyed. Instead of going to the graveyard, all damage on it will be removed (if it's a Creature), it is tapped (if it was untapped), and it is removed from combat (if it was in combat). Top

Shadow

This ability was introduced in the Tempest expansion.  Creatures with Shadow can only block or be blocked by Creatures with Shadow. Top

Shroud

As so many abilities, this ability actually existed for quite some time before it was given a keyword in the Future Sight expansion.  Permanents (or players) with Shroud can not be the target of Spells or Abilities. Top

Soulshift X

This ability was introduced in the Champions of Kamigawa expansion, and appeared on 27 cards throughout the Kamigawa block.  When a Creature with Soulshift is put into a graveyard from play, you may return target Spirit card with converted mana cost X or less from your graveyard to your hand. Top

Sunburst

Introduced in Fifth Dawn, this ability seems to have only been used on 16 cards in the Fifth Dawn expansion, and never again.  A Creature with Sunburst comes into play with a +1/+1 counter for each color of mana used to pay its casting cost.  A non-Creature artifact with Sunburst comes into play with a charge counter for each color of mana used to pay its casting cost. Top

Trample

This ability has existed since the Alpha Edition.  When a Creature with Trample is blocked, any "extra" damage beyond the blocking Creature's toughness rolls over to damage the defending player.  For example, if a 6/3 Creature with Trample is blocked by a 2/4 defending Creature, then 2 points of damage (6-4) would be applied to the defending player. Top

Transfigure X

This ability was introduced in Future Sight.  If a Permanent has Transfigure X, you may spend X and sacrifice the Permanent to search your library for a Permanent of the same type (Creature, Enchantment, etc.) with the same converted mana cost as the sacrificed one and put it into play. Then you shuffle your library. This ability can only be played as a Sorcery. Top

Unblockable

This ability has existed, to some degree, since the Alpha Edition, since Creatures with a Landwalk ability are unblockable if the defending player controls the appropriate Land type. Exactly as its name implies, if a Creature is unblockable, it cannot be blocked when it attacks. Top

Unearth X

This ability was introduced in the Shards of Alara expansion. When a Creature with Unearth X is in a player's graveyard, that player may pay X (its "Unearth cost") and play the Creature from the graveyard. The creature gains Haste and is removed from the game at end of turn. Top

Vanishing X

This ability was introduced in Planar Choas.  A permanent with Vanishing comes into play with X time counters on it.  At the beginning of your upkeep a time counter is removed from the Permanent.  When the last time counter is removed, sacrifice the Permanent. Top

Vigilance

This ability has actually existed since the Alpha Edition, but only gained the name "Vigilance" in the Champions of Kamigawa expansion.  Attacking does not cause a  Creature with Vigilance to tap. Top

Wither

This ability was introduced in the Shadowmoor expansion. A Creature with Wither deals damage to Creatures in the form of -1/-1 counters. Top

Spell Abilities

Affinity for (Permanent type)

Introduced in Mirrodin, this ability seems to have only been used on 20 cards in the Mirrodin block expansions, and never again.  A Spell with Affinity for (Permanent type) will cost 1 mana less for each (Permanent type) you control. Top

Bury

This is a term that was introduced in the Revised Edition, but for some reason was dropped somewhere along the line and isn't used today. The term "Bury" simply means to destroy without the possibility of Regeneration. Top

Buyback X

This ability was introduced in the Tempest expansion.  If a Spell has Buyback you may spend X additional mana when you cast it to have it come back into your hand instead of going to your graveyard as part of the Spell's effect. Top

Cascade

This ability was introduced in the Alara Reborn expansion. If a Spell has Cascade, then when you play the Spell, you remove cards from the top of your library from the game until you remove a non-Land card that costs less. You may play that card without paying its mana cost. The you put the removed cards on the bottom in a random order. Top

Channel X

Introduced in Saviors of Kamigawa, this ability appeared only on 12 cards in that set and never again.  A Creature (Spirit) card with Channel allows you to pay X (its "Channel cost") to discard the card to gain a certain effect, I believe as an Instant. Top

Chroma

This "ability" was first introduced in the Eventide expansion. Actually, this is not so much its own ability as it is a keyword that indicate that the Spell or Permanent has an effect that counts the number of mana symbols of a certain color that exist within the mana costs of a specified groups of cards (for example among Permanents you control). These abilities only check for mana symbols in the mana costs on the cards - not elsewhere such as in the text box. Top

Clash

This isn't so much a special Ability as it is an instruction, and it was first introduced in the Lorwyn expansion. When a card tells you to Clash with someone, each player involved in the Clash reveals the top card of his/her library, then puts that card back on either the top or bottom of that library. If both revealed cards had the same converted mana cost, then no-one wins the Clash. Otherwise, whoever revealed the card with the highest converted mana cost won the Clash. Top

Conspire

This ability was introduced in the Shadowmoor expansion.  If a Spell has Conspire, then as you play the Spell, you may tap two untapped Creatures you control that share a color with it. When you do, copy the Spell and you may choose a new target for the copy. Top

