{"id":1404,"date":"2026-07-31T06:50:00","date_gmt":"2026-07-31T06:50:00","guid":{"rendered":"https:\/\/krakenthemeta.com\/blog\/mtg-menace-vigilance-haste-keywords\/"},"modified":"2026-07-31T06:51:45","modified_gmt":"2026-07-31T06:51:45","slug":"mtg-menace-vigilance-haste-keywords","status":"publish","type":"post","link":"https:\/\/krakenthemeta.com\/blog\/mtg-menace-vigilance-haste-keywords\/","title":{"rendered":"MTG Menace, Vigilance, Haste, Reach and Defender: How Attacking and Blocking Actually Work (2026)"},"content":{"rendered":"<p>Almost every combat argument that isn&#8217;t about damage is really an argument about <em>permission<\/em>. Can that creature attack yet? Can that creature block it? Can it block it <em>alone<\/em>? Those questions get settled in the two steps that happen <strong>before<\/strong> any damage is dealt \u2014 declare attackers and declare blockers \u2014 and a small set of evergreen keywords exists purely to edit them.<\/p>\n\n<p>That is the whole idea behind this guide. Menace, vigilance, haste, reach, flying and defender are not damage abilities and they are not bonuses. Each one changes a <em>legality<\/em> rule in a specific combat step. Once you know which step a keyword edits, every argument about it resolves itself, and you stop mixing up the ones that look similar but happen at completely different times.<\/p>\n\n<p>This is the companion piece to our guide on <a href=\"https:\/\/krakenthemeta.com\/blog\/mtg-combat-damage-keywords\/\">how combat damage actually works<\/a>, which covers first strike, double strike, deathtouch and trample \u2014 the keywords that edit the damage steps. This one covers everything that happens before the swords come down.<\/p>\n\n<figure>\n<img decoding=\"async\" src=\"https:\/\/krakenthemeta.com\/blog\/wp-content\/uploads\/2026\/07\/kraken-img-1785480146-mtg-menace-vigilance-haste-hero.jpg\" alt=\"A colossal horned warbeast held back by chains and two armored sentinels at a fortified gate, illustrating MTG menace requiring two blockers\" \/>\n<figcaption>Menace, in one image: it takes two of them to stop one of you.<\/figcaption>\n<\/figure>\n\n<h2>The combat sequence, and which keyword edits which step<\/h2>\n\n<p>Combat runs in a fixed order. Every keyword in this guide slots into exactly one point in that order, and knowing which point is the entire trick.<\/p>\n\n<table>\n<thead><tr><th>Step<\/th><th>What happens<\/th><th>Keywords that edit this step<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Untap step<\/strong><\/td><td>You untap your permanents. Combat hasn&#8217;t started.<\/td><td>None \u2014 but this is where &#8220;pseudo-vigilance&#8221; untappers live<\/td><\/tr>\n<tr><td><strong>Beginning of combat<\/strong><\/td><td>Last chance to act before attackers are chosen.<\/td><td>Haste granters that trigger here (Xenagos, Helm of the Host)<\/td><\/tr>\n<tr><td><strong>Declare attackers<\/strong><\/td><td>You choose attackers and tap them. Legality is checked now.<\/td><td><strong>Haste<\/strong>, summoning sickness, <strong>vigilance<\/strong>, <strong>defender<\/strong><\/td><\/tr>\n<tr><td><strong>Declare blockers<\/strong><\/td><td>The defender chooses blockers. Legality is checked now.<\/td><td><strong>Menace<\/strong>, <strong>flying<\/strong>, <strong>reach<\/strong>, &#8220;can&#8217;t be blocked&#8221; effects<\/td><\/tr>\n<tr><td><strong>Combat damage<\/strong><\/td><td>Damage is assigned and dealt simultaneously.<\/td><td>First strike, double strike, deathtouch, trample \u2014 <a href=\"https:\/\/krakenthemeta.com\/blog\/mtg-combat-damage-keywords\/\">covered here<\/a><\/td><\/tr>\n<tr><td><strong>End of combat<\/strong><\/td><td>&#8220;Until end of combat&#8221; effects wear off.