A

Accumulated Knowledge
A Premodern-legal blue instant that draws cards equal to the number of copies of itself in all graveyards plus one.
Aggro
A strategic archetype focused on deploying threats quickly and reducing the opponent's life total to zero as fast as possible.
Aluren Combo
A Premodern combo deck using the enchantment Aluren to cast creatures with converted mana cost 3 or less for free, generating infinite loops with Cavern Harpy and Raven Familiar.
Angry Hermit Combo
A Premodern combo sequence using Hermit Druid (now banned) that mills the entire library in one activation when playing zero basic lands.
Animate Dead
A Premodern-legal black aura from Alpha/Revised that returns a creature from any graveyard to play under the enchanted creature controller's control.
Astral Slide
A Premodern control-value archetype that uses Astral Slide and cycling cards to flicker (exile and return) creatures for repeated ETB effects.

B

Birds of Paradise
A Premodern-legal green creature from Alpha that taps for one mana of any color, the gold standard of mana accelerants.
BUG Survival
A Premodern midrange deck using Survival of the Fittest in a black-blue-green shell to tutor silver-bullet creatures.
Burn
Damage dealt directly to a player (or planeswalker) via red spells, often used to describe the Mono-Red Burn archetype or the strategy of aiming all damage at the opponent.

C

Cabal Coffers
A Premodern-legal land from Torment that taps for black mana equal to the number of Swamps controlled, enabling enormous mana in mono-black decks.
Cabal Therapy
A Premodern black disruption spell that names a card and strips all copies from the opponent's hand, with flashback via creature sacrifice.
Card Advantage
The state of having more cards in hand or drawing more cards than the opponent, creating more options each turn.
Cephalid Breakfast
A Premodern combo deck that uses Cephalid Illusionist and Nomads en-Kor to mill the entire library, then wins with Sutured Ghoul and Krosan Reclamation.
Chrome Mox
A zero-mana artifact from Mirrodin that imprints a non-artifact, non-land card to produce one mana of that card's color.
City of Traitors
A Premodern-legal Reserved List land that taps for two colorless mana but sacrifices itself when you play another land.
Combo
A strategic archetype focused on assembling a specific combination of two or more cards that, together, win the game or create an insurmountable advantage.
Control
A strategic archetype focused on denying opponent resources — through counterspells, removal, and sweepers — before winning with a powerful late-game threat.
Counterspell
A spell that counters — negates — another spell on the stack. Counterspells are a central mechanic in blue-based Premodern control and tempo decks.
Cycling
A keyword ability allowing a player to discard a card and pay its cycling cost to draw a new card.

D

Dark Ritual
A Premodern-legal black instant from Alpha that produces {B}{B}{B} for {B}, providing two mana of acceleration for one mana spent.
Daze
A Premodern-legal blue instant from Nemesis that counters a spell unless the opponent pays {1}, by bouncing an Island you control.
Deadguy Ale
A Premodern black-white disruption deck combining hand disruption, efficient threats, and removal. Named after a beer and associated with aggressive attrition strategies.
Deathtouch
A keyword ability introduced in Future Sight (2007), outside the Premodern card pool. Not a legal keyword in Premodern.
Devourer Combo
A Premodern combo deck using Sutured Ghoul and Krosan Reclamation to assemble a game-winning creature, often in the graveyard with Careful Study and Wonder.
Diabolic Edict
A Premodern-legal black instant that forces the opponent to sacrifice a creature, bypassing protection and shroud.
Discard
The action of removing cards from a player's hand, either voluntarily or forced by an opponent's spell.
Discard Rack
A Premodern black control archetype using discard spells and The Rack to punish opponents for having an empty hand.
Doomsday (combo)
A Premodern combo deck using the sorcery Doomsday to stack a five-card library, then drawing through it with cantrips to assemble a kill.
Dragon Stompy
A Premodern red prison/stompy archetype using Chalice of the Void, Blood Moon, and Chrome Mox to disrupt opponents while deploying large red threats.
Draw Chain
A sequence of draw spells cast in one turn that build on each other for exponential card advantage, common in Psychatog and control finisher turns.
Draw Trigger
A triggered ability that fires when a card is drawn, common in Premodern blue enchantments like Phyrexian Arena and Howling Mine.
Dream Halls
An Premodern-legal blue enchantment from Stronghold that allows casting spells by discarding a card of the same color instead of paying the mana cost. A powerful engine card.
Dual Land
The ten original basic-land-type dual lands from Alpha through Revised, each producing two colors of mana without a drawback.
Duress
A Premodern-legal black sorcery that forces the opponent to reveal their hand and discard a noncreature, nonland card.