Convoke

This ability was introduced in the Ravnica: City of Guilds expansion.  It was used on 15 cards in that set and never again.  If a Spell has Convoke, then each creature you tap while playing the Spell reduces its cost by 1 colorless mana or by one mana of that creature's color. Top

Cycling X

This ability was introduced in the Urza's Saga expansion.  If a card has Cycling you can spend X mana and discard the card from your hand to draw a card. Top

Delve

This ability was introduced in the Future Sight expansion.  If a Spell has Delve you may remove any number of cards in your graveyard from the game as you play it. The Spell costs 1 generic mana less to play for each card removed this way. Top

Domain

This ability was originally introduced in the Invasion expansion, but was not given a keyword until the Conflux expansion. If a card has a Domain ability, it simply means that something about the card will depend upon the number of basic Land types among Lands that you control. This could be the power or toughness of the Creature the card becomes, or the damage the Spell deals, or something else entirely. Since there are only five basic Land types, the variable number can only be 0 through 5. Top

Dredge X

This ability was on 12 cards in the Ravnica: City of Guilds expansion and never since until it was brought back in Future Sight.  If a card that has Dredge is in your graveyard, then whenever you would draw a card, instead you may put X cards from the top of your library into your graveyard.  If you do, you may return the card with Dredge from your graveyard to your hand. Top

Entwine X

Introduced in the Mirrodin expansion, this ability seems to have only been used on 20 cards in the Mirrodin block expansions, and never again.  A Spell with Entwine has two possible effects that you must choose from.  If, however, you pay X mana (the "Entwine cost") in addition to the normal casting cost, you get both effects. Top

Epic

This was on 5 cards in the Saviors of Kamigawa expansion. If a Spell is Epic, then after you cast it, you cannot cast Spells for the rest of the game. At the beginning of each of your upkeeps, you copy the Epic Spell, except for its Epic ability. Top

Evoke X

This ability was introduced in the Lorwyn expansion. If a card has Evoke, then you can choose to pay X (the "Evoke cost") to get the comes-into-play Ability of the card without paying the full casting cost of the card. If you do this, the Permanent then comes into play, but is immediately sacrificed. Top

Fateseal X

This ability first showed up in Future Sight. if you cast a Spell with Fateseal X, you look at the top X cards of an opponent's library, then put those cards on the bottom of that library. Top

Flash

As a concept, this ability has been around for a while.  The term was used for the first time in the Time Spiral expansion. If a Spell has Flash it simply means that it could be played any time you could play an Instant. Top

Flashback X

This ability was first introduced in the Odyssey expansion.  If a Spell has Flashback you may cast the Spell from your graveyard for X mana (its "Flashback cost"), then remove it from the game. Top

Forecast X

Introduced in Dissension, this ability was on 9 cards in that expansion.  If a card has Forecast on it, then it has a special ability that can only be used while it is in your hand, only during your upkeep, and only once each turn.  The ability is activated by paying X mana (its "Forecast cost"). Top

Gravestorm

This ability first showed up in the Future Sight expansion, and is a variation on Storm.  If a card has Gravestorm, then when you cast the Spell, you copy it once for each Permanent put into a graveyard this turn; you may choose new targets for the copies, if targets are called for. Top

Haunt

This ability only showed up on 10 cards in the Guildpact expansion.  If a card has Haunt, then when it is put into the graveyard from play (if the card is a Creature card) or after resolving (if it a simple Spell card), it "Haunts" a target Creature.  When the Creature that is Haunted is placed into a graveyard, an effect is triggered on the card with Haunt. Top

Hellbent

This one only appeared in the Dissension expansion, and only on 14 cards, until it came back again in Future Sight.  These cards all have something special that only happens if you have no cards in your hand. Top

Kicker X

This ability was first introduced in the Invasion expansion. If a Spell has Kicker you may pay X additional mana (its "Kicker cost") to have the Spell perform some additional effect, defined on the Spell card. Such a Spell is said to have been "kicked".Top

Landcycling X

This ability was first introduced in the Scourge expansion, and appeared on seven cards there.  If a Spell has (Land type)cycling you may pay X additional mana (its "Landcycling cost") and discard the card from your hand to search your library for a land card of the appropriate type, reveal it, and put it into your hand, then shuffle your library. Top

Madness X

This ability was first introduced in the Torment expansion.  If a Spell has Madness you may pay X mana (its "Madness cost") when you discard it to play the Spell. Top

Morph X

This ability was first introduced in the Onslaught expansion.  If a Creature card has Morph you may play the card face down as a 2/2 Creature for 3 mana.  You may then turn it face up at any time by paying X mana (its "Morph cost"). Top

Multikicker X

This ability was first introduced in the Worldwake expansion, as a variation on the Kicker ability. If a Spell has Multikicker you may pay X any number of times when you cast it to get some additional effect, defined on the Spell card. Such a Spell is said to have been "kicked" however many times X was paid.Top