<\/td><td>Extra-combat effects (Aurelia) loop back to beginning of combat<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<p>Read that table one more time, because it explains something people find genuinely confusing: <strong>vigilance and menace never interact.<\/strong> They sit in different steps. Vigilance is resolved when you declare attackers; menace is resolved when your opponent declares blockers. A creature can have both, and each one does its job without ever touching the other.<\/p>\n\n<h2>Can it attack at all? Summoning sickness and haste<\/h2>\n\n<h3>What summoning sickness actually restricts<\/h3>\n\n<p>Rule 302.6 is the one every new player meets and almost nobody reads carefully. A creature can&#8217;t attack, and can&#8217;t use an activated ability with the tap symbol <code>{T}<\/code> or the untap symbol <code>{Q}<\/code> in its cost, unless its controller has controlled it continuously since the beginning of their most recent turn.<\/p>\n\n<p>Three consequences fall straight out of that wording, and all three are commonly missed:<\/p>\n\n<ul>\n<li><strong>Summoning sickness does not stop blocking.<\/strong> A creature you cast this turn can block perfectly well on the opponent&#8217;s turn. Blocking is not attacking and it is not a tap ability. This is the single most common beginner misconception about the rule.<\/li>\n<li><strong>It restricts tap abilities, not just attacking.<\/strong> A mana dork you just cast cannot tap for mana. A creature with a <code>{T}<\/code>: draw or <code>{T}<\/code>: ping ability can&#8217;t use it the turn it lands.<\/li>\n<li><strong>It&#8217;s about continuous control, not about how long the card has been on the battlefield.<\/strong> Steal an opponent&#8217;s creature mid-turn and it is summoning sick for you, even though it has been in play for six turns.<\/li>\n<\/ul>\n\n<h3>Haste is permission, not a cure<\/h3>\n\n<p>Haste (rule 702.10) does not remove summoning sickness. It grants an exception to it. The reminder text on <strong>Swiftfoot Boots<\/strong> says it exactly right: the creature &#8220;can attack and <code>{T}<\/code> no matter when it came under your control.&#8221;<\/p>\n\n<p>The distinction is not pedantry \u2014 it changes real board states:<\/p>\n\n<ul>\n<li><strong>Haste also switches on tap abilities.<\/strong> This is why <strong>Kiki-Jiki, Mirror Breaker<\/strong> is printed with haste. Kiki&#8217;s whole function is a <code>{T}<\/code> ability, and without haste it would do nothing the turn it arrives.<\/li>\n<li><strong>Blinking a creature makes it summoning sick again.<\/strong> A flickered permanent returns as a brand-new object with no prior control history, so it can&#8217;t attack or tap that turn even though &#8220;it&#8221; never left your side. This is the tax every <a href=\"https:\/\/krakenthemeta.com\/blog\/best-blink-commanders\/\">blink deck<\/a> pays, and it&#8217;s exactly why <strong>Helm of the Host<\/strong> spells out that the copy it creates &#8220;gains haste&#8221; \u2014 a fresh token would otherwise be useless the turn it&#8217;s made.<\/li>\n<li><strong>Losing haste after attackers are declared doesn&#8217;t remove the attacker.<\/strong> Once a creature is legally declared as an attacker, it stays an attacking creature. The legality check happens once, at declaration.