Mana
The resource used to cast spells. Generated primarily from lands.
Land
Cards that produce mana. You can typically play one per turn.
Spell
Any card you cast (creatures, instants, sorceries, etc.).
Permanent
A card that stays on the battlefield (creatures, artifacts, enchantments, lands, planeswalkers).
Stack
Where spells and abilities go before resolving. Think of it as a “waiting line” for effects.
Resolve
When a spell or ability successfully takes effect.
Priority
The right to cast spells or activate abilities. Players pass priority around the table.

Creature
A permanent that can attack and block.
Summoning Sickness
Creatures can’t attack or tap the turn they enter (unless they have haste).
Tap / Untap
Turning a card sideways (tap) to use it, and straightening it (untap) to refresh it.
Attack / Block
Combat actions—attacking opponents or defending against attackers.
Combat Damage
Damage dealt during combat.
Lethal Damage
Enough damage to destroy a creature.
Commander
Your deck’s leader. A legendary creature (or special card) you can always access.
Command Zone
Where your commander starts and returns to when it leaves play.
Commander Tax
Each time you recast your commander, it costs 2 more mana.
Color Identity
Determines what cards can be in your deck based on your commander’s colors.
100-Card Singleton
Commander decks have 100 cards, and (almost) no duplicates.
Ramp
Cards that accelerate your mana (like extra lands or mana rocks).
Card Draw
Anything that lets you draw more cards.
Removal
Cards that deal with threats (destroy, exile, bounce, etc.).
Board Wipe
A spell that clears most or all creatures (or permanents).
Win Condition
How your deck actually wins the game.
Synergy
When cards work especially well together.
Value
Getting more benefit from a card than its cost suggests.
Topdeck
Drawing exactly the card you need off the top of your deck.
Brick
Drawing a useless card in the moment.
Going Wide
Building a large number of creatures.
Going Tall
Focusing on one big, powerful creature.
Salt
Frustration at the table (we’ve all been there).
Politics
Negotiation and deal-making between players—core to Commander.
Threat Assessment
Deciding who the biggest danger at the table is.
Haste
Can attack and tap immediately.
Flying
Can only be blocked by creatures with flying or reach.
Trample
Excess damage carries over to the player.
Deathtouch
Any amount of damage kills a creature.
Lifelink
You gain life equal to damage dealt.
Hexproof
Can’t be targeted by opponents.
Indestructible
Cannot be destroyed by damage or effects.
Commander isn’t just about playing cards—it’s about understanding the flow of the game, reading the table, and making smart decisions in real time. Knowing these terms lets you:
If you’re just getting started, don’t worry about memorizing everything at once. The language of Magic comes naturally the more you play. Before long, you won’t just understand the terms—you’ll be using them like a veteran at the table.