Index | Table of Contents | Terms |
![]() |
Creature Abilities |
![]() |
Creatures with first strike deal their combat
damage before creatures without it. When you reach the combat damage step,
check to see if one or more creatures that are attacking or blocking have
first strike. If so, an extra combat damage step is created just for them.
The extra combat damage step works just like a normal one, except that
creatures without first strike don't get to deal their combat damage.
When the first-strike combat damage step is over, you go through the normal combat damage step for the rest of the creatures (if they survived). |
![]() |
A creature with flying can't be blocked by creatures without flying. Flying creatures can block other creatures with flying. They can also "swoop down" and block creatures without flying. |
![]() |
Creatures with haste can attack the turn they
come under your control. You can also play their activated abilities with ![]() |
![]() |
Landwalk is the name for a group of abilities
that includes plainswalk, islandwalk, swampwalk, mountainwalk, and forestwalk.
A creature with landwalk is unblockable if the defending player controls
at least one land of the specified type.
Landwalk abilities don't cancel each other out. For example, let's say your creature with forestwalk attacks a player who controls a forest. That player can't block your forestwalker at allnot even with another forestwalker. |
![]() |
Protection is a creature ability that protects
the creature from certain kinds of spells and abilities.
A creature with protection will always have "protection from _______." What's in the blank is what the creature is protected from. It might be protection from red, for example, or protection from white. Protection does several different things for the creature:
|
![]() |
Regeneration helps keep creatures from being
destroyed. Regeneration effects work like shields. Once the regeneration
spell or ability resolves, the effect hangs around waiting for the creature
to be destroyed. If the creature's destroyed, the effect saves the creature.
(Regeneration is a replacement
effect.)
When a creature regenerates, it remains in play. So do all enchantments and counters on it. Three things do happen if a creature uses its regeneration shield:
|
![]() |
Trample is a creature ability
that lets the creature's extra damage spill over to the defending player
when it's blocked.
When a creature with trample is blocked, you have to deal at least enough of its combat damage to the creatures blocking it to destroy all those creatures. Then you can have any of its damage that's left over "trample through" to the defending player. |