Learn about Magic: The Gathering Arena keyword abilities like Double Strike, Evolve, Exalted, Flying, Haste, and Hexproof.
Domain: Abilities related to Domain count the number of basic land types you control, topping out at 5.
Double Strike: Creatures with Double Strike deal both first strike and normal combat damage. If a creature with Double Strike fights another creature with Double Strike or First Strike, damage is dealt concurrently.
Enchantment: A type of permanent that stays on the field or is attached to a creature as an Aura. Enchantments remain in play until destroyed. Auras are destroyed when the creature they attach to is destroyed.
Evolve: Creatures with Evolve get a +1/+1 counter each time an ally creature with higher power or toughness enters the field. For instance, a 0/1 Cloudfin Raptor with Evolve would get a +1/+1 counter if a 2/1 Wandering Wolf enters the field, making the Cloudfin Raptor a 1/2. If a 1/1 Young Wolf enters, nothing happens as its power is equal to Cloudfin's.
Exalted: When a creature attacks alone, it gains +1/+1 for every controlled card with Exalted until turn's end. This boost applies to any ally attacker.
Exile: Cards placed in the exile zone are generally removed from the game permanently. Some exiled cards can be brought back through other effects.
Field Nuke: Slang for a card that destroys all or most cards in play. "Nuking the field" means damaging all creatures, often killing most.
First Strike: Cards with First Strike deal damage first when attacking or blocking, instead of concurrently. If two creatures with First Strike attack, concurrent damage is dealt.
Flash: Found on non-instant cards, Flash lets them be played at any time one could play an instant. Some creatures have this ability inherently, while sorceries can gain it through Quicken.
Flashback: Cards with Flashback can be played from the graveyard for a CMC slightly higher than their normal one. This exiles the card.
Flickering: The term for a card that exiles a card and immediately brings it back. This evades targeted spells, removes damage, auras, and equipment. If the card had an effect that triggers when it enters the field, that effect triggers. Flickered targets reappear untapped.
Flying: Creatures with Flying ("flyers") can't be blocked except by creatures with Flying or Reach.
Graveyard: The pile where destroyed creatures, discarded cards, and used instants/sorceries/artifacts end up. Some effects can only be paid while cards are in the graveyard. Some cards exile cards that would end up in the graveyard instead.
Haste: Creatures with Haste can attack as soon as they enter the field, rather than being affected by summoning sickness.
Hellbent: Creatures with Hellbent get an extra effect if their owner has no cards in hand. None of the applicable cards are available to this game's player.
Heroic: Heroic triggers when the applicable creature is targeted by its owner's spell, in addition to whatever that spell does. Heroic can be triggered any number of times per turn but doesn't activate when attaching equipment.
Hexproof: Creatures with Hexproof can't be targeted by the opponent's spells and abilities. They can be sacrificed if they are the only applicable target. The owner of the Hexproof creature can still target it.
Indestructible: Cards with Indestructible aren't destroyed via combat damage or "destroy target creature" effects. They can be returned to hand/deck, placed into the graveyard, or sacrificed.
Instant: A card type. Instant spells can be cast any time, allowing you to respond to an enemy's actions.
Intimidate: (No description provided in source.)
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