Evasion ability
An evasion ability is an ability of a creature that improves its chances of damaging the defending player by restricting which creatures can block it. The ultimate example is "This creature is unblockable" (e.g. Tidal Kraken), but there are several other evasion abilities:
- Flying (Can only be blocked by other creatures with flying or reach) e.g. Wild Griffin.
- Fear (Can only be blocked by Black/Artifact creatures) e.g. Gluttonous Zombie.
- Intimidate (Can only be blocked by aftifact creatures and/or creatures that share a color with it) e.g. Bladetusk Boar.
- Horsemanship (Can only be blocked by other creatures with Horsemanship) e.g. Lu-Bu, Master-at-Arms
- Shadow (Can only block or be blocked by other creatures with Shadow) e.g. Soltari Priest.
- Landwalk (Is completely unblockable if defending player controls a land with this property.) e.g. Rushwood Dryad.
- Protection (Cannot be blocked by creatures with this quality) e.g. Paladin en-Vec.
- Specific 'Cannot be blocked by' clauses. e.g. Sacred Knight, Vindictive Mob.
Some abilities act as pseudo-evasion abilities, not affecting how creatures block but instead affecting how combat damage can be assigned.
- Banding (Defending player chooses how the creature blocked by the creature(s) with Banding assigns combat damage) e.g. Benalish Hero.
- Trample (Allows excess combat damage to be dealt to the defending player) e.g. Force of Nature.
- Specific damage reassignment. e.g. Nomads en-Kor (en-Kor ability), Thorn Elemental (Super trample), Farrel's Zealot (Untrample), Laccolith Whelp (Laccoliths).
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