Quick Verdict
The definitive 2025 guide to MTG keywords, updated for the Foundations rule changes that removed damage assignment order. Learn every ability from Vigilance to Ward with real examples from the latest sets.
The 2025 Rule Change That Changed Everything
In November 2024, Magic: The Gathering released Foundations—and with it came the most significant combat rules change in over a decade. The removal of "Damage Assignment Order" fundamentally altered how keywords like Trample and Deathtouch work in combat.
If you've been playing Magic for years, you might have learned that attackers must order blockers (1st, 2nd, 3rd) and deal lethal damage to the first before touching the second. That rule is gone. As of Foundations, attackers can assign combat damage to blockers in any division they choose, making combat more intuitive and strategic.
This guide serves as the definitive 2025 reference for every keyword ability in Magic: The Gathering. We've updated all definitions to reflect the latest rules, using real examples from Foundations (FDN) and Duskmourn (DSK) sets. Whether you're a new player learning the basics or a veteran catching up on rule changes, this glossary bridges the gap between technical rules text and how abilities actually feel to play.
The 2025 Combat Rules Update: What Changed?
Before diving into individual keywords, it's crucial to understand the Foundations combat update that affects multiple abilities.
The Old Rule (Pre-2025)
Attackers had to declare an order for blockers (Blocking Creature 1, Blocking Creature 2, etc.) and deal lethal damage to the first blocker before assigning any damage to the second. This created awkward situations where you might "waste" damage on a 1/1 blocker when you wanted to kill a 5/5.
The New Rule (Foundations 2025)
Attackers can assign combat damage to blockers in any division they choose, provided they assign at least lethal damage to all blockers before any excess goes to the player. You no longer need to declare an order or kill blockers sequentially.
Visual Comparison:
Old System (Pre-2025):
- Order Required: Blocker 1 → Blocker 2 → Blocker 3
- Must assign lethal to Blocker 1 before touching Blocker 2
- Example: 5/5 blocked by 1/1 and 4/4
- Must assign 1 to Blocker 1 (kills it)
- Then assign 4 to Blocker 2 (kills it)
- 0 damage left for player
New System (2025):
- No Order Required: Assign damage freely among blockers
- As long as each blocker gets lethal, distribute as you choose
- Example: 5/5 blocked by 1/1 and 4/4
- Assign 1 to Blocker 1 (kills it)
- Assign 4 to Blocker 2 (kills it)
- OR assign 2 to Blocker 1 and 3 to Blocker 2 (both die)
- 0 damage left for player
Impact on Keywords
Trample: Still requires assigning lethal damage to all blockers before trampling over, but you can now distribute that damage more efficiently.
Deathtouch + Trample: This combination is now more powerful. You can assign exactly 1 damage to each blocker (lethal with Deathtouch) and send the rest to the player, without worrying about damage assignment order.
Example: Your 5/5 creature with Deathtouch and Trample is blocked by three 3/3 creatures. You can assign 1 damage to each blocker (lethal with Deathtouch) and send 2 damage to the player. Under the old rules, you'd have to kill them in order; now you can distribute freely.
Core Combat Keywords
Vigilance
Short Version: Attacking does not cause the creature to tap.
Full Definition: Creatures with Vigilance can attack without tapping. This means they can attack on your turn and still be available to block on your opponent's turn.
2025 Example: Sire of Seven Deaths (FDN) - A 7/7 Vigilance creature that dominates the board by attacking and blocking in the same turn cycle.
Strategic Use: Vigilance is perfect for creatures with tap abilities (tap symbol). Attack with Vigilance, then use the tap ability in your second main phase. This maximizes your creature's utility.
Synergy: Combines excellently with equipment, auras, and abilities that trigger "when this attacks."
Trample
Short Version: Excess combat damage goes to the player or planeswalker.
Full Definition: When a creature with Trample is blocked, you must assign at least lethal damage to each blocking creature. Any damage beyond that amount can be assigned to the defending player or planeswalker.
