has an activated ability that allows you to pay one blue mana and return the Spirit to your hand. This ability is obviously useful as it helps the Spirit dodge removal spells or block and not take any damage. It is important to note that returning the spirit to your hand it part of the […]
Category: Abilities
What will and what will not trigger Burning Vengeance’s ability.
has an ability that triggers whenever you cast a spell from your graveyard. Not everything that comes from your graveyard and ends up in play is due to casting that spell from your graveyard. It is important to know what actually triggers this ability. Let’s start with the basics: casting a spell via its flashback […]
Rot Wolf and Abattoir Ghoul do not have delayed triggered abilities.
Both and have triggered abilities that trigger when a creature that has been dealt damage by them goes to the graveyard. These abilities are ‘normal’ triggered abilities that will trigger when the trigger condition occurs, but only if these creatures are in play when it happens. These abilities are not delayed triggered abilities that wait […]
Angelic Destiny’s ability only triggers when the enchanted creature dies.
The aura has a triggered ability that causes Angelic Destiny to be returned to your hand when the enchanted creature dies. A creature ‘dies’ when it goes from the battlefield to a graveyard. If a creature is returned to a player’s hand from the battlefield, it has not died. This is true when a creature […]
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 that is not completely detailed, but does cover most situations. While it is important to […]
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 […]