E

Elves
A Premodern tribal combo-aggro archetype that generates excessive mana through Elf lords and Llanowar Elves, winning with large Elves or combo finishers.
Enchantment
A permanent spell type that remains on the battlefield and produces ongoing effects. Enchantments are a defining card type in many Premodern archetypes.
Enduring Renewal Combo
A Premodern infinite combo using Enduring Renewal, a zero-cost creature (Phyrexian Walker, Shield Sphere), and Goblin Bombardment to deal infinite damage.
Entomb
A banned Premodern instant that puts any card from the library directly into the graveyard for one black mana.
Equipment
An artifact subtype from Mirrodin block that attaches to creatures, granting them bonus abilities. Equipment uses equip costs to move between creatures.
Erratic Explosion
A Premodern combo-aggro deck using Erratic Explosion to reveal and deal damage equal to the revealed card's converted mana cost.
ETB Trigger
An enters-the-battlefield triggered ability, which fires whenever a creature or permanent with the ability comes into play.

F

Fetchland
A land that sacrifices itself to search the library for a specific type of land. In Premodern, Mirage fetchlands (Flood Plain, Bad River, etc.) are legal; Onslaught fetchlands are not.
Fizzle
When a spell or ability loses all its legal targets before it resolves, causing it to be countered by the game rules without effect.
Flashback
A keyword mechanic from Odyssey that allows casting a spell from the graveyard for an alternate cost, after which it is exiled.
Flashback Cost
The alternate mana cost printed on a flashback card that allows casting it from the graveyard.
Forbidden Orchard
A Premodern-legal land from Champions of Kamigawa... No — Champions of Kamigawa is 2004, outside the card pool. Forbidden Orchard is not Premodern-legal.
Force of Will
An alternate-cost counterspell from Alliances: exile a blue card from hand and pay 1 life to counter any spell for free. Not in the Premodern card pool — Alliances is not Premodern-legal.
Force Spike
A Premodern-legal blue counterspell that counters a spell unless the opponent pays {1} extra mana.
Full English Breakfast
A Premodern combo deck using Survival of the Fittest and Volrath's Shapeshifter to copy Phage the Untouchable's ability, winning instantly.

G

Goblin Bidding
A Premodern Goblin combo-aggro deck that uses Patriarch's Bidding to return all Goblins from the graveyard to play, generating a lethal board state.
Goblin Lackey Trigger
The combat damage trigger on Goblin Lackey that puts a Goblin card from hand into play tapped and attacking. A key threat in Goblins and Goblin Bidding decks.
Gold-Bordered Cards
Collector's Edition and International Collector's Edition reprints of Magic cards, distinguishable by their gold-bordered backs. Some Premodern events allow them; many don't.
Graveyard
The game zone where discarded, destroyed, sacrificed, and countered cards go. The graveyard is actively used by many Premodern archetypes.
GW Enchantress
A Premodern combo-control deck using enchantress creatures (Argothian Enchantress, Verduran Enchantress) to draw massive amounts of cards off enchantment casts.

H

Hand Disruption
Spells or effects that force the opponent to discard cards, removing options from their hand.
Haste
A keyword ability allowing a creature to attack and use tap abilities the turn it enters the battlefield.
Hate Bear
A creature that hoses (hates on) a specific strategy, such as Ravenous Baloth against burn or Tormod's Crypt against graveyard decks, often played in creature form.
Hatred Combo
A Premodern combo-aggro line using the instant Hatred to pay life to grant a creature +X/+0, often enabling a one-hit kill.
Hymn to Tourach
A Premodern black disruption spell that makes the opponent randomly discard two cards for two black mana.

