Keyword action
A keyword action is a word or words, usually a verb, that substitutes for a piece of rules text.[1] Many keywords are summarized in reminder text, especially in core sets.
Keyword actions are somewhat different from keyword abilities, and both are distinct from ability words. Collectively, they are described as mechanics.
Monstrosity is notable because it is the only keyword action that is not a verb.
Rules
From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- Keyword Action
- A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 1. Game Concepts
- 100. General
- 101. The Magic Golden Rules
- 102. Players
- 103. Starting the Game
- 104. Ending the Game
- 105. Colors
- 106. Mana
- 107. Numbers and Symbols
- 108. Cards
- 109. Objects
- 110. Permanents
- 111. Tokens
- 112. Spells
- 113. Abilities
- 114. Emblems
- 115. Targets
- 116. Special Actions
- 117. Timing and Priority
- 118. Costs
- 119. Life
- 120. Damage
- 121. Drawing a Card
- 122. Counters
- 123. Stickers
- 2. Parts of a Card
- 200. General
- 201. Name
- 202. Mana Cost and Color
- 203. Illustration
- 204. Color Indicator
- 205. Type Line
- 206. Expansion Symbol
- 207. Text Box
- 208. Power/Toughness
- 209. Loyalty
- 210. Defense
- 211. Hand Modifier
- 212. Life Modifier
- 213. Information Below the Text Box
- 3. Card Types
- 4. Zones
- 5. Turn Structure
- 500. General
- 501. Beginning Phase
- 502. Untap Step
- 503. Upkeep Step
- 504. Draw Step
- 505. Main Phase
- 506. Combat Phase
- 507. Beginning of Combat Step
- 508. Declare Attackers Step
- 509. Declare Blockers Step
- 510. Combat Damage Step
- 511. End of Combat Step
- 512. Ending Phase
- 513. End Step
- 514. Cleanup Step
- 6. Spells, Abilities, and Effects
- 600. General
- 601. Casting Spells
- 602. Activating Activated Abilities
- 603. Handling Triggered Abilities
- 604. Handling Static Abilities
- 605. Mana Abilities
- 606. Loyalty Abilities
- 607. Linked Abilities
- 608. Resolving Spells and Abilities
- 609. Effects
- 610. One-Shot Effects
- 611. Continuous Effects
- 612. Text-Changing Effects
- 613. Interaction of Continuous Effects
- 614. Replacement Effects
- 615. Prevention Effects
- 616. Interaction of Replacement and/or Prevention Effects
- 7. Additional Rules
- 700. General
- 701. Keyword Actions
- 702. Keyword Abilities
- 703. Turn-Based Actions
- 704. State-Based Actions
- 705. Flipping a Coin
- 706. Rolling a Die
- 707. Copying Objects
- 708. Face-Down Spells and Permanents
- 709. Split Cards
- 710. Flip Cards
- 711. Leveler Cards
- 712. Double-Faced Cards
- 713. Substitute Cards
- 714. Saga Cards
- 715. Adventurer Cards
- 716. Class Cards
- 717. Attraction Cards
- 718. Prototype Cards
- 719. Case Cards
- 720. Controlling Another Player
- 721. Ending Turns and Phases
- 722. The Monarch
- 723. The Initiative
- 724. Restarting the Game
- 725. Rad Counters
- 726. Subgames
- 727. Merging with Permanents
- 728. Day and Night
- 729. Taking Shortcuts
- 730. Handling Illegal Actions
- 8. Multiplayer Rules
- 800. General
- 801. Limited Range of Influence Option
- 802. Attack Multiple Players Option
- 803. Attack Left and Attack Right Options
- 804. Deploy Creatures Option
- 805. Shared Team Turns Option
- 806. Free-for-All Variant
- 807. Grand Melee Variant
- 808. Team vs. Team Variant
- 809. Emperor Variant
- 810. Two-Headed Giant Variant
- 811. Alternating Teams Variant
- 9. Casual Variants
- 900. General
- 901. Planechase
- 902. Vanguard
- 903. Commander
- 904. Archenemy
- 905. Conspiracy Draft
See also
References
- ↑ Aaron Forsythe (May 18, 2007). "Scry and Keyword Actions". magicthegathering.com. Wizards of the Coast.