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 that is not completely detailed, but does cover most situations. While it is important to […]
Category: Abilities
Instigator Gang / Wildblood Pack’s static abilities end when it leaves play.
Both sides of / 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 this player becomes an attacking creature and lasts until the combat phase ends or the Instigator Gang / Wolfblood […]
Hamlet Captain’s ability uses the stack and can be responded to.
The ability of that gives other humans +1/+1 is a triggered ability that uses the stack and can be responded to. This ability triggers when the Hamlet Captain attacks or blocks, regardless of whether or not you control other human creatures. When it resolves it will give other humans controlled by the Hamlet Captain’s controller […]
When Solemn Simulacrum comes and goes at virtually the same time.
First seen in Mirrodin, is an invitational card based on a designed submitted by Jens Thorén. It was recently reprinted in the Magic 2012 Core Set. It has two different triggered abilities: one that triggers when it enters the battlefield, and one that triggers when it dies. In most cases, it will enter the battlefield […]
Balefire Dragon’s ability counts damage that is actually dealt.
has an ability that triggers when it deals combat damage to a player. When the ability resolves, the Balefire Dragon itself will deal damage equal to the amount of damage it dealt to the defending player to each creature that player controls. In most cases, this is pretty simple; but as always, this can change […]
Wooden’s Stakes triggered ability resolves before combat damage is dealt.
Abilities that trigger when a creature blocks or becomes blocked will do so in the declaration of blockers step. These abilities will go on the stack and resolve in that step and before the combat damage step. With something like this means that if a Vampire is blocked or blocked by a creature equipped with […]
Inquisitor’s Flail does not have a triggered ability, it has static abilities that create replacement effects
has two abilities that cause the creature equipped by it to both deal and receive twice as much combat damage as it normally would. These two abilities are not triggers and do not use the stack. These abilities are static ones that create a replacement effect when the equipped creature would both receive and deal […]
Back from the Brink has an activated ability, it doesn’t allow you to cast creature spells.
is an enchantment from Innistrad that allows you to reuse creature cards that are in your graveyard. Whenever you could normally cast a sorcery, you can exile a creature card in your graveyard and pay the mana cost of that card to put a token copy of the exiled card onto the battlefield under your […]
Sturmgeist’s ability does not immediately boost the combat damage it deals.
has three abilities: flying; a characteristic-defining ability that sets its base power and toughness; and a triggered ability that makes you draw a card when it deals combat damage to a player. In the combat damage step, it is important to note that abilities that trigger from combat damage being dealt will go on the […]