Keyword ability

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A keyword ability is a word or words that substitutes for a piece of rules text. Many keywords are summarized in reminder text, especially in core sets.

Keyword abilities are somewhat different from keyword actions, and both are distinct from ability words. Collectively, they are decribed as mechanics.

Differences between keyword abilities, keyword actions, and ability words[edit | edit source]

Keywords abilities and keyword actions are closely related. Both represent a longer segment of rules text and may allow variable costs and effects. Because they have a specific rules meaning and are listed in the Comprehensive Rules, keywords of either type can be referenced from other cards. They differ in that keyword abilities are either characteristics of objects or are objects themselves, whereas keyword actions describe game-related actions.

For example, the keyword ability enchant, as in Enchant creature, states a restriction on the valid targets for an aura. The related keyword action attach describes the process of physically putting such an aura onto its target.

Ability words have no rules meaning, but exist to name and flavorfully link otherwise unnamed mechanics. Like flavor text, ability words are italicized. Because they have no rules meaning, and are not listed in the Comprehensive Rules, ability words are never referenced on other cards.[1]

List[edit | edit source]

From the Comprehensive Rules (August 23, 2019—Commander 2019)

From the glossary of the Comprehensive Rules (August 23, 2019—Commander 2019)

Keyword Ability
A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”

See also[edit | edit source]

References[edit | edit source]

  1. Mark Rosewater (July 28, 2008). "Ability Word To Your Mother". Wizards of the Coast.

External links[edit | edit source]