Index | Table of Contents | Terms |
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Terms - L |
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Lair
A Lair is a special type of land from the Planeshift set. Each of the
five Lairs has a comes-into-play triggered ability that requires you to
sacrifice the Lair unless you return a non-Lair land to its owner's hand.
After you play a Lair, you'll be prompted to return a non-Lair land to
your hand. If you choose to do so, just click on the land you want to return.
If you don't choose to return a land to you hand or if you can't, you'll
have to sacrifice the Lair, but you can respond to the sacrifice ability
by tapping the Lair itself for mana and then sacrificing it.
Land
A colorless permanent that represents your realm. Lands usually have
an ability that makes mana, the magical energy you use to play spells.
There are five basic lands: plains, island, swamp, mountain, and forest.
Any land other than these five is a nonbasic land.
You can play only one land card each turn, and only during
one of your main phases when the stack is empty. Lands aren't spells, so
they can't be countered.
See also Basic
land, Mana ability, Nonbasic
land.
Land type
A land's type is its card name. For example, a Forest is type "forest"
and an Adarkar Wastes is type "Adarkar Wastes." "Basic" and "nonbasic"
aren't land types.
Landwalk
A generic term for a group of evasion abilities. A creature with landwalk
is unblockable as long as the defending player controls a land of the specified
type. "Landwalk" includes plainswalk, islandwalk, swampwalk, mountainwalk,
and forestwalk.
Landwalk abilities don't cancel each other out. For example,
a creature with forestwalk attacking a player who controls a forest can't
be blocked by another creature with forestwalk.
League
A form of structured casual play. The formats vary, and league matches
don't count towards your overall Magic Online rating.
See Leagues for more
information.
Leaves play
When a card goes from the in-play zone to any other zone. The card
might return to a player's hand from play, or go to a graveyard from play,
or go to some other zone. Either way, it has left play.
If a card leaves play and later returns to play, it's
like a brand new card. It doesn't "remember" anything from the last time
it was in play.
If a token leaves play, it ceases to exist.
Legal target
A valid choice for a spell or ability. Sometimes spells and abilities
can target only cards that meet some special conditions. For example, Dark
Banishing reads, "Destroy target nonblack creature." Only creatures that
aren't black are legal targets.
If you play a targeted spell in
a Magic Online game, all illegal targets appear dimmed. So,
when you play Dark Banishing, all noncreature permanents, all black creatures,
and all avatars appear dimmed.
Spells and abilities check to make sure their targets
are legal when they're played, and they check again when they resolve.
If a target isn't legal at either time, the spell or ability can't affect
it. And if none of the spell or ability's targets are legal when it tries
to resolve, it's countered.
Let's say you play Dark Banishing on a green creature,
but the creature becomes black before the spell resolves. Dark Banishing
will be countered, because none of its targets (it only has one) are legal.
See also Target,
Counter.
Legend, legendary
Creatures with the Legend creature type and legendary permanents follow
special rules.
If a creature's type is Legend or a permanent is legendary,
there can be only one of that creature or permanent in play at a time.
If another creature or permanent with the same name comes into play, it
goes to its owner's graveyard (it can't be regenerated).
See also Creature
type.
Lethal damage
An amount of damage greater than or equal to a creature's toughness.
If a creature is dealt lethal damage in one turn, it's destroyed.
See also Toughness.
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Library
Your draw pile. At the beginning of a game, your deck is shuffled and becomes your library. Each player has his or her own library. Players can't change the order of cards in a library, and they can't look at cards in it. The number on top of the icon shows how many cards are left in a player's library. If you have to draw a card when there are no cards in your library, you lose the game. See also Draw. |
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Life, life total
Each player begins the game with 20 life. When you're dealt damage by effects or creatures, the damage is subtracted from your life total. If your life total drops to 0 or less, you lose the game. If something causes both players' life totals to drop to 0 or less at the same time, the game is a draw. The number on top of the icon is a player's current life total. See also Paying life, Winning the game. |
LIFO
This is a term Magic players use to describe how the stack works.
It stands for "last in, first out." It means the last spell played will
be the first to resolve.
See also Stack.
Limited format
Any play format where players construct decks at the beginning of a
game, match, or tournament using a limited number of packaged cards. Typical
formats include Sealed Deck,
Rochester
Draft, and Booster Draft.
Local enchantment
Any type of enchantment that gets attached to another permanent. There
are several subtypes of local enchantments, including enchant artifact,
enchant creature, enchant enchantment, enchant land, and enchant permanent.
A local enchantment spell requires a target of a type
indicated by its enchantment subtype. If a local enchantment ends up enchanting
an illegal permanent or the permanent it was attached to no longer exists,
the enchantment card is put into its owner's graveyard.
See also Enchantment.
Compare
Global
enchantment.
Losing
You lose the game when your life total drops to 0 or less. Also, you
lose if you have to draw a card when there aren't any left in your library.
See also Library,
Life
total,
Winning the game.
Losing life
Losing life is different from being dealt damage. For example, Soul
Feast reads, "Target player loses 4 life. You gain 4 life." That loss of
life isn't damage, so effects that prevent damage can't stop it.
Compare Damage,
Paying
life.