2025 Example: Quilled Greatwurm (FDN) - A 7/2 Mythic creature that demonstrates Trample's power in aggressive strategies.
Key Rules (2025 Update):
- You must assign lethal damage to all blockers before trampling over
- You can distribute damage freely among blockers (no order required)
- Trample works even if blockers have Protection (Protection prevents damage to the creature, but Trample checks if you've assigned lethal)
Common Mistake: Players sometimes think Trample means "all damage goes to the player." You must still assign lethal to blockers first.
Haste
Short Version: Ignores "Summoning Sickness." Can attack or tap immediately.
Full Definition: Creatures normally can't attack or use tap abilities the turn they enter the battlefield. Haste removes this restriction, allowing immediate action.
2025 Example: Razorkin Needlehead (DSK) - A creature that can attack the turn it enters, perfect for aggressive strategies.
Best For: Aggro decks that want to apply pressure immediately. Haste creatures are also excellent for surprise damage and closing out games.
Strategic Note: Haste is most valuable in formats where games end quickly. In slower formats, the ability is less critical since creatures often survive multiple turns.
Menace
Short Version: Cannot be blocked by only one creature (must be blocked by 2+).
Full Definition: A creature with Menace can only be blocked if the defending player uses two or more creatures. A single blocker cannot stop it.
2025 Example: Tinybones, Bauble Burglar (FDN) - A legendary creature that forces opponents into difficult blocking decisions.
Strategy: Menace forces "2-for-1" trades where your opponent must use multiple creatures to block one attacker. This creates card advantage and makes your attacks more threatening.
Counterplay: Opponents can still block with multiple creatures, so Menace doesn't guarantee unblocked attacks—it just makes blocking more expensive.
Deathtouch
Short Version: Any amount of damage is lethal.
Full Definition: Any amount of damage dealt by a source with Deathtouch is considered lethal damage. This means 1 damage from a Deathtouch source will destroy any creature (unless it has Indestructible).
2025 Example: Mossborn Hydra (FDN) - A creature that demonstrates Deathtouch's power in combat.
Critical Interaction: Deathtouch does not kill Indestructible creatures. Indestructible prevents "destruction," which is what Deathtouch causes. However, Deathtouch + Trample is extremely powerful—you can assign exactly 1 damage to each blocker (lethal) and send the rest to the player.
Counter: Indestructible creatures, Protection from the Deathtouch source's color, and creatures with 0 or less toughness (which die from state-based actions, not Deathtouch).
Lifelink
Short Version: Damage dealt = Life gained (simultaneously).
Full Definition: Whenever a source with Lifelink deals damage, its controller gains that much life. This happens simultaneously with the damage, not as a separate trigger.
2025 Example: Bloodthirsty Conqueror (FDN) - A creature that gains you life while dealing damage.
Critical Rule: Lifelink healing happens simultaneously with damage. If you're at 1 life and take 5 damage from an opponent's creature, but your Lifelink creature deals 3 damage at the same time, you'll survive at 4 life. You don't die from lethal damage if Lifelink heals you in the same moment.
Strategic Use: Lifelink is essential in aggressive strategies that need to race. It's also powerful in control decks that want to stabilize against aggro.
First Strike
Short Version: Deals combat damage before normal damage step.
Full Definition: Creatures with First Strike deal combat damage in a separate combat damage step that occurs before the normal combat damage step. If a First Strike creature deals lethal damage to a normal creature, the normal creature dies before it can deal damage back.
2025 Example: Kellan, Planar Trailblazer (FDN) - A planeswalker that demonstrates First Strike's combat advantage.
The Math: A 2/1 creature with First Strike can kill a 5/2 normal creature without taking damage. The First Striker deals 2 damage in the first strike step, killing the 5/2. The 5/2 never gets to deal its 5 damage because it's already dead.
Counterplay: Other First Strike or Double Strike creatures can trade with First Strike creatures in the first strike damage step.
Double Strike
Short Version: Deals damage twice (First Strike step + Normal step).