<\/li>\n<\/ul>\n\n<table>\n<thead><tr><th>Enabler<\/th><th>Cost<\/th><th>What it does<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Lightning Greaves<\/strong><\/td><td>{2}<\/td><td>Haste + shroud, and the free equip cost makes it re-targetable every turn<\/td><td>$3.92<\/td><\/tr>\n<tr><td><strong>Swiftfoot Boots<\/strong><\/td><td>{2}<\/td><td>Haste + hexproof \u2014 the version you want when you need to target your own creature<\/td><td>$1.91<\/td><\/tr>\n<tr><td><strong>Fervor<\/strong><\/td><td>{2}{R}<\/td><td>Creatures you control have haste. The clean, unconditional anthem<\/td><td>$6.38<\/td><\/tr>\n<tr><td><strong>Hammer of Purphoros<\/strong><\/td><td>{1}{R}{R}<\/td><td>Same effect as Fervor, plus a land-to-Golem mana sink<\/td><td>$0.29<\/td><\/tr>\n<tr><td><strong>Mass Hysteria<\/strong><\/td><td>{R}<\/td><td>One mana, but <em>all<\/em> creatures get haste \u2014 including your opponents&#8217;<\/td><td>$3.88<\/td><\/tr>\n<tr><td><strong>Anger<\/strong><\/td><td>{3}{R}<\/td><td>Grants haste from the graveyard while you control a Mountain \u2014 free after it dies<\/td><td>$0.51<\/td><\/tr>\n<tr><td><strong>Urabrask the Hidden<\/strong><\/td><td>{3}{R}{R}<\/td><td>Haste for you, and opponents&#8217; creatures enter tapped \u2014 offense and defense in one<\/td><td>$4.39<\/td><\/tr>\n<tr><td><strong>Rhythm of the Wild<\/strong><\/td><td>{1}{R}{G}<\/td><td>Riot (haste <em>or<\/em> a +1\/+1 counter) plus creature spells can&#8217;t be countered<\/td><td>$5.08<\/td><\/tr>\n<tr><td><strong>Temur Ascendancy<\/strong><\/td><td>{G}{U}{R}<\/td><td>Haste plus a draw whenever a power-4-or-greater creature enters<\/td><td>$3.69<\/td><\/tr>\n<tr><td><strong>Xenagos, God of Revels<\/strong><\/td><td>{3}{R}{G}<\/td><td>Haste and +X\/+X at beginning of combat, where X is that creature&#8217;s power<\/td><td>$8.77<\/td><\/tr>\n<tr><td><strong>Helm of the Host<\/strong><\/td><td>{4}<\/td><td>A hasty non-legendary copy of the equipped creature every combat<\/td><td>$5.28<\/td><\/tr>\n<tr><td><strong>Concordant Crossroads<\/strong><\/td><td>{G}<\/td><td>The one-mana green version \u2014 expensive, symmetrical, and iconic<\/td><td>$36.97<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<p>Note the split in that list. <strong>Mass Hysteria<\/strong> and <strong>Concordant Crossroads<\/strong> say &#8220;all creatures,&#8221; not &#8220;creatures you control.&#8221; In a four-player pod that is a meaningfully different card, and it&#8217;s a distinction worth checking before you jam the cheapest option into your list.<\/p>\n\n<figure>\n<img decoding=\"async\" src=\"https:\/\/krakenthemeta.com\/blog\/wp-content\/uploads\/2026\/07\/kraken-img-1785480206-mtg-menace-vigilance-haste-haste.jpg\" alt=\"A molten armored warrior erupting from a crack in the earth at a full sprint, illustrating MTG haste\" \/>\n<figcaption>Haste doesn&#8217;t cure summoning sickness \u2014 it grants an exception to it.<\/figcaption>\n<\/figure>\n\n<h2>Defender: the creatures that aren&#8217;t allowed to attack<\/h2>\n\n<p>Defender (rule 702.3) is a static ability that means the creature can&#8217;t attack. That&#8217;s the entire ability, and the things it <em>doesn&#8217;t<\/em> do matter more than the thing it does:<\/p>\n\n<ul>\n<li><strong>Defender does not stop blocking.<\/strong> Obviously \u2014 blocking is what walls are for.<\/li>\n<li><strong>Defender does not stop tap abilities.<\/strong> <strong>Crashing Drawbridge<\/strong> is a 0\/4 Wall with defender whose whole job is to tap and give your team haste. It&#8217;s a genuinely elegant card: it can never attack, and it&#8217;s the reason everything else can.<\/li>\n<li><strong>Defender doesn&#8217;t cap the creature&#8217;s power.<\/strong> Walls tend to be 0\/X, but that&#8217;s a design convention, not a rule.<\/li>\n<\/ul>\n\n<p>Wall decks work by attacking both halves of that problem at once. One set of cards lets defenders attack anyway; another set makes them deal damage equal to <em>toughness<\/em> instead of power. You generally want both, because a 0\/6 that&#8217;s finally allowed to attack still deals zero damage.