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Card types

Creature

Stays on the battlefield and can attack and block. The bottom-right numbers are its power and toughness, meaning the damage it deals and the damage it can take that turn.
  • Ordinary Bear

Instant

A one-shot spell you can cast any time, even during the opponent's turn or in the middle of combat. Then it goes to the .
  • Pinecone Strike

Sorcery

A one-shot spell you can only cast on your own turn, when nothing else is happening.
  • Stir Up Trouble

Enchantment

A (it stays on the battlefield) with an ongoing effect. Not a creature, so it can't attack or block.
  • Celebrate the Mountain-king

Aura

An you attach to a creature ("Enchant creature"). If that creature leaves the battlefield, the Aura goes to the .
  • Enchanted River's Grasp

Saga

An that does one chapter at a time. Chapter I happens when it enters, and after your draw step on each of your turns it moves on to the next chapter (II, then III and so on). After the last chapter it is .
Step through an example
  • Burn, Burn, Tree and Fern
  • The Mountain-king's Return

Artifact

An object that stays on the battlefield, such as a weapon or a map. Artifacts are often colorless and cost only generic mana, so any deck can play them. cards count them toward their bonus.
  • Thrór's Map

Equipment

An you attach to your own creature by paying its Equip cost (only on your turn, like a ). The creature gets the bonus while the Equipment is attached. If the creature , the Equipment stays behind and you can equip it again.
Step through an example
  • Crude Bent Blade
  • Dwarven Mattock

Vehicle

An that becomes a creature when you Crew it by tapping your creatures with total power N or more.
  • Great Gilded Boat

Legendary

If you control two legendary with the same name, you choose one to keep and put the other into the (the ). Many Dwarves are legendary, and legendary permanents count toward an .
  • Thorin Oakenshield

Land

it for one mana. You can play one land per turn. Dual lands (two colors) enter tapped.
  • Goblin-town

Token

A creature or object created by an effect (such as a 1/1 Human Soldier, an , a ). It is not a real card, and it disappears if it leaves the battlefield. A token that goes to the still before it disappears, so "when this dies" abilities trigger.

Treasure

An you and for one mana of any color, so it gives one-time extra mana or fixes your colors.
  • Dori, Bearer of Friends

This set's mechanics

Amass Goblins N

Put N +1/+1 counters on your . If you don't have an Army yet, first create a 0/0 black Goblin Army . You only ever have one Army, and it keeps growing.
Step through an example
  • Goblin Plate Mail
  • Fearsome Goblin Pair

Recruit

Draw a card, then discard a card. If you discarded a nonland card, you also get a 1/1 white Human Soldier . (So discard spare lands late in the game, and spells early on to get tokens.) Its draw counts toward "draw your second card each turn".
Step through an example
  • Patient Instructor

“Draw your second card each turn”

Triggers when you draw your second card in a turn. On your turn that is the first extra draw after your normal one, from or Plunder the Trollshaws for example. Draw Two decks are built around it.
  • Lakeshore Apothecary

Storied / enduring story

Storied cards get an extra bonus once you have an enduring story. Count what you have on the battlefield: (, and Axe tokens), cards (the type line says "Legendary", as it does on many Dwarves) and . The moment that count reaches 3, you "have an enduring story", and you keep it for the rest of the game, even if those cards die later. From then on, every storied card you have gets the bonus written after "As long as you have an enduring story". Example: Ori, Keeper of Songs is normally a 3/3, and with an enduring story it's a 4/3 with .
Step through an example
  • Ori, Keeper of Songs
  • Thorin Oakenshield

Landfall

Triggers whenever a land enters under your control (your land drop, or a card that puts a land onto the battlefield).
  • Attercop

Adventure

A creature card with a small spell printed in it. You can cast the spell first. Then the card goes to "on an adventure", and later you can cast the creature from there, so one card gives you two spells. You can also cast the creature directly.
Step through an example
  • Gollum, Silent Slinker // Meager Meal
  • Bilbo Baggins, Burglar // Take a Glance

Hone counter

Goes on an . Each one gives the equipped creature +1/+0.
  • Dwalin, Weaponmaster

Combat keywords

Flying

Can only be blocked by creatures with flying or .
  • Long Lake Nuisance

Reach

Can block .
  • Attercop

Menace

Can't be blocked except by two or more creatures.
  • Gollum, Silent Slinker // Meager Meal

Trample

If it's blocked, damage beyond what kills the blocker goes through to the player.
  • Large Bear

Deathtouch

Any amount of damage it deals to a creature kills that creature.
  • Ravening Warg
Damage it deals also gains you that much life.
  • Bofur, Reliable Guardian // Concerted Care

First strike

Deals its combat damage before creatures without first strike. It can kill a blocker before taking damage back.
  • Nori, Teller of Tales

Double strike

Deals combat damage twice, once in the first-strike step and once in the normal step.
  • Iron Hills Blacksmith

Vigilance

Doesn't when attacking, so it can still block on their turn.
  • Patient Instructor

Haste

Can attack and use its abilities the turn it enters. Without haste a creature has to wait until your next turn, which is called "".
  • Large Bear

Defender

Can't attack, so it is only good for blocking.