Full Definition: A creature with Double Strike deals combat damage in both the first strike damage step and the normal combat damage step. This effectively doubles the creature's power in combat.
2025 Example: Twinflame Tyrant (FDN) - A creature that doubles damage, pairing perfectly with Double Strike for massive combat damage.
Impact: Double Strike triggers "when this deals combat damage" effects twice. If you have a Double Strike creature with an ability that triggers on damage, it triggers in both damage steps.
Strategic Power: Double Strike is one of the most powerful combat keywords. A 3/3 with Double Strike can kill a 5/5 and survive, or kill two separate creatures in the same combat.
Reach
Short Version: Can block creatures with Flying.
Full Definition: Creatures with Reach can block creatures with Flying as if they also had Flying. This is a defensive ability only—Reach does not allow you to attack over ground creatures.
2025 Example: Treetop Snarespinner (FDN) - A creature designed to counter Flying threats.
Important Limitation: Reach is defensive only. It doesn't help you attack over blockers—it only helps you block Flying attackers. If you want to attack over ground creatures, you need Flying, not Reach.
Strategic Use: Essential in formats with many Flying threats. Reach creatures provide ground-based answers to aerial attacks.
Protection Keywords
Indestructible
Short Version: Cannot be destroyed by damage or "Destroy" effects.
Full Definition: Indestructible permanents cannot be destroyed. This includes destruction from combat damage, "destroy" spells, and lethal damage. However, Indestructible does not protect against exile, sacrifice, or having 0 or less toughness.
2025 Example: Divine Resilience (FDN - Instant) - An instant that grants Indestructible, demonstrating the keyword's protective power.
What It Stops:
- Combat damage (even lethal)
- "Destroy" spells and abilities
- Damage-based removal
What It Doesn't Stop:
- Exile effects (Path to Exile, Swords to Plowshares)
- Sacrifice effects (Diabolic Edict, Fleshbag Marauder)
- -X/-X effects (Toxic Deluge, Black Sun's Zenith)
- Reducing toughness to 0 (dies from state-based actions, not destruction)
Common Confusion: Players often think Indestructible means "can't die." It only prevents destruction—other removal methods still work.
Hexproof
Short Version: Cannot be targeted by opponents.
Full Definition: Permanents with Hexproof cannot be targeted by spells or abilities your opponents control. However, you (the controller) can still target your own Hexproof permanents.
2025 Example: Kaito, Bane of Nightmares (DSK) - A planeswalker that demonstrates Hexproof's protection.
Key Distinction: Hexproof means "opponents can't target this." You can still target your own Hexproof creatures with your spells and abilities. This is different from Shroud, which prevents all targeting.
Counterplay: Hexproof doesn't protect against:
- Non-targeted removal (Wrath of God, board wipes)
- Your own spells (you can still target it)
- Abilities that don't target (sacrifice effects, -X/-X to all creatures)
Ward
Short Version: Counter opponent's spell unless they pay a cost (Mana/Life).
Full Definition: Ward is a "taxing" protection ability. When an opponent targets a permanent with Ward, that spell or ability is countered unless they pay the Ward cost. The cost can be mana, life, or other resources.
2025 Example: Valgavoth, Terror Eater (DSK) - A creature with Ward that demonstrates the keyword's taxing effect.
How It Works:
- Opponent targets your permanent with Ward
- Ward triggers, attempting to counter the spell
- Opponent can pay the Ward cost to prevent countering
- If they don't pay, the spell is countered
Critical Interaction: If a spell has "This spell cannot be countered," the Ward ability still triggers, but since the spell cannot be countered, the Ward ability fails to do anything. You do not have to pay the Ward cost—the spell resolves normally.
Strategic Use: Ward makes removal more expensive, protecting your key permanents while still allowing interaction (at a cost).
Utility Keywords
Flash
Short Version: Cast at Instant speed (any time).
Full Definition: Flash allows you to cast the spell as though it had flash, meaning you can cast it anytime you could cast an instant. This includes during your opponent's turn, in response to spells, and during combat.
