There is a new legend rule for all of you who haven't heard.
"If two or more permanents with the same name have the supertype legendary, all are put into their owners’
graveyards. This is called the “legend rule.” If only one of those permanents is legendary, this rule doesn’t
apply."
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Affinity: This spell costs one colourless less for each card in play it has Affinity for.
Bushido "X"- When a creature with Bushido blocks or is blocked,
it gets +X/+X until end of turn.
Cycling - You may pay the Cycling cost, discard this card, and
draw a new one.
Double Strike - Creatures with Double Strike's Damage goes on the
stack during the First Strike Combat Damage Step, as well as the normal Combat Damage Step (If they are still alive)
Entwine: Choose both if you pay the Entwine cost.
Equipment: Attach to target creature you control. Equip only as
a sorcery. This card comes into play unattached and stays in play if the creature leaves play.
Fear - Can only be blocked by black or artifact creatures.
First Strike - Creatures with First Strike's Damage goes on the
stack and resolves before creatures without it.
Flanking - Whenever a creature without Flanking is assigned to block a creature with
Flanking, the blocking creature gets -1/-1 until end of turn.
Flashback - A card with a Flashback cost can be played while it
is in your graveyard for its Flashback cost anytime you could normally play the spell. It is then removed
from the game.
Flying - Creatures with Flying can't be blocked by creatures without
Flying.
Haste - Creatures with Haste can attack or use activated abilities
the turn they come into play.
Indestructible - "Destroy" effects or lethal damage don't destroy it.
*Note: Remove from the game, and making it a 0/0 will still help you here.
Landcycle - You may pay the LandCycling cost, discard this card,
and search your library for a land of the indicated type, reveal it, and put it into your hand.
Landwalk - Creatures with Landwalk abilites are unblockable if
the defending player controls a land of the indicated type.
Madness - A card with Madness may be played for its Madness cost at
anytime where you must discard that card. It still goes on the stack, and it still can be countered, but it is played as an
instant.
Morph - You can play cards with Morph face down as a 2/2 colourless
creature, with no name or abilities, for 3 colourless. You may pay its Morph cost to turn it face up at any
time.
Protection - A creature with Protection can't be blocked by a creature
of the indicated colour, it can't be the target of spells of abilites of the indicated colour, it can't be enchanted by enchantments
of the indicated colour, all damage received from the indicated colour is prevented. Protection isn't always
from colours, sometimes it's artifacts or creatures too. (Ex Protection from Goblins)
Provoke - When a creature with Provoke attacks, you may have a
target creature defending player controls untap (if it is tapped). That creature must block the creature Provoking
it.
Regeneration - When the regeneration cost is payed, three things happen.
One, the creature becomes tapped.
Two, if the creature is in combat, it is removed.
Three, all damage done to the creature is removed from it. (So it doesn't go to the graveyard)
Scry: You may look at the top Scry #of cards of your
library, and put any number of them on the bottom of your library, and the rest on the top in any order.
Shadow - Can only block or be blocked by creatures with Shadow.
Soulshift X - When this permanent is put into a graveyard, you may return target
Spirit card with converted mana cost X or less from your graveyard to your hand.
Storm - When you play a card with Storm, you get an extra copy
of the card for each spell played the turn you play it, put onto the stack.
Sunburst: This creature comes into play with a +1/+1 counter on it for each colour
of mana used to pay its cost.
Threshold - You have Threshold if you have seven or more
cards in your graveyard. So as long as you have seven or more cards in your graveyard, the spell has an additional effect.
Trample - A creature with Trample can possibly still do damage
to the defending player's life total, if the total toughness of the creatures blocking it, is lower than the creature with
Trample's power.
Vigilance - Creatures with vigilance have "Attacking doesn't cause this creature
to tap"
Turn Order
Untap
Upkeep
Draw Phase
Main Phase
Combat Phase - Beginning of Combat Step - Declare Attackers Step - Declare Blockers - (First Strike Combat Damage
Step), Combat Damage Step - End of Combat Step
Main Phase
End Phase - End of Turn Step - Clean Up Phase
Note* You receive mana burn at the end of each phase, not just during the clean up phase