I

Impulse
A Premodern-legal blue instant from Visions that looks at the top four cards and keeps one.
Islandwalk
An evasion ability on creatures that makes them unblockable as long as the defending player controls an Island.

K

Kicker
An optional additional cost for a spell that enhances its effect when paid. A mechanic from Invasion block.

L

Land Destruction
Spells that destroy opponent lands, denying mana development. A primary strategy in Pox and Terra-geddon decks.
Land Drop
The act of playing a land on a given turn. Each player may play one land per turn (barring abilities that grant extra land drops).
Landstill
A Premodern control archetype using Standstill (which draws the opponent into it) and Mishra's Factory as a land-based win condition.
Lifelink
A keyword ability introduced in Future Sight (2007), outside the Premodern card pool. Similar effects appear as 'whenever deals damage, you gain that much life' in Premodern.
Living Death Reanimator
A Premodern combo/control strategy that uses Living Death as a reanimation effect, swapping graveyards with the battlefield to bring back a stocked graveyard of large creatures.
Llanowar Elves
A Premodern-legal green creature that taps for {G}, the classic one-drop mana accelerant.

M

Madness
A Premodern aggro-combo archetype that generates card advantage by discarding cards with the madness mechanic via Wild Mongrel or Aquamoeba.
Madness (mechanic)
A keyword mechanic from Torment that lets a player cast a spell for its madness cost instead of discarding it, turning discard outlets into card advantage.
Mana Acceleration
Any card or ability that produces more mana than the investment spent to play it, enabling earlier or larger plays.
Mana Flood
A situation where a player draws too many lands and runs out of spells, often resulting in a top-deck war.
Mana Screw
A situation where a player draws too few lands and cannot cast their spells, often resulting in a loss.
Manabase
The collection of lands and mana-producing permanents in a deck, determining what colors of mana are available and in what quantities.
Merfolk
A Premodern tribal aggro-tempo archetype using blue Merfolk creatures combined with islandwalk and Lord of Atlantis.
Midrange
A strategic archetype that plays efficient threats while maintaining interactive elements, sitting between aggro and control on the speed spectrum.
Mishra's Factory
A Premodern-legal land from Antiquities/Fourth Edition that taps for colorless or animates into a 2/2 Assembly-Worker creature for one colorless mana.
Mono-Black Control
A Premodern control archetype that leverages powerful black spells — removal, recursion, hand disruption — to out-resource opponents.
Mono-Black Discard
A Premodern aggressive-discard archetype combining hand disruption with fast black creatures and recursive threats.
Mono-Blue Control
A Premodern control archetype using blue counterspells, card draw, and permission to deny all threats before winning with Morphling.
Mono-Green Stompy
A Premodern aggressive archetype that deploys efficient green creatures and pump spells on a low curve to end games quickly.
Mono-Red Burn
A Premodern direct damage deck that burns the opponent to zero life with Lightning Bolt, Fireblast, Price of Progress, and similar spells.
Mono-White Aggro
A Premodern white weenie archetype that uses evasive creatures, disruption spells, and anthem effects to overwhelm opponents.
Mono-White Control
A Premodern control archetype using Wrath of God, Enlightened Tutor, and enchantment packages to deny opponents and win with Serra Angel or Decree of Justice.
Morph
A keyword ability from Onslaught that allows a creature to be cast face-down as a 2/2 for {3}, then turned face-up later by paying its morph cost.
Morphing
The act of turning a face-down morph creature face-up by paying its morph cost.
Morphling
A Premodern-legal blue legend from Urza's Saga known as 'Superman' — the quintessential blue finisher with multiple combat manipulation abilities.
Mox Diamond
A zero-mana Premodern-legal artifact from Stronghold that taps for one mana of any color but requires discarding a land as an additional cost.
Mulligan
The act of taking a new opening hand by shuffling back the current hand and drawing one fewer card (in the London mulligan rule used in Premodern).

