One card (Mindslaver) allows a player to control another player"s turn. The controller of another player"s turn makes all choices and decisions that player is allowed to make, or is told to make, during that turn by rules or by any objects. A player doesn"t lose life due to mana burn while another player controls his or her turn. See rule 507, "Controlling Another Player"s Turn."
Converted Mana Cost
The converted mana cost of an object is the total amount of mana in its mana cost, regardless of color. If an object has no mana cost, its converted mana cost is 0. See rule 203, "Mana Cost and Color."
Example: An Air Elemental has a mana cost of {3}{U}{U} and a converted mana cost of 5.
Convoke
Convoke is a static ability that functions while the spell is on the stack. "Convoke" means "As an additional cost to play this spell, you may tap any number of untapped creatures you control. Each creature tapped this way reduces the cost to play this spell by {1} or by one mana of any of that creature"s colors." Using the convoke ability follows the rules for paying additional costs in rules 409.1b and 409.1f-h. It can"t reduce the cost to play a spell to less than 0. See rule 502.46, "Convoke."
Copiable Values
An object"s "copiable values" are the values that are printed on the object, as modified by other copy effects, plus any values set for face-down spells or permanents and any values set by "comes into play as" abilities. Other effects (including type-changing effects) and counters are not copied. See rules 503.2 and 503.3.
Copy
A "copy" of an object is an object whose copiable values have been set to those of the first object. See rule 503, "Copying Objects."
Cost
Playing spells and activated abilities requires paying a cost. Most costs are paid in mana, but costs may also include paying life, tapping or sacrificing permanents, discarding cards, and so on.
A player can"t pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can"t pay a cost of 2 life, and a permanent that"s already tapped can"t be tapped to pay a cost. See rule 203, "Mana Cost and Color," and rule 403, "Activated Abilities."
Counter
Counter has two meanings in the Magic game.
1. To counter a spell or ability is to cancel it, removing it from the stack. It doesn"t resolve and none of its effects occur. A countered spell is put into its owner"s graveyard. See rule 414, "Countering Spells and Abilities."
2. A counter is a marker placed on an object, either modifying its characteristics or interacting with an effect. A +X/+Y counter on a permanent, where X and Y are numbers, adds X to that permanent"s power and Y to that permanent"s toughness. These bonuses are added after permanent-type changing effects and after most other power and toughness changing effects. Similarly, -X/-Y counters subtract from power and toughness. See rule 418.5a. Counters with the same name or description are interchangeable. Counters may also be given to players. For information about poison counters, see rule 102.3d.
If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. This is a state-based effect; see rule 420.5n.
Counts As (Obsolete)
Some older cards were printed with text stating that the card "counts as" something. As far as the game rules and other cards are concerned, the card is that thing. (Newer Magic cards use "is" instead.)
Creature
Creature is a type. The active player may play creatures during his or her main phase when the stack is empty. When a creature spell resolves, its controller puts it into play under his or her control. See rule 212.3, "Creatures."
Creature Type
Creature subtypes are always a single word and are listed after a long dash: "Creature Human Soldier," "Artifact Creature Golem," and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes.
The list of creature types, updated through the Time Spiral set, is as follows: Abomination, Aboroth, Advisor, Aladdin, Albatross, Alchemist, Ali-Baba, Ali-from-Cairo, Alligator, Ambush-Party, Angel, Ant, Antelope, Ape, Archaeologist, Archer, Archon, Artificer, Asp, a.s.sa.s.sin, a.s.sembly-Worker, Atog, Aurochs, Avatar, Avenger, Avizoa, Badger, Ball-Lightning, Bandit, Banshee, Barbarian, Barishi, Basilisk, Bat, Bear, Beast, Bee, Beeble, Being, Berserker, Bird, Blinkmoth, Boar, Bodyguard, Bringer, Brother, Brownie, Brushwagg, Bull, Bureaucrat, Camarid, Camel, Caravan, Caribou, Carnivore, Carriage, Carrier, Cat, Cave-People, Centaur, Cephalid, Cheetah, Chicken, Child, Chimera, Citizen, Clamfolk, Cleric, Cobra, c.o.c.katrice, Constable, Construct, Cow, Crab, Crocodile, Crusader, Cyclops, Dauthi, Demon, Deserter, Designer, Devil, Devouring-Deep, Dinosaur, Djinn, Dog, Donkey, Doppelganger, Dragon, Dragonfly, Drake, Dreadnought, Drill-Sergeant, Drone, Druid, Dryad, Dwarf, Eater, Eel, Effigy, Efreet, Egg, Elder, Elemental, Elephant, Elf, El-