Index Table of Contents Terms
Terms - C

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Card name
Card pool
Card type
Casual play
Challenge
Choose one —
Clan
Cleanup step
Color
Colorless
Combat
Combat damage
Combat damage step
Combat phase
Comes into play
Common
Concede
Constructed
Continuous effect
Control
Controller
Converted mana cost
Cost
Counter (noun)
Counter (verb)
Creature
Creature token
Creature type

Card name
A card's name appears in its upper left corner.

Card pool
The cards you have available for building Constructed-format decks. Your card pool includes all cards shown on the Deck Editor screen when you select the My cards check box.

Card type
Every card is one of six types: artifact, creature, enchantment, instant, land, or sorcery. A card's type is found under its illustration.
   Some cards also have a subtype, such as "Goblin" in "Creature — Goblin."
   See also Subtype.

Casual play
Any Magic game that doesn't affect your Magic Online rating. You can begin a casual game by starting a new game in the Casual Play room or by challenging another player.
   See also Challenge.

Challenge
One way to start a two-player casual game in Magic Online.
   See Challenge for more information.

Choose one —
When you see the phrase "Choose one —" on a card, you have to choose one option on the card when you play it. You can't change your mind and choose something else later on, even if your first choice doesn't work out.

Clan
A group of players who band together to participate in special clan events and tournaments. You can create a new clan in the Clans room or be invited to join a clan by that clan's captain. You can only be a member of one clan at a time.
   See Clans for more information.

Cleanup step
The second (and last) step of the end phase. Three things happen during the cleanup step:

If a triggered ability triggers during the cleanup step, players receive priority to play spells and abilities, then another cleanup step begins.

Color
The five Magic colors are white, blue, black, red, and green. If a spell or ability tells you to choose a color, you must choose one of these five.
   A card's initial color is set by its mana cost. For example, if a card costs , it's blue. If a card costs , it's both blue and black. Since lands and artifacts have no colored mana in their costs, they're colorless. Colorless isn't a color.

Colorless
A card with no color is colorless. Lands are colorless because they have no mana cost. Artifacts are colorless because they have no colored mana in their mana costs. A colorless permanent can be given a color by an effect.
   See also Color.

Combat
Attacking, blocking, and anything that happens only during the combat phase.
   See also Attack, Block, Combat phase.

Combat damage
Damage dealt by creatures during the combat damage step. Damage from creatures' abilities doesn't count as combat damage. For example, when you play Prodigal Sorcerer's ability, it deals 1 damage. But when it attacks, it deals 1 combat damage (because its power is 1).

Combat damage step
The fourth step of the combat phase. This is when attacking and blocking creatures deal their damage.

If an attacker is blocked by more than one creature, its controller decides how to divide up its damage among the blockers.
   Once players figure out how their creatures' damage will be dealt, combat damage for all creatures goes on the stack. After that, it doesn't matter what happens to the creatures. A creature's damage on the stack will be dealt even if the creature leaves play.
   After combat damage goes on the stack, players can play instants and activated abilities.
   See also Combat phase.

Combat phase
The third phase of each turn. This is when attacking and blocking happens. The combat phase has five steps:

  1. Beginning of combat step
  2. Declare attackers step
  3. Declare blockers step
  4. Combat damage step
  5. End of combat step
Usually nothing happens during the first and last steps.
   The combat phase happens even if the active player decides not to attack.

Comes into play
When certain types of spells resolve, they come into play as permanents. These types are artifacts, artifact creatures, creatures, enchantments, and lands.
   A lot of triggered abilities start with "When [something] comes into play, . . ." This ability only triggers if the permanent actually comes into play. If the spell is countered, it doesn't trigger at all. Also, if you take control of a permanent your opponent controls, that doesn't count as coming into play.
   Some cards say they come into play tapped. These cards don't enter play untapped and then become tapped; they're already tapped by the time they're in play.
   See also Triggered ability.

Common
See Rarity.

Concede
You may concede a game or match to your opponent at any time. A conceded game counts as a win for your opponent and as a loss for you.
   See also Winning the game.

Constructed
A play format in which players bring their own decks. Constructed decks must contain a minimum of sixty cards. There is no maximum deck size. If a player wishes to use a sideboard, it must contain exactly fifteen cards. A player's deck and sideboard combined may not contain more than four of any individual card (except basic lands).
   The most common Constructed formats in Magic Online are Standard and Block Constructed.
   Magic Online players build Constructed decks using the Deck Editor screen.
   See also Deck Editor, Sideboard.

Continuous effect
An effect that lasts for some duration. These are different from one-shot effects, which just happen once.
   You can tell how long a continuous effect lasts by reading the spell or ability it came from. For example, it might say, "until end of turn." If the continuous effect comes from a static ability, it lasts as long as the permanent with the ability is in play.
   See also Static ability.

Control
You control spells you play and permanents that came into play on your side. You also control abilities on permanents you control.
   Only you can make decisions for things you control. If you control a permanent, only you can play its abilities. Even if you put an enchantment on your opponent's creature, you control the enchantment and its abilities. For example, if you enchant your opponent's creature with Regeneration (": Regenerate enchanted creature.") your opponent can't pay  to regenerate the enchanted creature. Only you can.
   Some spells and abilities let you gain control of a card. Most of the time, this means the card will move from your opponent's side to yours. But for enchantments attached to other cards, the controller changes but the enchantment doesn't move. If you gain control of your opponent's Regeneration, it stays on the same creature, but only you could play its ability.
   See also Controller.

Controller
The player who played a spell or ability. For permanents, the controller is the player who played it unless another spell or ability changes who controls it.
   See also Control. Compare Owner.

Converted mana cost
The total amount of mana in a card's mana cost, regardless of color. For example, a card with a mana cost of  has a converted mana cost of 5. A card with mana cost  has a converted mana cost of 2.
   Compare Mana cost.

Cost
A general term for what you pay to play a spell or an ability.
   See Activation cost, Mana cost.

Counter (noun)
A marker placed on a permanent, either modifying its characteristics or interacting with an ability. For example, some creatures come into play with a number of +1/+1 counters.

Counter (verb)
To cancel out a spell so it has no effect. Remember that spells exist only on the stack. Once they leave the stack, they can't be countered.

Creature
A type of permanent that represents a person, animal, or monster that you control. Creatures can attack your opponents and block attacking creatures. Every creature has power and toughness, which you can find in the lower right corner of the card. Many creatures also have abilities.
   Creatures exist only while they're in play. In your hand, library, and graveyard, they're creature cards. While you're playing them, they're creature spells. Once they're in play, they're creatures.
   You can play a creature spell only during one of your main phases when the stack is empty.

Creature token
Some spells and abilities create creature tokens. These tokens are considered creatures in every way, except that when a token creature leaves play, it's removed from the game. Creature tokens are affected by all the rules, spells, and abilities that affect creatures, but they're not "cards."

Creature type
This tells you what kind of creature a creature is, such as Goblin, Elf, or Wall. You can find a creature's type in the middle of the card after "Creature —." If a creature has multiple words after the dash, the creature has each of those creature types.
   Some spells and abilities affect all creatures with a certain type. For example, Goblin King reads, "All Goblins get +1/+1 and have mountainwalk." All creatures in play with the Goblin creature type are affected by Goblin King's ability.
   Some artifact creatures have a creature type, too.

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