ABILITY INDEX · ENGINE TERMS
Static Abilities
These are the current keyword names and reminder meanings used by the card rules engine. A card’s complete text supplies the exact amount, target, duration, or exception.
Combat and movement
| Ability | Reminder |
|---|---|
| Haste | Does not enter with summoning sickness; it can attack or move the turn it is played. |
| Charge | Must attack the turn it enters play if able, even while it has summoning sickness. |
| Flying / Reach | Flying can be blocked only by Flying or Reach. Reach can block Flying and the traversal routes. |
| Initiative / Fury | Initiative damage happens before normal damage. Fury deals both Initiative and regular combat damage. |
| Overpower / Relentless | Overpower carries excess after lethal blockers to the defending Hero. Relentless assigns damage as though the Unit had not been blocked. |
| Defender / Aggro | Defender cannot attack. Aggro has priority when blocking in a group and takes damage before the other blockers. |
Protection and avoidance
Invisibility prevents targeting by Spells or abilities. ProtectionFromSpells, ProtectionFromUnits, ProtectionFromArtifacts, ProtectionFromSecrets, and the elemental protections prevent targeting, effects, and damage from their named sources. Invincible ignores damage and effects that would destroy the permanent; Eternal cannot be sent to the Void. Anchored cannot return to its owner’s Hand, and Loyal cannot change controllers.
Damage and statuses
Deathtouch destroys Units dealt combat damage. Siphon restores the controller’s Hero Life equal to combat damage dealt. Burn, Poison, and Wound apply their configured damage-over-time effects. Absorb prevents the configured amount from each source, while Consume converts prevented damage into +1/+1 counters.
Traversal and special timing
Swim, Dig, Skywalk, Flicker, Shadowstep, and Shimmer are the Water, Earth, Air, Fire, Dark, and Light traversal routes respectively; each can be blocked by its matching route or Reach. Blink (also displayed as Flash in older content) lets a Unit be played whenever its controller could cast an Interrupt Spell. Phasing, Expire, Adapt, and Predict use the configured data on their card.