Hajjj, Enchantress, Ent.i.ty, Erne, Essence, Exorcist, Expansion-Symbol, Eye, Faerie, Fallen, Farmer, Ferret, Fiend, Fish, Flagbearer, Fox, Frog, Frostbeast, Fungus, Fungusaur, Gaea"s-Avenger, Gamer, Gargoyle, Gatekeeper, General, Ghost, Ghoul, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Guardian, Gus, Gypsy, Hag, Harlequin, Heretic, Hero, Hipparion, Hippo, Homarid, Hornet, Horror, Horse, Horseman, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Infernal-Denizen, Inquisitor, Insect, Island-Fish, Jackal, Jellyfish, Juggernaut, Kavu, Keeper, Kelp, King, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lady-of-Proper-Etiquette, Lammasu, Leech, Legionnaire, Lemure, Leper, Leviathan, Lhurgoyf, Licid, Lizard, Lord, Lurker, Lycanthrope, Mage, Maiden, Mammoth, Manticore, Marid, Martyr, Master, Medusa, Mercenary, Merchant, Merfolk, Mime, Minion, Minor, Minotaur, Miracle-Worker, Mist, Mob, Mold-Demon, Monger, Mongoose, Monk, Monster, Moonfolk, Mummy, Murk-Dwellers, Mutant, Myr, Mystic, Nameless-Race, Narwhal, Nephilim, Niall-Silvain, Nightmare, Nightstalker, Ninja, n.o.ble, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Paladin, Paratrooper, Peacekeeper, Pegasus, Penguin, Pentavite, People-of-the-Woods, Pest, Phantasm, Phelddagrif, Phoenix, Pig, Pikemen, Pincher, Pirate, Pixie-Queen, Plant, Poison-Snake, Poltergeist, Pony, Preacher, Priest, Prism, Pyknite, Rabbit, Raider, Ranger, Rat, Rebel, Reflection, Rhino, Robber, Roc, Rock-Sled, Rogue, Sage, Salamander, Samurai, Sand, Saproling, Satyr, Scavenger, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Shark, Sheep, Ship, Shyft, Singing-Tree, Sister, Skeleton, Slith, Sliver, Slug, Smith, Snake, Soldier, Soltari, Sorceress, Sp.a.w.n, Speaker, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Spuzzem, Spy, Squirrel, Stangg-Twin, Starfish, Strider, Survivor, Swarm, Tactician, Tarpan, Teddy, Tetravite, Thief, The-Biggest-Baddest-Nastiest-Scariest-Creature-You"ll-Ever-See, Thopter, Thrull, Thundermare, Tiger, t.i.tan, Toad, Tortoise, Townsfolk, Tracker, Treefolk, Triskelavite, Troll, Turtle, Twin, Undead, Unicorn, Vampire, Vedalken, Viashino, Villain, Viper, Volver, Vulture, Waiter, Walking-Dead, Wall, War-Rider, Warrior, Wasp, Weird, Whale, Whippoorwill, Wight, Wiitigo, Wirefly, Witch, Wizard, Wolf, Wolverine, Wolverine-Pack, Wolves-of-the-Hunt, Wombat, Worm, Wraith, Wretched, Wurm, Yeti, Zombie, Zubera
c.u.mulative Upkeep
c.u.mulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "c.u.mulative upkeep [cost]" means "At the beginning of your upkeep, put an age counter on this permanent, then sacrifice this permanent unless you pay [cost] for each age counter on it." If [cost] has choices a.s.sociated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them are paid. Partial payments aren"t allowed. Note that if a permanent has more than one instance of c.u.mulative upkeep, each creates a separate triggered ability at the beginning of upkeep that counts all the age counters on the permanent from all abilities. See rule 502.13, "c.u.mulative Upkeep."
Cycling
Cycling is an activated ability that functions only while the card with cycling is in a player"s hand. "Cycling [cost]" means "[Cost], Discard this card: Draw a card." See rule 502.18, "Cycling."
Damage
Damage can be dealt to creatures and/or players.
Damage dealt to a player is subtracted from his or her life total.
Damage dealt to a creature stays on the permanent until end of turn, even if it stops being a creature. A creature with damage greater than or equal to its toughness has been dealt lethal damage and is destroyed. (See rule 420, "State-Based Effects.") Damage doesn"t alter a creature"s toughness. A noncreature permanent isn"t affected by damage (but if it becomes a creature again before the damage is removed, the creature may be destroyed). During the cleanup step, all damage is removed from permanents.
Costs and effects that read "lose life" or "pay life" don"t deal damage, and that loss of life can"t be prevented or otherwise altered by effects that prevent or replace damage.
Deck
A player"s deck is the collection of cards that player starts the game with. When the game begins, each player"s deck becomes his or her library. See section 100, "General," and section 101, "Starting the Game."
Declare Attackers
To declare attackers, the active player chooses a set of creatures that will attack and pays any costs they require to attack. Only creatures can attack, and the following creatures can"t attack: tapped creatures (even those that can attack without tapping) and creatures the active player didn"t control continuously since the beginning of the turn (except those with haste). Other effects may also affect whether or not a set of creatures could attack. See rule 500, "Legal Attacks and Blocks."
Declare Attackers Step