<\/p>\n\n<p><strong>Arcades, the Strategist<\/strong> is the commander that does both in one card \u2014 and also draws you a card whenever a defender enters, which is what makes the archetype function rather than just exist. <strong>Doran, the Siege Tower<\/strong> only does the toughness swap, and note carefully that it&#8217;s symmetrical: <em>every<\/em> creature assigns damage by toughness, including your opponents&#8217;.<\/p>\n\n<table>\n<thead><tr><th>Card<\/th><th>Cost<\/th><th>What it does<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Arcades, the Strategist<\/strong><\/td><td>{1}{G}{W}{U}<\/td><td>Defenders attack, assign damage by toughness, and draw a card on entry<\/td><td>$4.97<\/td><\/tr>\n<tr><td><strong>Doran, the Siege Tower<\/strong><\/td><td>{W}{B}{G}<\/td><td>Every creature assigns damage by toughness \u2014 symmetrical, so read the board<\/td><td>$8.29<\/td><\/tr>\n<tr><td><strong>High Alert<\/strong><\/td><td>{1}{W}{U}<\/td><td>Toughness damage + defenders can attack + an untapper. Both halves for three mana<\/td><td>$0.39<\/td><\/tr>\n<tr><td><strong>Assault Formation<\/strong><\/td><td>{1}{G}<\/td><td>Toughness damage, a {G} ability to let one defender attack, and a pump sink<\/td><td>$0.39<\/td><\/tr>\n<tr><td><strong>Bedrock Tortoise<\/strong><\/td><td>{3}{G}<\/td><td>Toughness damage for your high-toughness creatures, plus hexproof on your turn<\/td><td>$2.96<\/td><\/tr>\n<tr><td><strong>Huatli, the Sun&#8217;s Heart<\/strong><\/td><td>{2}{G\/W}<\/td><td>A two-and-a-half mana planeswalker that just is the toughness-damage rule<\/td><td>$0.41<\/td><\/tr>\n<tr><td><strong>Walking Bulwark<\/strong><\/td><td>{1}<\/td><td>One-mana wall that can pay {2} to give a defender haste, attacking, and toughness damage<\/td><td>$0.31<\/td><\/tr>\n<tr><td><strong>Crashing Drawbridge<\/strong><\/td><td>{2}<\/td><td>Defender that taps to give your whole team haste<\/td><td>$0.80<\/td><\/tr>\n<tr><td><strong>Weathered Sentinels<\/strong><\/td><td>{3}<\/td><td>Defender, vigilance, reach and trample \u2014 and it may attack whoever attacked you<\/td><td>$0.79<\/td><\/tr>\n<tr><td><strong>Colossus of Akros<\/strong><\/td><td>{8}<\/td><td>10\/10 indestructible defender that sheds the restriction once it&#8217;s monstrous<\/td><td>$1.65<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>Vigilance, and the three things it does not do<\/h2>\n\n<p>Vigilance (rule 702.20) means exactly one thing: attacking doesn&#8217;t cause this creature to tap. That&#8217;s it. Serra Angel&#8217;s reminder text is four words long and completely sufficient.<\/p>\n\n<p>Nearly every vigilance misunderstanding comes from assuming it does more than that. It doesn&#8217;t:<\/p>\n\n<ul>\n<li><strong>Vigilance does not untap anything.<\/strong> A creature that is already tapped \u2014 because you tapped it for mana, or crewed a Vehicle, or the opponent tapped it down \u2014 cannot attack, no matter how much vigilance it has. Vigilance only prevents the tap that <em>attacking itself<\/em> would cause.<\/li>\n<li><strong>Vigilance is not &#8220;untaps during each other player&#8217;s untap step.&#8221;<\/strong> Those pseudo-vigilance effects are a genuinely different and often stronger ability, because they let the creature attack, tap for something else, <em>and<\/em> come back for blocking duty.<\/li>\n<li><strong>Vigilance does not stop other effects from tapping it.<\/strong> Convoke, crew, tap-down removal and its own <code>{T}<\/code> abilities all still work normally.<\/li>\n<\/ul>\n\n<p>Now the upside, which is underrated and follows directly from that last point. Because a vigilant attacker is still untapped after attackers are declared, <strong>you can attack with it and then still use its tap ability that same turn<\/strong>. <strong>Faeburrow Elder<\/strong> is the clearest example: swing with it, then tap it for a fistful of mana once blockers are declared, and pay for the trick with a creature that is currently in combat. <strong>Loran of the Third Path<\/strong> does the same with card draw, and <strong>Enduring Vitality<\/strong> hands the trick to your entire board by giving every creature you control &#8220;<code>{T}<\/code>: Add one mana of any color.