Magic: The Gathering - Most Common Keywords
June 12th, 2024
Magic: The Gathering has an immense glossary of keywords, mechanics, and abilities that can seem overwhelming to both new and veteran players. These terms are crucial to understanding the game, as they define the unique characteristics and effects of cards. In this blog post, we'll delve into Evergreen Keywords, the most common and important in Magic: The Gathering, in order to help you gain a deeper understanding of their meanings and how they can influence your gameplay. These keywords form the backbone of Magic: The Gathering, and are predominantly featured in every set release. All of them are static abilities, with the exception of Equip which is an activated ability. All of these keywords follow the offical Magic: The Gathering Comprehensive Rules.
Current Evergreen Keywords
Deathtouch - “Any amount of damage this deals to a creature is enough to destroy it.”
This Keyword is useful as a deterrent to getting attacked, as a 1/X creatures can assign lethal damage to any one creature it blocks. It can also go on the offensive, as opponents may be reluctant to block with higher powered creatures if they die due to deathtouch. A veteran move is playing cards and using abilities that can deal damage to creatures combined with deathtouch.
Defender - “This creature can't attack.”
Defender is usually tied to creatures that have 0 Power and a high Toughness. Sometimes also known as Walls, these creatures are predominantly used as big blockers, but there are ways to get around the non-attacking restriction as well with synergistic abilities printed on other cards.
First Strike - “This creature deals combat damage before creatures without first strike.”
Written out of alphabetical order here to provide context for Double Strike, First Strike modifies the rules for combat damage, essentially adding a Second combat damage step (where cards without first strike assign their damage as usual). Lethal combat damage in the First Strike combat step prevents blocking damage from a defending creature in the Second combat step as it is removed from the battlefield.
Double Strike - “This creature deals both first-strike and regular combat damage.”
Continuing from the First Strike description, a creature with Double Strike assigns damage equal to its Power in the First Strike Combat step and the 2nd Original Combat step. A 5/5 with Double Strike would deal 5 damage in the First Strike Step and 5 damage in the Second step.
Enchant - “Defines what an Aura spell can target and what an Aura permanent can be attached to.”
Aura Enchantments can be beneficial or detrimental depending on their text, and strategies can be built around either context. When a creature with an Aura attached to it leaves the battlefield, or a player with an Aura attached to them is removed from the game (either by destruction or exile), the Aura will detach and go to the graveyard unless cards state otherwise.
Equip - “A keyword ability that lets a player attach an Equipment to a creature they control.”
Equipments function similar to Aura Enchantments, except they can be moved to other creatures by paying their Equip cost again. When a creature that is equipped is removed from the game, the equipment remains on the battlefield and is no longer equipped. Equip can only be used at Sorcery Speed unless cards state otherwise.
Flash - “You may cast this spell any time you could cast an instant.”
This Ability can turn Sorceries and Permanent Spells into Instants. This allows you to keep your mana untapped and delay decisions, giving you felexibility waiting until your opponents play their spells. One way Flash can be effective is by waiting to play permanents until right before your next turn, keeping them safe from Boardwipes and letting them be used without summoning sickness when your turn begins.
Flying - “This creature can't be blocked except by creatures with flying or reach.”
The original first Magic: The Gathering keyword, this evasion ability lets your creatures "Fly" over opposing creatures without Flying or Reach and deal damage directly to Players Life Totals, Planeswalkers, and Battles. Flyers are best used to skirmish and overwhelm opponents, and often used in conjunction with Lifelink.
Haste - “This creature can attack and Tap as soon as it comes under your control.”
Haste removes the summoning sickness restriction of creatures, allowing them to make an immediate impact when they enter the battelfield. This lets them attack and/or use powerful tap abilities creatures might have that would otherwise be immediate targets for Removal. Haste can be amazing with creatures your opponents do not expect, letting you catch them unawares when they might be thinking they have an extra turn or two to put their plans in motion.
Hexproof - “This permanent/player can't be the target of spells or abilities your opponents control.”
A protective ability that eliminates opponents ability to target you or permanents you control but allows you and your teammates the ability to target yourself and your creatures. Does not protect from Board State affects that don't require targeting, such as "Destroy All Creatures." Commonly seen on Swiftfoot Boots, note a difference between this and Lightning Greaves Shroud, which prevents you from being able to target the permanent it is attached to.
Indestructible - “Effects that say "destroy" don’t destroy this permanent.”
This ability protects your permanents from "Destroy" effects, as well as from Damage. No amount of damage can kill an Indestructible creature, and it is a working defence to Deathtouch, since the deathtouching damage is now non-lethal. Forcing Indestructible permanents to be Sacrificed and Exiling them is the best way to get past this Keyword.
Lifelink - “Damage dealt by this creature also causes you to gain that much life.”
A great strategy for staying alive in a match, there are also different ways that can allow you pay life to gain advantages with extra mana, dealing damage, and drawing cards. Lifelink also works when dealing direct non-combat damage to players and permanents so damage to Planeswalkers and Battles will count as well. You can have infinite life and 21 Commander Damage from Combat will still kill you.
Menace - “This creature can't be blocked except by two or more creatures.”
This evasion keyword pairs well with creatures and cards that give you buffs or bonuses when dealing combat damage. Removal spells can be handy when you need to ensure there aren't enough creatures to block yours. In a late game scenario, Menace can help get a lot of damage through even if your opponent has the same amount of defending creatures.
Protection - “This permanent/player can't be blocked, targeted, dealt damage, or enchanted by...”
Protection is usually relating to one or more colors, but it can be attributed to a wide range of characteristics. Examples are Sorceries, Instants, Cretures, and yes, even Protection from Everything exists. It is important to note that Protection can make Aura's and Equipments on permanents you control to detach if they fulfill the requirements of the Protection ability. Another interesting interaction is Protection from Everything doesn't grant you immunity from proliferating counters, so poison is an effective way to get around that.
Reach - “This creature can block creatures with flying.”
The only anti-keyword to make the list, Reach functions as a counter to flying creatures and preventing Wizards of The Coast from overprinting Flying to counter other Flyers.
Trample - “This creature can deal excess combat damage to the player, planeswalker, or battle it's attacking.”
Excellent when paired with high Power creatures and Double Strike. Another Powerful synergy exists between Trample and Deathtouch, allowing 1 Lethal Damage to be assigned to blocking creatures as a result of the Deathtouch and getting the rest of the damage through to the Player/Planeswalker/Battle.
Vigilance - “Attacking doesn't cause this creature to Tap.”
Perfect for attacking for value while still being able to keep your creature untapped as a blocker, to be able to tap it for mana in your Post-Combat 2nd Main Phase, or to use its own tap abilities for other effects.
Ward - Whenever this permanent/player becomes the target of a spell or ability an opponent controls, counter it unless that player pays the Ward Cost written on the card giving Ward.”
Ward, the youngest keyword and newest to become considered Evergreen provides protection from targeting, usually for the cost of 1-2 colorless mana. Occasionally it will cost even more colorless mana, and there are also other possible costs such as Discarding a card, being forced to Pay Life, and being forced to Sacrifice a permanent.
Join NerdLeagues!
Reveal the Stats of Your Playgroup with NerdLeagues! Sign up to create a League and start tracking your games, stats, ELO, decks, and more. Sign Up Now