Abilities Flashcards

1
Q

Deathtouch

A

Any amount of damage a creature with deathtouch deals to another creature is enough to destroy it.

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2
Q

Defender

A

A creature with defender cannot attack.

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3
Q

Double Strike

A

A creature with double strike attacks during both the first-strike and regular combat phase.

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4
Q

Enchant [object]

A

A card with enchant can only be attached to an [object]. Destroyed if the [object] is destroyed.

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5
Q

Equip [cost]

A

(Cost): Attach to target creature you control. Equip only as a sorcery. Is not destroyed if the creature is destroyed.

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6
Q

First Strike

A

A creature with first strike deals combat damage before creatures without first strike.

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7
Q

Flash

A

A player may cast a spell with flash any time one could cast an instant.

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8
Q

Flying

A

A creature with flying can’t be blocked except by creatures with flying and/or reach.

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9
Q

Haste

A

A creature with haste does not get summoning sickness and can attack as soon as it comes into play.

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10
Q

Hexproof

A

A permanent or player with hexproof can’t be the target of spells or abilities from opponents.

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11
Q

Indestructible

A

A permanent with indestructible can’t be destroyed by rules or effects. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage.

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12
Q

Intimidate

A

A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it.

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13
Q

Landwalk

A

A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified subtype (as in “islandwalk”), with the specified supertype (as in “legendary landwalk”), without the specified supertype (as in “nonbasic landwalk”), or with both the specified supertype and the specified subtype (as in “snow swampwalk”).

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14
Q

Lifelink

A

Damage dealt by a creature with lifelink also causes its controller to gain that much life.

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15
Q

Protection from [quality]

A

A permanent with protection from [quality] can’t be blocked, targeted, dealt damage, or enchanted by anything [quality].

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16
Q

Reach

A

A creature with reach can block creatures with flying.

17
Q

Shroud

A

A permanent or player with shroud can’t be the target of spells or abilities.

18
Q

Trample

A

An attacker with trample can deal excess damage to the defending player or planeswalker even if it is blocked.

19
Q

Vigilance

A

A creature with vigilance can attack without tapping

20
Q

Banding

A

Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding a player controls are blocking or being blocked by a creature, that player divides that creature’s combat damage, not its controller, among any of the creatures it’s being blocked by or is blocking.

21
Q

Rampage

A

Whenever a creature with rampage becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.

22
Q

Cumulative Upkeep [cost]

A

At the beginning of a player’s upkeep, if that player controls a permanent with cumulative upkeep, that player must put an age counter on the permanent. Then that player may pay [cost] for each age counter on it. If the player does not, the player must sacrifice it.

23
Q

Flanking

A

Whenever a creature without flanking blocks a creature with flanking, the blocking creature gets -1/-1 until end of turn.

24
Q

Phasing

A

A permanent with phasing phases in or out before its untap during each of its controller’s untap steps. While it’s phased out, it’s treated as though it doesn’t exist. Any Auras, Equipment, and/or Fortifications attached to that permanent phase out with it.

25
Q

Buyback [cost]

A

The player may pay an additional [cost] as the player casts a spell with buyback. If the buyback cost was paid, the spell is put into its owner’s hand instead of into that player’s graveyard as it resolves.

26
Q

Shadow

A

A creature with shadow can block or be blocked by only creatures with shadow.

27
Q

Cycling [cost]

A

When a player has a card with cycling, the player can pay [cost] and discard the card to draw a new card, potentially with other steps, such as revealing the card.

28
Q

Echo [cost]

A

If a player has a card with echo, at the beginning of that player’s upkeep, if the card came under the player’s control since the beginning of the player’s last upkeep, the player must either sacrifice the card or pay its echo cost.

29
Q

Horsemanship

A

A creature with horsemanship can’t be blocked except by creatures with horsemanship.

30
Q

Fading [N]

A

A creature with fading enters the battlefield with [N] fade counters on it. At the beginning of its controller’s upkeep, the controller must remove a fade counter from it. If the controller can’t do so (e.g., there are no more counters on it), the controller must sacrifice it.

31
Q

Kicker [cost]

A

When a player uses a spell with kicker, that player may pay an additional (cost) to use an additional effect.

32
Q

Flashback [cost]

A

When a player uses an instant or sorcery with flashback, that player may pay its flashback cost to cast the card from their graveyard. After using flashback, the player must exile the card.

33
Q

Madness

A

When a player discards a card with madness, it is exiled. When it is exiled, the player may cast it for its madness cost or put it into their graveyard.