Other keywords and game terms

Tap / untap ({T})

Turn a card sideways to use it (attacking, or an ability with ). Your untap at the start of your turn.

Flash

You can cast this card any time you could cast an , for example as a surprise blocker.
  • Long-Bodied Grey Dog

Ward N

When an opponent targets this with a spell or ability, it is unless they pay N more mana.
  • Dwarven Mattock

Hexproof

Can't be targeted by the opponent's spells or abilities.
  • Gigantic Big Bear

Indestructible

Can't be destroyed by damage or "destroy" effects. It can still be or , and -X/-X that takes its toughness to 0 still kills it.
  • Stone by Sunlight

Sacrifice

Put your own into the as a cost or effect. Only the controller can sacrifice it. Sacrificing isn't destroying, so doesn't stop it, and a sacrificed creature still .
  • Crude Bent Blade

Exile

Put into exile, a zone apart from the (older cards called it "remove from the game"). Usually gone for good, but some cards bring a card back, like an or a .
  • Celebrate the Mountain-king

Graveyard

Your discard pile. Dead creatures and used / go here, face up.

Library

Your deck (draw pile).

Counter a spell

Cancel a spell or ability while it waits on the , after it is cast and before it . A countered spell goes to its owner's without doing anything, and the mana paid for it stays spent.
  • Sound the Trumpets

Counter on a permanent

A marker put on a permanent, such as a +1/+1 counter , a on an or the quest counters on Last Light of Durin's Day. It stays until something removes it. If the permanent leaves the battlefield, even for a moment, its counters are gone for good.
  • Last Light of Durin's Day
  • Beorn the Fierce

+1/+1 counter

A marker that gives +1/+1 for as long as it stays on the creature, unlike "until end of turn" boosts, which wear off. If the creature leaves the battlefield, its counters are gone. A +1/+1 and a on the same creature cancel out.

Lore counter

Tracks which chapter a is on.
  • The Mountain-king's Return

Scry N

Look at the top N cards of your library. Put any of them on the bottom and the rest back on top in any order.
  • Bilbo Baggins, Burglar // Take a Glance

Surveil N

Look at the top N cards of your library. Put any of them into your and the rest back on top in any order. No card in this set surveils.

Mill N

Put the top N cards of a library into the .
  • Master's Councillors

Copy / token copy

A copy gets what is printed on the original: name, mana cost, types, rules text, power and toughness. It doesn't get the original's counters, damage or "until end of turn" effects. A copy of a card is legendary too, unless the card says otherwise, as The Notary Hobbits does for its tokens.
  • The Notary Hobbits

Flashback

You can cast this card a second time from your by paying the flashback cost. Then it's .
  • Plunder the Trollshaws

Kicker

An optional extra cost you can pay as you cast the spell to get a bigger effect.
  • The Eagles Are Coming!

Fight

Two creatures deal damage equal to their power to each other.
  • Troll Negotiations

Cycling / landcycling

Pay the cost and discard this card to draw a card. With landcycling you search your library for a land of the named type instead (Mountaincycling finds a Mountain) and put it into your hand. Halflingcycling finds a Halfling card the same way.
  • Hobbit Hole

Threshold

Bonus while you have 7 or more cards in your .
  • Most Decrepit Old Bird // Speak Secrets

Affinity for X

Costs less for each X you control.
  • Cantankerous Keepers

Behold

Show a card of that type from your hand, or choose one you control, to get the bonus.
  • Elven Passage

Gift

You may give the opponent something (e.g. a ) when casting, to get an extra effect.
  • Bilbo's Gambit

Mana value

The total mana cost, colored and generic together. For example, is 3.

Rules words

The stack

Where spells and abilities wait before they happen. Each new one goes on top, and the top one first, so the last spell cast happens first. Playing a land, tapping lands for mana and combat damage don't use the stack.

Priority

The right to act. The player with priority may cast a spell or activate an ability, or pass. When both players pass in a row, the top spell or ability on the , or, if the stack is empty, the game moves to the next step.

Resolve

A spell or ability resolves when it leaves the and does what it says. That happens only after both players pass in a row, and at that moment it checks its targets again and any "if" in its text.

Fizzle

Players' word for a spell or ability that doesn't because every one of its targets is gone or illegal by then. It does nothing, and a spell goes to the . If only some of its targets are illegal, it still resolves and skips those.
  • Bilbo's Deadly Slice

State-based actions

Checks the game makes on its own whenever a player would get , without using the . A creature with 0 or less toughness or lethal damage goes to the , a player at 0 or less life loses, a outside the battlefield ceases to exist, and the applies. They are never checked in the middle of a spell .