2025 Example: High Fae Trickster (FDN) - A creature with Flash that can surprise block during combat.
Best Use: Flash creatures are perfect for surprise blockers. Attack with your creatures, and if your opponent attacks back, flash in a blocker during their declare attackers step.
Strategic Timing: Flash allows you to hold up mana for instant-speed interaction, then cast your creature if you don't need the counter/removal.
Scry
Short Version: Look at top X cards; put on top or bottom.
Full Definition: When you Scry X, you look at the top X cards of your library. For each card, you choose to put it on top of your library (keep it) or on the bottom (get rid of it). This provides card selection and fixes your draws.
Use Case: Scry helps you find the cards you need while filtering out unwanted draws. It's especially powerful when combined with card draw effects.
Strategic Value: Scry 1 is often worth about half a card in terms of value. It's a subtle but powerful ability that improves deck consistency.
Goad
Short Version: Creature must attack, and must attack someone other than you.
Full Definition: A goaded creature must attack each combat if able, and it cannot attack you. If you're the only opponent, the creature must attack you, but if there are multiple opponents, it must attack someone else.
2025 Example: Rendmaw, Creaking Nest (DSK Commander) - A Commander-focused card that demonstrates Goad's multiplayer utility.
Context: Goad is primarily a multiplayer/Commander mechanic. It forces opponents to attack each other while protecting you.
Strategic Use: Goad is excellent in Commander for political gameplay. You can force opponents to fight each other while you build your board.
Equip
Short Version: Attach an Equipment artifact to a creature you control.
Full Definition: Equip is an activated ability found on Equipment artifacts. When you activate Equip, you pay the equip cost and attach the Equipment to a target creature you control. The creature gains the Equipment's benefits (power/toughness bonuses, abilities, etc.).
2025 Example: Equipment cards are standard in Foundations and appear in almost every set. Common examples include Sword of X and Y cycles and utility Equipment.
Key Rules:
- Equipment can only be attached to creatures you control
- If the equipped creature leaves the battlefield, the Equipment becomes unattached
- You can move Equipment from one creature to another by paying the equip cost again
- Equipment remains on the battlefield even if unattached
Strategic Use: Equipment provides reusable buffs and abilities. Unlike Auras, Equipment don't go to the graveyard when the creature dies—you can re-equip to another creature.
Crew
Short Version: Tap creatures with total power X or greater to turn a Vehicle artifact into a creature.
Full Definition: Crew is an activated ability found on Vehicle artifacts. When you activate Crew X, you tap any number of creatures you control whose total power is X or greater. The Vehicle becomes an artifact creature until end of turn.
2025 Example: Vehicles are standard in modern Magic sets, including Foundations. They provide powerful creatures that don't take up creature slots in your deck.
Key Rules:
- You can tap multiple creatures to meet the crew requirement (their power adds up)
- The Vehicle becomes a creature only until end of turn
- Crewed Vehicles can attack and block like normal creatures
- Vehicles can be crewed multiple times (they don't need to be "uncrewed")
Strategic Use: Vehicles provide powerful creatures that are harder to remove (they're artifacts when not crewed). They're excellent in artifact-focused decks and provide flexibility in deck building.
Additional Important Terms
Stun Counters
Definition: A modern replacement for "doesn't untap" effects. When a permanent with a stun counter on it would untap during your untap step, instead you remove a stun counter from it and it doesn't untap.
How It Works:
- A permanent gets a stun counter placed on it
- During your untap step, if the permanent has a stun counter, you remove one stun counter instead of untapping
- If a permanent has multiple stun counters, it won't untap for multiple turns
Why It Matters: Stun counters are now evergreen in Magic design. They replace the old text "doesn't untap during its controller's next untap step" with a more intuitive counter-based system.
Strategic Use: Stun counters are used for temporary disabling effects. They're common in control strategies that want to tap down opponent's creatures or permanents for multiple turns.
2025 Update: Stun counters are now a standard part of Magic's design language, appearing in recent sets as a cleaner alternative to "doesn't untap" text.
