Special Action An action a player may take that use the stack. See rule doesn’t 115, “Special Actions.” Spell A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.” Spell Ability A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 112.3a. Spell Type A subtype correlated to the instant card type and the sorcery card type. See rule 304, and that’s “Instants,” rule See rule 205.3k for the list of spell types. 307, “Sorceries.” Splice A keyword ability that lets a player copy a text box onto another spell. See rule card’s 702.46, “Splice.” Split Cards Cards with two card faces on a single card. See rule 708, “Split Cards.” Split Second A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.” Stack A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.” Starting Hand Size The number of cards a player draws as a game begins. In most games, each starting hand size is player’s seven. See rule 103.4. Starting Life Total The amount of life a player has as a game begins. In most games, each starting life total is 20. See player’s rule 103.3. Starting Player The player chosen to take the first turn of a game. See rule 103.2. Starting Team The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2. State-Based Actions Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.” State Trigger A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8. Static Ability A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule and rule 604, Static 112, “Abilities,” “Handling Abilities.”
Special Action An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.” Spell A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.” Spell Ability A kind of ability. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. See rule 112.3a. Spell Type A subtype that’s correlated to the instant card type and the sorcery card type. See rule 304, “Instants,” and rule 307, “Sorceries.” See rule 205.3k for the list of spell types. Splice A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.46, “Splice.” Split Cards Cards with two card faces on a single card. See rule 708, “Split Cards.” Split Second A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.” Stack A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.” Starting Hand Size The number of cards a player draws as a game begins. In most games, each player’s starting hand size is seven. See rule 103.4. Starting Life Total The amount of life a player has as a game begins. In most games, each player’s starting life total is 20. See rule 103.3. Starting Player The player chosen to take the first turn of a game. See rule 103.2. Starting Team The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2. State-Based Actions Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.” State Trigger A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8. Static Ability A kind of ability. Static abilities do something all the time rather than being activated or triggered. See rule 112, “Abilities,” and rule 604, “Handling Static Abilities.”