Index Table of Contents Terms
What's an Effect?


When a spell or ability resolves, it has an effect. There are four basic kinds of effects: one-shot, continuous, replacement, and prevention.

One-Shot Effect
One-shot effects do something once, such as deal damage or destroy a creature. For example, Counterspell reads, "Counter target spell." When it resolves, its effect is done.

Continuous Effect
Continuous effects do something for some length of time.

A continuous effect from a spell, activated ability, or triggered ability lasts as long as the spell says it does. For example, Giant Growth reads, "Target creature gets +3/+3 until end of turn." Its effect lasts from the time the spell resolves until the end of the turn.
 

A continuous effect from a static ability lasts as long as the permanent with the static ability is in play. For example, Unholy Strength reads, "Enchanted creature gets +2/+1." Its effect on the enchanted creature lasts as long as it's attached to that creature.

Replacement Effect
Replacement effects wait for something to happen and then change it somehow. They "replace" one effect with a different one. A replacement effect always uses the word "instead."

For example, Pariah reads, "All damage that would be dealt to you is dealt to enchanted creature instead." It waits for damage to be dealt to you, and then changes the damage so it's dealt to the enchanted creature.
 


Prevention Effect
Prevention effects wait for something to happen and then keep it from happening. They always use the word "prevent."

Prevention effects work like shields. Once the spell or ability that makes the effect resolves, the effect hangs around waiting for damage to be dealt. Then it stops some or all of it.

For example, Fog reads, "Prevent all combat damage that would be dealt this turn." You can play Fog long before combat, and its effect will hang around for the rest of the turn. Then, if creatures try to deal combat damage that turn, Fog prevents it.
 

Prevention "shields" stick around until they're used up. For example, Master Healer reads, ": Prevent the next 4 damage that would be dealt to target creature or player this turn." The ability creates an effect that stops up to 4 damage during the turn. If 1 damage is prevented, it can still prevent 3 more.

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