O

Oath of Druids
A Premodern combo/control strategy centered on the enchantment Oath of Druids, which puts creatures from the library into play while the opponent controls more creatures.
Opalescence
A Premodern-legal white enchantment from Urza's Saga that makes all other enchantments 4/4 creatures.
Oracle Text
The current official card text as maintained by Wizards of the Coast, which may differ from the printed text on older cards.

P

Pande-Burst
A Premodern combo deck built around Pandemonium and Saproling Burst, dealing lethal damage by putting large token creatures into play.
Pernicious Deed
A Premodern-legal black-green enchantment from Apocalypse that destroys all permanents of CMC X or less at instant speed for X mana.
Phyrexian Dreadnought
A Premodern-legal 12/12 trampler from Mirage for {1} that requires sacrificing creatures totaling 12 power when it enters the battlefield, unless Stifle counters the trigger.
Planeswalker
A permanent type introduced in Lorwyn (2007), outside the Premodern card pool. No planeswalkers are legal in Premodern.
Pox
A Premodern prison-control archetype using Pox to simultaneously destroy lands, sacrifice creatures, and discard cards, leaving the opponent with nothing.
Priority
The right to cast spells or activate abilities at a given point in the turn. Understanding priority is essential for casting spells at the right time.
Prison
A strategy or deck type that locks the opponent out of taking meaningful actions, often using enchantments, artifacts, or activated abilities.
Protection
A keyword ability that prevents damage, auras, equipment, blocking, and targeting from sources of the protected quality (color, creature type, etc.).
Proxy
An unofficial stand-in for a card, typically a printout or handwritten replacement. Proxy policies vary by tournament.
Psychatog (deck)
A Premodern tempo-control archetype built around the creature Psychatog, using counterspells and card-drawing to fuel a lethal one-turn kill with Psychatog's pump abilities.

R

Ramp
The act of accelerating mana production beyond one land per turn, typically with artifacts, elves, or land-fetching spells.
Reanimate
A Premodern-legal black sorcery that returns any creature from any graveyard to play, with the caster losing life equal to the creature's CMC.
Reanimation
The act of returning a creature from the graveyard directly to the battlefield, typically for less mana than its casting cost.
Reanimator
A Premodern combo archetype that puts large creatures directly into the graveyard and returns them to play with Reanimate, Animate Dead, or Exhume.
Regeneration
An activated ability that, when paid, causes the next lethal damage to a creature to be prevented and the creature to remain on the battlefield tapped instead.
Removal
Spells or abilities that destroy, exile, bounce, or otherwise eliminate opposing creatures or permanents.
Replenish Combo
A Premodern combo strategy centered on discarding enchantments to the graveyard and then returning them all to play simultaneously with Replenish.

