Power/Toughness – Power is the amount of damage a creature deals per attack.
Toughness is the amount of damage a creature can take before it is destroyed.
Regeneration* – When this creature takes lethal damage, it respawns with full power
and toughness for a cost of . If that mana is not immediately available, the creature
is destroyed.
Sorcery – Sorceries have an instant effect, such as countering a spell, dealing direct dam-
age, or creating a mana crystal.
Spell Casting – To cast a spell, press the appropriate key. The more the spell costs, the
longer it takes to cast.
Trample* – This creature does not respawn until it successfully attacks the enemy
duelist.
*An icon will appear beneath any creature that has this ability.
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GLOSSARY
Ability – This creature performs a special ability instead of attacking. It moves to the
back of the arena, out of the way of combat. It may attack after being affected by certain
spells.
Blocking Change – If a blocking or ability creature is affected by this spell, that creature
will attack.
Blocking Creature – This creature stays where summoned and attacks any enemy crea-
ture or duelist that comes near. It may attack after being affected by certain spells or
creatures.
Creature Battles – Creatures fight until one is destroyed. The surviving
creature respawns at its casting point.
Creature – Creatures have a power and toughness that can be used for offense or
defense.
Enchantments – Enchantments are like permanent sorceries that continuously function
until the end of the match or until they are removed with a spell.
First Strike* – This creature deals its combat damage before other creatures do. If a
creature with first strike deals lethal damage, it takes no damage from the other creature.
Flying – This creature cannot interact with ground creatures.
Haste* – This creature moves significantly faster than other creatures. Hasted creatures
cannot be additionally hasted.
Health – Each duelist begins a duel with 20 health. The first duelist to lose all of his or
her health loses the duel. If time runs out, the duelist with the lowest health loses. If both
have the same amount of health, it is a draw.
Health Bar – Each duelist begins a duel with 20 health — when a duelist’s health drops
to zero, that duelist loses. If health rises above 20, the Health Bar will change color.
Mana – The energy that duelists use to cast spells.
Mana Bar – Displays the amount of mana crystals that have been picked up. The mana
bar replenishes itself over time. The more mana you have, the quicker your mana regen-
erates.
Mana Crystal – Picking up one mana crystal increases your overall max mana by one.
Max Mana – The number of mana crystals that a duelist has picked up.
Mana Shard – Mana shards are generated by some creatures with special abilities. They
also appear in the arena after a creature dies. Four shards equal one mana point. Mana
shards replenish but do not increase your mana pool.
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