Foilwick reference guide
Mechanics & Rules Guide
Clear definitions, real cards, and visual examples for understanding how the game works.
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Battlefield
The shared game area where permanents remain after they resolve.
Zones
Library
The face-down pile a player draws cards from.
Zones
Hand
The private zone containing the cards a player can normally play or cast.
Zones
Graveyard
A public discard pile where used, destroyed, and discarded cards usually go.
Zones
Exile
A zone used to set objects apart from the rest of the game.
Zones
The Stack
The zone where spells and most abilities wait to resolve, newest first.
Timing & Casting
Mana
The resource players spend to cast spells and pay costs.
Game Basics
Permanent
A card or token on the battlefield that remains there until something moves it.
Game Basics
Spell
A card or copy on the stack after it has been cast and before it resolves.
Timing & Casting
Ability
Text or a characteristic that lets an object affect the game.
Timing & Casting
Attack
To declare an untapped creature as an attacker during your combat phase.
Combat
Block
To assign an untapped creature to stop an attacking creature during combat.
Combat
Flying
A creature with flying can normally be blocked only by flying or reach creatures.
Combat
Trample
Excess combat damage from a blocked attacker can be assigned to what it is attacking.
Combat
Priority
The permission a player needs to cast most spells, activate abilities, or take certain actions.
Timing & Casting
Player
A person taking part in the game who makes choices and can win or lose.
Game Basics
Life Total
A number that tracks how much damage a player can usually take before losing.
Game Basics
Turn
The ordered sequence of phases and steps in which one player is active.
Game Basics
Phase
A major section of a turn, such as a main phase or combat phase.
Game Basics
Step
A smaller ordered part of a phase, such as the draw step or declare blockers step.
Game Basics
Card
A physical Magic card or a card represented in a digital game.
Cards and Card Types
Land
A permanent card type normally played to produce mana rather than cast as a spell.
Cards and Card Types
Creature
A permanent card type that can attack, block, and deal combat damage.
Cards and Card Types
Artifact
A permanent card type often representing magical objects, tools, or machines.
Cards and Card Types
Enchantment
A permanent card type that creates a lasting magical effect.
Cards and Card Types
Instant
A spell card type that can normally be cast whenever its controller has priority.
Cards and Card Types
Sorcery
A spell card type normally cast only during your main phase while the stack is empty.
Cards and Card Types
Planeswalker
A permanent card type with loyalty abilities that can be attacked.
Cards and Card Types
Battle
A permanent card type that enters with defense counters and can be attacked.
Cards and Card Types
Token
A game object created by an effect that behaves like a permanent but is not a card.
Cards and Card Types
Draw
Move the top card of your library into your hand.
Keyword Actions
Mulligan
Shuffle an opening hand away, draw a new seven-card hand, then put cards on the bottom.
Game Basics
Cast
Move a card to the stack, make its required choices, and pay its costs as a spell.
Timing & Casting
Mana Value
The total amount of mana in a card's mana cost, regardless of color.
Timing & Casting
Target
A chosen object, player, or zone identified by a spell or ability that uses the word target.
Timing & Casting
Resolve
Carry out the instructions of the top spell or ability on the stack.
Timing & Casting
Counter a Spell
Move a spell off the stack without applying any of its effects.
Timing & Casting
Triggered Ability
An ability that begins with when, whenever, or at and triggers automatically.
Abilities and Effects
Activated Ability
An ability written as cost, colon, effect that a player deliberately activates.
Abilities and Effects
State-Based Actions
Automatic game checks performed before a player would receive priority.
Abilities and Effects
Tap
Turn a permanent sideways to show that it has been used.
Keyword Actions
Untap
Return a tapped permanent to its upright, ready position.
Keyword Actions
Discard
Move a card from a player's hand to that player's graveyard.
Keyword Actions
Mill
Put a specified number of cards from the top of a library into its owner's graveyard.
Keyword Actions
Sacrifice
A permanent's controller moves it from the battlefield to its owner's graveyard.
Keyword Actions
Deathtouch
Any amount of damage from a source with deathtouch is lethal to a creature.
Keyword Abilities
First Strike
This creature deals combat damage before creatures without first strike.
Keyword Abilities
Double Strike
This creature deals combat damage in both the first-strike and normal damage steps.
Keyword Abilities
Haste
This creature can attack and use tap abilities without waiting for your next turn.
Keyword Abilities
Vigilance
Attacking does not cause this creature to tap.
Keyword Abilities
Reach
This creature can block creatures with flying.
Keyword Abilities
Lifelink
Damage dealt by this source also causes its controller to gain that much life.
Keyword Abilities
Hexproof
Opponents cannot target this permanent or player with their spells or abilities.
Keyword Abilities
Ward
An opponent's spell or ability targeting this permanent is countered unless they pay the ward cost.
Keyword Abilities
Flash
You may cast this card any time you could cast an instant.
Keyword Abilities
Defender
A creature with defender cannot attack.
Keyword Abilities
Indestructible
This permanent cannot be destroyed by effects or lethal damage.
Keyword Abilities
Menace
This attacking creature cannot be blocked except by two or more creatures.
Keyword Abilities
Prowess
Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
Keyword Abilities
Scry
Look at cards from the top of your library, then keep them there or put them on the bottom.
Keyword Abilities
Foilwick Mechanics & Rules Guide is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. The Comprehensive Rules remain the final authority.