Exile
Definition: Removed from the game permanently. Unlike the graveyard, exiled cards cannot be retrieved by most effects (though some cards can return from exile).
Key Difference: Exile bypasses "dies" triggers and graveyard interactions. It's the most permanent form of removal.
Mill
Definition: Put cards from library directly into graveyard. Named after the card Millstone, this mechanic puts cards from the top of your library into your graveyard.
Strategic Use: Mill can be a win condition (mill opponent's entire library) or a way to fill your graveyard for graveyard-based strategies.
Proliferate
Definition: Add one counter of each type that already exists on any target. You choose which permanents/players get the additional counters.
Strategic Use: Proliferate is powerful with planeswalkers, +1/+1 counters, and other counter-based strategies. It multiplies your existing counters.
Regenerate
Definition: (Obsolete) A shield that prevents destruction. Regenerate has been replaced by Indestructible in modern Magic design, but older cards still use it.
How It Worked: Regenerate created a "regeneration shield" that would prevent the next time the creature would be destroyed. The creature would tap and be removed from combat.
Note: Regenerate is no longer printed on new cards, but understanding it helps with older formats.
Critical Interactions and Edge Cases
Lifelink and Lethal Damage
The Rule: Lifelink healing happens simultaneously with damage. If you're at 1 life and take 5 damage, but your Lifelink creature deals 3 damage at the same time, you survive at 4 life.
Why It Matters: You don't die from lethal damage if Lifelink heals you in the same moment. The game checks life totals after all damage and healing resolve simultaneously.
Indestructible vs. -X/-X
The Rule: Indestructible prevents destruction, but does not prevent dying from 0 toughness. If an Indestructible creature gets -5/-5 and has 3 toughness, it dies because its toughness becomes -2.
Why It Matters: Cards like Toxic Deluge and Black Sun's Zenith can kill Indestructible creatures by reducing their toughness to 0 or less.
Ward vs. "Can't be Countered"
The Rule: Ward attempts to counter the incoming spell. If the spell says "This spell cannot be countered," the Ward ability still triggers, but since the spell cannot be countered, the Ward ability fails to do anything. You do not have to pay the Ward cost—the spell resolves normally.
Why It Matters: Some removal spells have "can't be countered" to get around Ward and similar protection abilities.
Keyword Combinations: The Power Plays
Deathtouch + Trample
How It Works: Assign exactly 1 damage to each blocker (lethal with Deathtouch), then send the rest to the player.
Example: Your 5/5 with Deathtouch and Trample is blocked by three 3/3 creatures. Assign 1 damage to each (killing them) and send 2 damage to the player.
2025 Update: The removal of damage assignment order makes this combination even more powerful, as you can distribute damage freely.
First Strike + Deathtouch
How It Works: Deals 1 damage in the first strike step (lethal with Deathtouch), killing the blocker before it can deal damage back.
Example: A 2/1 with First Strike and Deathtouch can kill a 10/10 without taking damage.
Double Strike + Lifelink
How It Works: Gains life twice—once in the first strike step and once in the normal combat damage step.
Example: A 3/3 with Double Strike and Lifelink deals 6 total damage and gains 6 life.
Conclusion: Mastering Keywords in 2025
The 2025 Foundations update removed one of Magic's most confusing rules (damage assignment order) while keeping the strategic depth of combat keywords. Understanding how keywords interact—especially Deathtouch + Trample, First Strike, and protection abilities—is essential for competitive play.
Key Takeaways:
- Combat is more intuitive: No more damage assignment order—distribute damage freely among blockers
- Deathtouch + Trample is stronger: Assign 1 damage to each blocker, send the rest to the player
- Protection has limits: Indestructible doesn't stop exile or -X/-X effects
- Ward is a tax: Opponents can pay to target, but it makes removal more expensive
Whether you're building your first deck or preparing for a tournament, understanding these keywords and their 2025 interactions will give you a significant advantage. The rules may have changed, but the strategic depth of Magic: The Gathering remains as rich as ever.
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