Each player’s discard pile is his or her graveyard. Countered spells, destroyed or sacrificed permanents, and discarded cards are put into their owner’s graveyard. See rule 217, “Zones.”
The hand is the zone where a player holds cards that haven’t been played yet. See rule 217, “Zones.”
Normally a creature can’t attack or use activated abilities with costs that include the tap symbol unless it’s been controlled by the player continuously since the beginning of that controller’s most recent turn. Haste is a static ability that allows a creature to ignore this rule. See rule 502.5, “Haste.”
Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from play, remove it from the game haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, remove it from the game haunting target creature.” A card with haunt typically has another ability that triggers “when the creature this card haunts is put into a graveyard.” See rule 502.51, “Haunt.”
Some information within a Magic game isn’t known by all players. For example, face- down cards in any zone and the contents of players’ libraries and hands are hidden information. If an effect “reveals” a card that’s normally hidden, the card is public information as long as it remains revealed. See also Public Information.
Horsemanship is an evasion ability. A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. See rule 502.17, “Horsemanship.”
Each of the hybrid mana symbols represents a cost which can be paid with one of two colors: {W/U} in a cost can be paid with either white or blue mana, {W/B} white or black, {U/B} blue or black, {U/R} blue or red, {B/R} black or red, {B/G} black or green, {R/G} red or green, {R/W} red or white, {G/W} green or white, and {G/U} green or blue. (A previous version of these rules referred to hybrid mana symbols as half-half mana symbols.)
See “Intervening ‘If’ Clause.”
If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules. See rule 422, “Handling Illegal Actions.”
If a spell or ability specifies targets, it checks whether the targets are legal when it resolves. A target that’s removed from play, or from the zone designated by the spell or ability, is illegal. A target may also become illegal if its characteristics changed since the spell or ability was played or if an effect changed the text of the spell. See rule 413.2a.
The illustration is printed on the upper half of a card and has no game significance. See rule 204, “Illustration.”
The illustration credit for a card is printed directly below the text box. The credit has no effect on game play. See rule 209, “Illustration Credit.”
Imprint is an activated or triggered ability, written “Imprint – [text],” where “[text]” is an activated or triggered ability. Cards that are in the removed-from-the-game zone because they were removed from the game by an imprint ability are imprinted on the source of that ability. See rule 502.34, “Imprint.”
The phrase “imprinted [type] card” means the card of that type that’s imprinted on the permanent. If a permanent has more than one card of that type imprinted on it, each of those cards is an “imprinted [type] card.” See rule 502.34, “Imprint.”
In play is the zone in which permanents exist. When an artifact, creature, or enchantment spell resolves, it’s put into the in-play zone as a permanent. When a land is played, it’s put into the in-play zone as a permanent. Tokens also exist in this zone. See rule 217, “Zones.”
An effect is said to “depend on” another if it is applied at the same time as the other effect, and applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to. Otherwise, the effect is considered to be independent of the first effect. See rule 418.5, “Interaction of Continuous Effects.”