&#8221;<\/p>\n\n<p>That is the real reason vigilance shows up on so many high-value Commander cards. It isn&#8217;t the defense. It&#8217;s that vigilance converts your attackers into untapped resources for the rest of the turn.<\/p>\n\n<figure>\n<img decoding=\"async\" src=\"https:\/\/krakenthemeta.com\/blog\/wp-content\/uploads\/2026\/07\/kraken-img-1785480177-mtg-menace-vigilance-haste-vigilance.jpg\" alt=\"An armored angelic sentinel charging with sword raised while still guarding a citadel gate, illustrating MTG vigilance\" \/>\n<figcaption>Vigilance means attacking doesn&#8217;t tap it. It does not untap anything.<\/figcaption>\n<\/figure>\n\n<table>\n<thead><tr><th>Card<\/th><th>Cost<\/th><th>Why it&#8217;s here<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Avacyn, Angel of Hope<\/strong><\/td><td>{5}{W}{W}{W}<\/td><td>Flying, vigilance, indestructible, and indestructible for everything else you own<\/td><td>$29.43<\/td><\/tr>\n<tr><td><strong>Aurelia, the Warleader<\/strong><\/td><td>{2}{R}{R}{W}{W}<\/td><td>Flying, vigilance, haste \u2014 and an extra combat phase with a full untap<\/td><td>$4.64<\/td><\/tr>\n<tr><td><strong>Elesh Norn, Grand Cenobite<\/strong><\/td><td>{5}{W}{W}<\/td><td>Vigilance plus a +2\/+2 \/ \u22122\/\u22122 swing that ends most board stalls<\/td><td>$19.78<\/td><\/tr>\n<tr><td><strong>Adeline, Resplendent Cathar<\/strong><\/td><td>{1}{W}{W}<\/td><td>Vigilance, and a token per opponent every time you attack<\/td><td>$2.39<\/td><\/tr>\n<tr><td><strong>Sun Titan<\/strong><\/td><td>{4}{W}{W}<\/td><td>Vigilance and recursion on both entry and attack<\/td><td>$0.33<\/td><\/tr>\n<tr><td><strong>Faeburrow Elder<\/strong><\/td><td>{1}{G}{W}<\/td><td>The attack-then-tap-for-mana trick, and it grows with your colors<\/td><td>$0.45<\/td><\/tr>\n<tr><td><strong>Loran of the Third Path<\/strong><\/td><td>{2}{W}<\/td><td>Vigilance, artifact\/enchantment removal on entry, and attack-then-draw<\/td><td>$4.61<\/td><\/tr>\n<tr><td><strong>Enduring Vitality<\/strong><\/td><td>{1}{G}{G}<\/td><td>Gives every creature a mana ability, so vigilance becomes a team-wide ritual<\/td><td>$16.95<\/td><\/tr>\n<tr><td><strong>Danitha Capashen, Paragon<\/strong><\/td><td>{2}{W}<\/td><td>First strike, vigilance, lifelink and an Equipment discount in one 3-drop<\/td><td>$0.94<\/td><\/tr>\n<tr><td><strong>Brave the Sands<\/strong><\/td><td>{1}{W}<\/td><td>Team vigilance, and each of your creatures can block an additional creature<\/td><td>$6.37<\/td><\/tr>\n<tr><td><strong>Intangible Virtue<\/strong><\/td><td>{1}{W}<\/td><td>The token-deck version: +1\/+1 and vigilance for every creature token<\/td><td>$0.22<\/td><\/tr>\n<tr><td><strong>Sword of Vengeance<\/strong><\/td><td>{3}<\/td><td>+2\/+0 with first strike, vigilance, trample and haste \u2014 four steps edited at once<\/td><td>$1.12<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>Who is allowed to block? Menace, flying and reach<\/h2>\n\n<h3>Menace (702.111)<\/h3>\n\n<p>A creature with menace can&#8217;t be blocked except by two or more creatures. It&#8217;s a blocking restriction, checked when your opponent declares blockers, and it produces some results people don&#8217;t expect.<\/p>\n\n<ul>\n<li><strong>If the opponent has exactly one untapped creature, they cannot block your menace attacker at all.<\/strong> Not &#8220;they block and take the damage anyway&#8221; \u2014 the block is simply illegal. Against a tapped-out or thin board, menace reads as &#8220;unblockable.