Legend rule

If you control two or more with the same name, you choose one to keep and the rest go to the . That counts as dying, so "when this " abilities trigger. Your opponent can have one with the same name at the same time.
  • Dori, Bearer of Friends

Summoning sickness

A creature can't attack or use its abilities until you have controlled it since the start of your most recent turn. It can still block. removes the wait, and a creature that leaves the battlefield and comes back has to wait again.
  • Troop of Ponies

Dies

Is put into a from the battlefield. Lethal damage, destroy effects, 0 toughness, and the all make a creature die, and a dies too. and don't, so "when this dies" doesn't trigger for them.
  • Lake-town Lookout

Player lingo

Removal

A card that gets rid of an opposing creature or stops it from mattering, with words like destroy, , damage, −N/−N or "". Most decks want several, and cheap removal is worth an early pick.
  • Bilbo's Deadly Slice
  • Pinecone Strike

Combat trick

A cheap you cast during combat to win a fight, such as +2/+2 until end of turn. Cast it after blockers are declared. If the opponent removes your creature in response, the trick does nothing and you lose both cards.
  • Vow to Erebor
  • Smaug's Fury

Bomb

A card, usually rare or mythic, that wins the game by itself if the opponent can't deal with it.
  • Smaug the Magnificent

Splash

Adding a few cards of a third color to a two-color deck, with a couple of its lands or other . Only worth it for a or strong , and risky as a beginner.

Curve

The spread of your cards by . You want plays on turns 2, 3 and 4 and a few bigger cards. In a 40-card deck that means 5–6 creatures that cost 2 or less, four or five , three or four 4-drops and 2–3 cards that cost 5 or more.

23rd card

A 40-card draft deck usually has 17 lands and 23 spells. The 23rd card is the last spell you add, so a card we call a 23rd card makes your deck only when nothing better is left for that slot.

Card advantage

Having more cards to use than your opponent, by drawing extra cards or by trading one card for two of theirs. The player with more cards left usually wins a long game.
  • Plunder the Trollshaws

Two-for-one

One card that does the work of two, or a trade where you lose one card and the opponent loses two. An card is one: Spew Flame deals 5 damage to a creature, and later you cast Smaug, the Great Calamity from .
  • Smaug, the Great Calamity // Spew Flame

Tempo

How well you use your mana and turns to stay ahead on the board. A cheap answer to an expensive creature, or a creature sent back to its owner's hand or library, gains tempo even when it gains no cards.
  • Uneasy Partings

Mana sink

A way to spend spare mana later in the game, usually an ability you can pay for again and again. Guardian of the Halls puts three +1/+1 counters on itself for , and Dwarven Provisioner pumps your creatures for .
  • Guardian of the Halls
  • Dwarven Provisioner

Fixing

Cards that get you mana of colors your lands don't make, such as , dual lands, Giant's Boulder and Troop of Ponies (which finds basic lands). Fixing helps a two-color deck cast its spells on time and makes a possible.
  • Giant's Boulder
  • Troop of Ponies
a and return it to the battlefield, right away or at the next end step. It comes back as a new object, so its enters abilities trigger again, its counters and damage are gone, go to the , stays behind unattached, and a creature is . A flickered never comes back.
  • Lake-town Mariners // Gone Fishing
  • Roll-Roll-Roll-Roll

Bounce

Return a to its owner's hand. The card can be cast again later as a new object, without its counters, damage or attachments, and a bounced ceases to exist.
  • Mirkwood Nurturer
  • The Eagles Are Coming!

ETB (enters the battlefield)

An ability that triggers when its enters the battlefield, whether it was cast or put there by an effect. Current cards say "When this creature enters". and let you use it again.
  • Bilbo Baggins, Burglar // Take a Glance
  • Mirkwood Nurturer

LTB (leaves the battlefield)

Something that happens when a goes from the battlefield to any other zone, by dying, or . A "" trigger is one kind. For example, the permanent that Celebrate the Mountain-king exiles comes back when Celebrate leaves the battlefield.
  • Celebrate the Mountain-king

Loot

Draw a card, then discard a card. Your hand stays the same size, but you swap a card you don't need for a fresh one. Thrór's Map loots for and , and is a loot with a bonus.
  • Thrór's Map
  • Bilbo, Luckwearer // Burglar's Plot

Rummage

Discard a card, then draw a card. Unlike a , you discard before you see the new card. Óin the Brave rummages for and , and Ragged Short Spear does a bigger version: discard a card, and if you do, draw two.
  • Óin the Brave
  • Ragged Short Spear

Goldfish

Playing your deck against an opponent who does nothing, to see how it draws and how fast it wins. The turn the goldfish reaches 0 life is your .