(Creature type) Offering

This ability was on 5 cards in the Betrayers of Kamigawa expansion.  A Creature Spell with this ability could be played any time you can play an Instant by sacrificing a Creature of the appropriate Creature type. Top

Prowl X

This ability was introduced in Morningtide. If you have dealt combat damage to a player this turn with a Creature that shares a Creature type with a Spell with Prowl, then until the end of the turn you can cast the Spell with Prowl for X (it's "Prowl cost") instead of its normal mana cost. Top

Radiance

This ability was introduced in the Ravnica: City of Guilds expansion, and was on 10 cards in that set and not used since.  A Spell with Radiance effects not only the target Permanent, but any Permanent of the same type that share a color with the target Permanent. Top

Recover X

This ability was on 7 cards in the Coldsnap expansion.  Recover only works if the card is in your graveyard.  If a Creature card is placed into your graveyard from play, you may pay X (the card's "Recover cost") to bring the card with recover back from your graveyard to your hand.  If you do not, then remove the card with Recover from the game. Top

Reinforce N - X

This ability was introduced in Morningtide. If a card has Reinforce, you may pay X (it's "Reinforce cost") and discard the card to put N +1/+1 counters on target Creature. Top

Replicate X

This ability was on 10 cards in the Guildpact expansion.  If a Spell has Replicate, then you can pay X mana (its "Replicate cost") as many times as you wish when you cast it.  For each time you pay this cost, copy the Spell.  You may choose new targets for each of the copies if targets are involved. Top

Retrace

This ability was introduced first in the Eventide expansion. A card with Retrace can be played from your graveyard by discarding a Land card from your hand in addition to any other costs the Spell may have. All else about playing the Spell remains the same - a Sorcery with Retrace can only be played during a time when you could normally play a Sorcery, for example. Top

Ripple X

This ability was on 6 cards in the Coldsnap expansion.  When you play a Spell with Ripple, you may reveal the top X cards of your library. You may play any revealed cards with the same name as this Spell without paying their mana costs. Put the rest on the bottom of your library. Top

Scry X

This ability was introduced in the Fifth Dawn expansion, and only used on 9 cards in that set and not again until Future Sight.  When you cast a Spell with Scry, you look at the top X cards of your library, then put any number of them on the bottom of your library and the rest on top in any order. Top

Splice onto Arcane X

This ability was introduced in the Champions of Kamigawa expansion, and was on 27 cards among the three Kamigawa block expansions.  If a card has Splice onto Arcane, as you play an Arcane Spell, you may reveal the card from your hand and pay its "Splice Cost" (whatever the "X" is).  If you do so, then you can add this card's effects to the Arcane Spell. Top

Split Second

This ability was introduced in Time Spiral.  As long as a Spell with Split Second is on the stack, players can't play Spells or activated Abilities that aren't mana abilities. Top

Storm

This ability first showed up in the Scourge expansion, and has made a recent return in Time Spiral.  If a card has Storm, then when you cast the Spell, you copy it once for each Spell that was played before it during this turn; you may choose new targets for the copies, if targets are called for. Top

Suspend N - X

This is a new ability introduced in the Time Spiral expansion.  If a Spell has Suspend, then rather than play this card from your hand, you may pay X (its "Suspend cost") and remove it from the game with N time counters on it. At the beginning of your upkeep, remove a time counter. When you remove the last, play it without paying its mana cost. If it is a Creature card, the Creature has Haste if you play it this way. Top

Sweep

This "ability"' appeared on four cards in the Saviors of Kamigawa expansion.  The four Spells all allow you to return any number of Lands of a certain type (Mountains in one, Swamps in another, and Plains in two more) that you control to their owner's hand to gain some effect based on the number of Lands returned. Top

Threshold

This ability was introduced in the Odyssey expansion.  Several cards have an extra effect only if you have Threshold, meaning you have 7 or more cards in your graveyard. Top

Transmute X

This ability was on 14 cards in the Ravnica: City of Guilds expansion, and not since.  If a card has Transmute, you may pay X mana (the "Transmute cost”") and discard the card to search your library for a card with the same converted mana cost as the card with Transmute, reveal it, then put it into your hand, then shuffle your library.  This ability can be played only as a Sorcery. Top

Tribal

Introduced in Lorwyn (actually, it appeared on one card in Future Sight first, but it wasn't really explained then), Tribal isn't so much an ability as it is a new card type. It's paired up with another card type, so there are Tribal Enchantments and Tribal Instants, for example. These two card types are then followed by a Creature type, so there may be a "Tribal Instant - Treefolk" or "Tribal Sorcery - Goblin". Such Tribal cards are that Creature type, even though they aren't Creatures. So a Spell or Ability that affects a specific Creature type will affect Tribal cards of the specific Creature type as well. Top

Typecycling X

In the Future Sight expansion, Landcycling was expanded to include other types of Permanents as well. If a Spell has (Permanent type)cycling you may pay X additional mana (its "Typecycling cost”") and discard the card from your hand to search your library for a Permanent card of the appropriate type, reveal it, and put it into your hand, then shuffle your library. Top

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