&#8221;<\/li>\n<li><strong>Menace is not unblockable.<\/strong> Two 1\/1 tokens stop a 10\/10 with menace just as well as two 10\/10s would. Menace beats <em>narrow<\/em> boards, not wide ones \u2014 which is precisely why it&#8217;s the evasion of choice in black and red, colors that are happy to strip a board down first.<\/li>\n<li><strong>Effects that let one creature block multiple attackers do not beat menace.<\/strong> <strong>Brave the Sands<\/strong> lets each of your creatures block an additional <em>creature<\/em>; menace requires two separate blocking <em>creatures<\/em> on the same attacker. One creature can&#8217;t satisfy it twice.<\/li>\n<li><strong>Menace and trample pull in opposite directions once a block happens.<\/strong> This is the crossover with the <a href=\"https:\/\/krakenthemeta.com\/blog\/mtg-combat-damage-keywords\/\">combat damage rules<\/a>, and it&#8217;s worth stating precisely because it&#8217;s easy to get backwards. With trample you must assign lethal damage to <em>every<\/em> blocker before anything spills over to the player \u2014 so when your menace creature does get blocked, it&#8217;s paying off two creatures instead of one, and less tramples through. Menace still earns its slot on a trampler, but for the other reason: it makes the no-block outcome more likely in the first place. Menace helps before the block and hurts after it.<\/li>\n<\/ul>\n\n<p><strong>Iroas, God of Victory<\/strong> is the best illustration of menace as a strategy rather than a keyword. It gives your whole team menace <em>and<\/em> prevents all damage that would be dealt to your attacking creatures. Your attacks stop being profitable trades and start being free \u2014 the opponent needs two blockers per attacker just to make a block legal, and even then your creatures don&#8217;t die.<\/p>\n\n<table>\n<thead><tr><th>Card<\/th><th>Cost<\/th><th>Why it&#8217;s here<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Iroas, God of Victory<\/strong><\/td><td>{2}{R}{W}<\/td><td>Team menace plus damage prevention on your attackers \u2014 attacking becomes free<\/td><td>$12.91<\/td><\/tr>\n<tr><td><strong>Goblin War Drums<\/strong><\/td><td>{2}{R}<\/td><td>Three mana, creatures you control have menace. The clean enchantment<\/td><td>$1.11<\/td><\/tr>\n<tr><td><strong>Professional Face-Breaker<\/strong><\/td><td>{2}{R}<\/td><td>Menace, and Treasure every time your creatures connect<\/td><td>$6.30<\/td><\/tr>\n<tr><td><strong>Tergrid, God of Fright<\/strong><\/td><td>{3}{B}{B}<\/td><td>Menace on a body that steals everything your opponents sacrifice or discard<\/td><td>$22.39<\/td><\/tr>\n<tr><td><strong>Lathril, Blade of the Elves<\/strong><\/td><td>{2}{B}{G}<\/td><td>Menace that converts connections into Elf tokens, then into a 10-life drain<\/td><td>$1.41<\/td><\/tr>\n<tr><td><strong>Noxious Gearhulk<\/strong><\/td><td>{4}{B}{B}<\/td><td>Menace, removal, and lifegain stapled to a 5\/4 body<\/td><td>$0.36<\/td><\/tr>\n<tr><td><strong>Massacre Girl<\/strong><\/td><td>{3}{B}{B}<\/td><td>Menace on the best &#8220;shrink the board so menace matters&#8221; creature in black<\/td><td>$0.45<\/td><\/tr>\n<tr><td><strong>Junji, the Midnight Sky<\/strong><\/td><td>{3}{B}{B}<\/td><td>Flying <em>and<\/em> menace \u2014 two blocking restrictions stacked on one attacker<\/td><td>$0.60<\/td><\/tr>\n<tr><td><strong>Piper of the Swarm<\/strong><\/td><td>{1}{B}<\/td><td>Rats you control have menace, and it makes the Rats too<\/td><td>$2.31<\/td><\/tr>\n<tr><td><strong>Sire of Seven Deaths<\/strong><\/td><td>{7}<\/td><td>Seven keywords on one colorless body, menace and reach among them<\/td><td>$19.49<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h3>Flying (702.9) and reach (702.17)<\/h3>\n\n<p>Flying is the oldest blocking restriction in the game: a creature with flying can&#8217;t be blocked except by creatures with flying and\/or reach. Reach is the answer to it \u2014 and the relationship is strictly one-directional, which is the part people get wrong.