“Forest” is one of the five basic land types. Any land with the land type Forest has the ability “{T}: Add {G} to your mana pool.” See rule 212.6d.
See Landcycling.
See Landwalk.
Free-for-All is a multiplayer variant in which a group of players complete as individuals against each other. See rule 605, “Free-for-All Variant.”
Several steps contain actions that don’t use the stack. These actions are game actions. The game actions are phasing in and out at the start of the untap step (see rule 302.1), untapping at the start of the untap step (see rule 302.2), drawing a card at the start of the draw step (see rule 304.1), declaring attackers at the start of the declare attackers step (see rule 308.1), declaring blockers at the start of the declare blockers step (see rule 309.1), the active player discarding down to his or her maximum hand size at the start of the cleanup step (see rule 314), and removing damage from permanents and ending “until end of turn” effects at the start of the cleanup step (see rule 314). Mana burn at the end of a phase is also a game action (see rule 300.3).
The player seated in the middle of a team in the Emperor multiplayer variant is called the team’s emperor. The other players are called generals. See rule 607, “Emperor Variant.”
A generic mana cost is represented by a number in a gray circle. Any color of mana, as well as colorless mana, may be used to pay a generic mana cost. See rule 104.3b.
Global Enchantment (Obsolete)
Some older cards used the term “global enchantment.” These cards now say “non-Aura enchantment.” See also Aura and Enchantment.
Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent comes into play with N +1/+1 counters on it” and “Whenever another creature comes into play, you may move a +1/+1 counter from this permanent onto that creature.” If a creature has multiple instances of graft, each one works separately.
The Grand Melee variant is a modification of the Free-for-All variant. Grand Melee is normally used only in games begun with ten or more players. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn. See rule 608, “Grand Melee Variant.”
The Grand Melee variant uses the following default options: (a) Each player has a range of influence of 1 (see rule 601), and (b) the attack left option is used (see rule 604). The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.
Each player’s discard pile is his or her graveyard. Countered spells, destroyed or sacrificed permanents, and discarded cards are put into their owner’s graveyard. See rule 217, “Zones.”
The hand is the zone where a player holds cards that haven’t been played yet. See rule 217, “Zones.”
Normally a creature can’t attack or use activated abilities with costs that include the tap symbol unless it’s been controlled by the player continuously since the beginning of that controller’s most recent turn. Haste is a static ability that allows a creature to ignore this rule. See rule 502.5, “Haste.”
Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from play, remove it from the game haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature.” A card with haunt typically has another ability that triggers “when the creature this card haunts is put into a graveyard.” See rule 502.51, “Haunt.”
Some information within a Magic game isn’t known by all players. For example, face-down cards in any zone and the contents of players’ libraries and hands are hidden information. If an effect “reveals” a card that’s normally hidden, the card is public information as long as it remains revealed. See also Public Information.
Horsemanship is an evasion ability. A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. See rule 502.17, “Horsemanship.”
Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. (A previous version of these rules referred to hybrid mana symbols as half-half mana symbols.)
See “Intervening ‘If’ Clause.”
If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. See rule 422, “Handling Illegal Actions.”
If a spell or ability specifies targets, it checks whether the targets are legal when it resolves. A target that’s removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. See rule 413.2a.
The illustration is printed on the upper half of a card and has no game significance. See rule 204, “Illustration.”
The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. See rule 209, “Illustration Credit.”