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Category Archives: Static Abilities
A Miracle card must be cast in the same step you draw the card (even if it’s a sorcery).
When you draw your first card for the turn (usually in your draw step), you can reveal it as you draw it if it has the Miracle ability. When you do that, the ability triggers and goes on the stack … Continue reading
Posted in Resolving spells and abilities, Static Abilities, Triggered Abilities, Turn Structure
Tagged Reforge the Soul, Thunderous Wrath
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Deathtouch only works if a creature actually deals damage.
When a Grave Titan attacks and is blocked by Mirran Crusader, the Crusader will not die. As we discussed a few weeks ago, protection does several things, such as preventing all damage from any source it has protection from. That … Continue reading
Posted in Abilities, Combat Phase, Static Abilities
Tagged Ambush Viper, Elite Inquisitor, Grave Titan, Mirran Crusader
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What Grafdigger’s Cage does and doesn’t stop.
Grafdigger’s Cage prevents players from casting spells from the graveyard or library, as well as creatures from entering the battlefield from a graveyard or library. This is a static ability that changes the rules of the game for as long … Continue reading
What “Protection from [something]” really means.
Today we’re going over an old favorite: Protection! It’s a fairly common mechanic in Standard lately, between all the Swords kicking around and the Crusaders and what-have-you. So what does protection ‘stop’? A lot of people wonder why it is … Continue reading
Posted in Abilities, Static Abilities
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When creatures “fight,” some abilities matter, and others don’t.
When a creature “fights” another creature, that means each of those creatures deals damage equal to its power to the other creature. It’s important to know that fighting isn’t considered combat damage and won’t trigger any abilities that look for … Continue reading
You don’t control the equipment or auras attached to a creature you steal with Traitorous Blood.
When you gain control of a creature, you aren’t gaining control of anything that’s attached to it. This can be important to know when the equipment or aura has an ability, as opposed to when it give the creature an … Continue reading
Posted in Control / Controller, Static Abilities, Triggered Abilities
Tagged Sword of Feast and Famine, Traitorous Blood
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A blocked creature stays blocked for the rest of combat, no matter what happens to the blocker.
The first thing that happens in the declare blockers step is that the defending player chooses which creatures will block and how they’re blocking. Once that happens, the blocks are locked in. Attackers that had a blocker declared become “blocked” … Continue reading
Posted in Combat Phase, Keywords, Static Abilities, Turn Structure
Tagged Kruin Outlaw, Moonmist
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Abilities only do exactly what they say they do.
Most relevant information about how a card works is on the card itself. The biggest exceptions are in regards to keyword abilities that have additional information on how they work in the comprehensive rules. Most keyword abilities have reminder text … Continue reading
Posted in Static Abilities
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Instigator Gang / Wildblood Pack’s static abilities end when it leaves play.
Both sides of Instigator Gang / Wildblood Pack have static abilities that give either a +1/+0 or +3/+0 bonus to attacking creatures controlled by the controller of this permanent. This bonus is applied as soon as a creature controlled by … Continue reading
Posted in Static Abilities
Tagged Crossway Vampire, Instigator Gang, Rebuke, Wildblood Pack
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