; put abilities that are substrings of other abilities at end
;
; Revision 1.10 2002/02/08 16:02:47 elaine
; moved regenerated up above regenerate
;
; Revision 1.9 2002/02/01 15:20:19 elaine
; added madness definition
;
; Revision 1.8 2001/11/29 18:02:48 elaine
; added threshold and flashback back in - per Del's definitions she emailed to me
;
; Revision 1.7 2001/08/09 18:34:41 chrisg
; fix bogus carriage returns
;
; Revision 1.6 2001/08/07 15:54:02 elaine
; updated with defstrings1.txt from dan
; DOES NOT contain ref. to words in upcoming sets
;
; Revision 1.4 2001/06/08 15:01:51 chrisg
; tenses
;
; Revision 1.3 2001/06/07 20:37:21 outlaw
; new format
;
; Revision 1.2 2001/06/06 20:31:46 elaine
; added a bunch more terms
;
; Revision 1.1 2001/06/06 13:56:10 outlaw
; test definitions
;
Flying$A creature with flying can be blocked only by other creatures with flying, but a creature with flying can block both creatures with flying and creatures without flying.$
Kicker$Kicker is an optional card ability. When you play a kicker spell from your hand, you may decide to pay the kicker cost by selecting the "play with kicker" option.$
Haste$A creature with haste can attack or use tap abilities even if it hasn't been under your control since the beginning of your turn.$
Forestwalk$A creature with forestwalk can't be blocked if the defending player controls a forest.$
Islandwalk$A creature with islandwalk can't be blocked if the defending player controls an island.$
Mountainwalk$A creature with mountainwalk can't be blocked if the defending player controls a mountain.$
Plainswalk$A creature with plainswalk can't be blocked if the defending player controls a plains.$
Swampwalk$A creature with swampwalk can't be blocked if the defending player controls a swamp.$
Protection$Protection comprises several rules. A creature with protection from red, for example, can't be blocked by red creatures. Any damage dealt to it by red sources is prevented. It can't be targeted by red spells or abilities from red sources. Any red enchantments on the creature will go to their owners' graveyards.$
Trample$A creature with trample has to deal at least enough of its combat damage to creatures blocking it to destroy them all. Then you can have it deal any leftover damage to the defending player.$
First strike$Creatures with first strike deal their damage before other creatures. Creatures without first strike get to deal their damage afterward only if they survived first strike damage.$
Regenerated$When you regenerate a permanent, you keep it from becoming destroyed. Instead of being destroyed, all damage is removed from it, it becomes tapped, and (if it's in combat) it's removed from combat.$
Threshold$Threshold abilities work only when you have seven or more cards in your graveyard.$
Flashback$You can play a card with flashback once from your graveyard as though it were in your hand. Instead of paying its mana cost, you'll pay its flashback cost. When the spell resolves or is countered, it's removed from the game.$
Madness$When you discard a card with madness, you can pay its madness cost to play it right away as though it were an instant in your hand.$
Landwalk$A creature with landwalk can't be blocked if the defending player controls a land of the specified type.$
Regenerate$When you regenerate a permanent, you keep it from becoming destroyed. Instead of being destroyed, all damage is removed from it, it becomes tapped, and (if it's in combat) it's removed from combat.$