Creatures only exist on the battlefield; in every other zone they are creature cards.

Many spells and abilities affect creatures in some way or another. When text on a card refers to creatures, it means creatures on the battlefield. This is because creatures only exist when on the battlefield. When a creature card is in any other zone, it is just that: a creature card. For example, let’s say […]

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What targets and what does not.

While technically not a keyword ability or a keyword mechanic, ‘target’ is definitely a key word in Magic, and one that can confuse players. It is important to know which spells and abilities target because of the interactions with actual keyword mechanics like protection, shroud and hexproof, and for other rules issues like determining if […]

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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 […]

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How Reach works

Reach is a somewhat unusual keyword abilities for a few reasons. Like a few other keyword abilities, it has been around since the start of Magic–it just didn’t become a keyword ability until much later. Another unusual fact about reach is that it is specifically mentioned in the rules governing another keyword ability: flying. Reach, […]

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Creatures are no longer attacking or blocking once combat ends.

Attacking or blocking is a status that is given to creatures in combat when they attack or block. A creature will become either attacking or blocking when legal blocks or attacks are made. This status will remain until the combat phase ends. For example, a creature that was attacking earlier in a turn is not […]

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