S

Sacrifice Effect
An effect that forces a player to sacrifice one or more permanents, bypassing indestructibility, regeneration, and protection.
Shadow
An evasion ability from Tempest block: a creature with shadow can only block or be blocked by other creatures with shadow.
Show and Tell
A Premodern-legal blue sorcery from Urza's Saga that lets each player put any permanent from their hand into play.
Shroud
A keyword ability that prevents a permanent or player from being the target of spells or abilities.
Sideboard
The 15-card supplement to a main deck, swapped in after the first game to adjust to the opponent's strategy in game 2 and 3.
Silver Bullet
A specific card that particularly hates on or is uniquely effective against a specific archetype or threat.
Sligh
A Premodern aggro-burn archetype named after player Paul Sligh, characterized by a low mana curve, cheap creatures, and direct damage spells.
Slivers
A Premodern tribal aggro archetype using Sliver creatures that share abilities, creating exponentially powerful boards.
Sneak Attack
A Premodern combo deck using Sneak Attack to put large creatures into play for {R}, attack, and then sacrifice them at end of turn.
Snow-Covered Land
The five basic land variants (Snow-Covered Plains, Island, Swamp, Mountain, Forest) introduced in Ice Age, which count as basic lands and have the snow supertype.
Squirrel Storm
A Premodern storm combo deck using Goblin Charbelcher or Empty the Warrens backed by mana acceleration and cantrips.
Stack
The game zone where spells and abilities wait to resolve. In Premodern, the stack matters particularly for counterspells, triggered abilities, and split-second interactions.
Standstill
A Premodern-legal blue enchantment: the first player to cast a spell causes all players to draw three cards. A lock piece in Landstill decks when combined with Mishra's Factory.
Stasis
The specific card Stasis: an enchantment that stops all players from untapping. A key component of Mono-Blue Stasis decks in Premodern.
Stasis Lock
A Premodern lockdown position achieved with the enchantment Stasis, which prevents all players from untapping unless a cost is paid each turn.
Stiflenought
A Premodern combo deck that abuses Phyrexian Dreadnought's enters-the-battlefield trigger by countering it with Stifle, leaving a 12/12 trampler for two mana.
Storm (mechanic)
A keyword mechanic from Scourge that copies a spell for each previous spell cast in the same turn. A defining mechanic in Premodern combo decks.
Storm Count
The number of spells cast before a storm spell in the same turn, determining how many copies are created.
Survival of the Fittest
A Premodern-legal green enchantment that lets you discard a creature card to tutor any creature to hand.
Survival-Squee Engine
The combination of Survival of the Fittest and Squee, Goblin Nabob, which returns to hand from the graveyard each turn — enabling free Survival activations every turn.
Sweeper
A spell that destroys or removes multiple creatures at once, such as Wrath of God or Pernicious Deed.
Swords to Plowshares
The premier white removal spell in Premodern: exile target creature for one white mana, giving the opponent life equal to its power.

T

Tempo
The concept of using fewer resources than the opponent to accomplish the same goal, effectively gaining time advantage. Tempo is a central strategic axis in Premodern.
Tempo Play
A play that gains time by using a cheap spell to negate a more expensive one or disrupt the opponent's plan without spending a full card.
Terra-geddon
A Premodern prison/control archetype that combines Armageddon with Terravore or other win conditions, destroying all lands after gaining an advantage.
The Rock
A Premodern midrange archetype named after The Rock (wrestler), combining black disruption and green creatures. Also called 'Rock and His Millions' in reference to multiple threats.
Threshold (mechanic)
A keyword mechanic from Odyssey block that grants bonus abilities when seven or more cards are in a player's graveyard.
Tinker
A Premodern combo deck using the artifact tutor Tinker to put Goblin Charbelcher, Sundering Titan, or other large artifacts into play.
Tinker Targets
The set of large artifact creatures and utility artifacts that Tinker decks search for with the sorcery Tinker, including Sundering Titan, Goblin Charbelcher, and Colossus of Sardia.
Top-Deck
Drawing and immediately playing (or relying on drawing) a specific card from the top of the library, often as a last resort in a losing position.
Trample
A keyword ability allowing a creature to deal combat damage exceeding a blocking creature's toughness to the defending player.
Transmute
An Dimir guild ability from Ravnica that allows discarding a card to tutor another card of the same converted mana cost.
Two-for-One
A trading outcome where one card answers or generates two opposing cards, creating card advantage.

V

Vigilance
A keyword ability that allows a creature to attack without tapping.

W

Wake
A Premodern combo-control archetype using Mirari's Wake, which doubles mana and empowers creatures, combined with Mirari to generate repeated spells.
Wasteland
A Premodern-legal land that taps for one colorless mana or sacrifices to destroy a target non-basic land.
Wasteland Chain
A sequence of Wasteland activations used to deny an opponent sufficient mana across multiple turns, often combined with Sinkhole or Stone Rain.
Welder MUD
A Premodern artifact-based prison/combo deck using Goblin Welder, Mishra's Workshop, and large artifacts like Sundering Titan and Covetous Dragon.
Wild Mongrel
A Premodern green creature that discards a card to get +1/+1 and change its color until end of turn, acting as a free madness enabler.
Wizards
A Premodern tempo-combo archetype using Wizard tribal synergies, particularly Riptide Laboratory and Arcanis the Omnipotent.
Wrath of God
The premier white sweeper in Premodern: destroys all creatures for {2}{W}{W} and cannot be regenerated around.

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