The number before the slash printed on the lower right corner of a creature card is its power. See rule 208, “Power/Toughness.”
Creatures that attack or block assign combat damage equal to their power. See rule 310, “Combat Damage Step.”
Some creature cards have power represented by * instead of a number. The object has a characteristic- setting ability that sets its power according to some stated condition. The * is 0 while the object isn’t in play.
A noncreature permanent has no power, even if it’s a card with a power printed on it (such as a Licid that’s become an Aura).
The first main phase in each turn is called the precombat main phase. See rule 305, “Main Phase.”
Effects that prevent something from happening replace it with “do nothing.” (See rule 419, “Replacement and Prevention Effects.”) A prevention effect must be active before the event it’s intended to prevent.
Effects that prevent a specific amount of damage act as “shields” and stay active until that amount of damage has been prevented or the turn ends. The damage doesn’t have to be dealt by a single source or all at once.
Effects that prevent the next damage from a specific source apply the next time that source would deal damage, regardless of the amount. These effects expire when the turn ends. See rule 419.8, “Sources of Damage.”
The player who has the option to play a spell or ability at any given time has priority. See rule 408, “Timing of Spells and Abilities.”
Each time a spell, an ability (other than a mana ability), or combat damage resolves, and at the beginning of most phases and steps, the active player receives priority. If a player has priority when he or she plays a spell, ability, or land, or takes a special action, he or she receives priority afterward. When a player passes in a two-player game, his or her opponent receives priority.
If all players pass in succession, the spell, ability, or combat damage on top of the stack resolves or, if the stack is empty, the phase or step ends.
Each time a player would get priority, all applicable state-based effects resolve first as a single event (see rule 420). Then, if any new state-based effects have been generated, they resolve as a single event. This process repeats until no more applicable state-based effects are generated. Then triggered abilities are added to the stack (see rule 410). These steps repeat in order until no further state-based effects or triggered abilities are generated.
In the Two-Headed Giant multiplayer variant, teams rather than individual players have priority. See rule 606, “Two-Headed Giant Variant.”
Protection is a static ability, written “Protection from [quality].” See rule 502.7, “Protection.”
A permanent with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.
A permanent with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent with protection will be put into their owners’ graveyards as a state-based effect. (See rule 420, “State-Based Effects.”)
A permanent with protection can’t be equipped by Equipment that has the stated quality. Such Equipment becomes unattached from that permanent, but remains in play. (See rule 420, “State-Based Effects.”)
Any damage that would be dealt to a permanent with protection from sources having that quality is prevented.
If a creature with protection attacks, it can’t be blocked by creatures that have the stated quality.
Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.” See rule 502.29, “Provoke.”
Some information within a Magic game is known by all players. For example, permanents in play, spells and abilities on the stack, and cards in graveyards are all public information. The number of cards in players’ libraries and hands is also public information, even though contents of those libraries and hands are hidden information. See also Hidden Information.
If an effect instructs a player to put an object into play, that object is not considered “played.”
Rampage is a triggered ability. “Rampage N” means “When this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” See rule 502.12, “Rampage.”
If a spell, ability, or effect requires a player to choose something at random, that player can use any method of making a random choice (rolling dice, flipping a coin, and so on). The outcome must be truly random.
Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from play, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, remove this card from the game.” See rule 502.55, “Recover.”
Some older cards were printed with the term “redirect” to describe the act of dealing damage to a different player or creature than originally specified by a spell, ability, or combat-damage assignment, without changing the source or type of damage. In general, cards that were printed with the term “redirect” now create replacement effects that modify where the damage will be dealt. “Redirect” is still used informally to describe what these