<\/p>\n\n<p><strong>Reach does not grant flying.<\/strong> A creature with reach can block flyers; it gains no evasion of its own and can still be blocked by literally anything. Reach is a purely defensive keyword. That&#8217;s why it lives in green, the color with the fewest flyers and the most need for an answer to them.<\/p>\n\n<p>Two cards worth knowing for the other side of that fight: <strong>Archetype of Imagination<\/strong> gives your creatures flying and strips it from your opponents&#8217; \u2014 and crucially, they &#8220;can&#8217;t have or gain flying,&#8221; which means their would-be blockers stay grounded permanently. <strong>Wonder<\/strong> does the cheaper version from the graveyard while you control an Island, which is why it&#8217;s a staple in blue decks that mill themselves.<\/p>\n\n<figure>\n<img decoding=\"async\" src=\"https:\/\/krakenthemeta.com\/blog\/wp-content\/uploads\/2026\/07\/kraken-img-1785480235-mtg-menace-vigilance-haste-reach.jpg\" alt=\"A colossal treefolk spider on a cliff snatching a winged drake from the sky, illustrating MTG reach blocking flying creatures\" \/>\n<figcaption>Reach blocks flyers. It never lets you fly.<\/figcaption>\n<\/figure>\n\n<table>\n<thead><tr><th>Creature<\/th><th>Cost<\/th><th>Why it&#8217;s here<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Ancient Greenwarden<\/strong><\/td><td>{4}{G}{G}<\/td><td>5\/7 reach that doubles landfall triggers and replays lands from the yard<\/td><td>$12.21<\/td><\/tr>\n<tr><td><strong>Lumra, Bellow of the Woods<\/strong><\/td><td>{4}{G}{G}<\/td><td>Vigilance and reach on a body the size of your land count<\/td><td>$20.74<\/td><\/tr>\n<tr><td><strong>Endurance<\/strong><\/td><td>{1}{G}{G}<\/td><td>Flash + reach \u2014 an ambush blocker that also shuts off graveyards<\/td><td>$3.87<\/td><\/tr>\n<tr><td><strong>Poison-Tip Archer<\/strong><\/td><td>{2}{B}{G}<\/td><td>Reach and deathtouch: any flyer that gets blocked by it simply dies<\/td><td>$1.86<\/td><\/tr>\n<tr><td><strong>Arasta of the Endless Web<\/strong><\/td><td>{2}{G}{G}<\/td><td>Reach, and a 1\/2 reach Spider every time an opponent casts an instant or sorcery<\/td><td>$0.35<\/td><\/tr>\n<tr><td><strong>Stonecoil Serpent<\/strong><\/td><td>{X}<\/td><td>Reach, trample and protection from multicolored on a colorless X-spell<\/td><td>$0.37<\/td><\/tr>\n<tr><td><strong>Zacama, Primal Calamity<\/strong><\/td><td>{6}{R}{G}{W}<\/td><td>Vigilance, reach and trample on a 9\/9 with three activated abilities<\/td><td>$1.37<\/td><\/tr>\n<tr><td><strong>Multani, Yavimaya&#8217;s Avatar<\/strong><\/td><td>{4}{G}{G}<\/td><td>Reach and trample, sized by your lands, and it recurs itself<\/td><td>$0.25<\/td><\/tr>\n<tr><td><strong>Six<\/strong><\/td><td>{2}{G}<\/td><td>Reach on a three-mana Treefolk that gives your graveyard retrace<\/td><td>$4.95<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>The other way to be unblockable<\/h2>\n\n<p>Menace and flying make blocking <em>harder<\/em>. A separate set of effects makes it impossible outright, and they&#8217;re worth distinguishing because they&#8217;re immune to the counterplay that beats keywords. Nobody&#8217;s reach creature stops <strong>Whispersilk Cloak<\/strong>.<\/p>\n\n<p>Two of these come with a protection keyword attached, and it&#8217;s worth knowing which. Whispersilk Cloak grants shroud, which stops <em>your own<\/em> Auras and pump spells from targeting the creature you just made unblockable; <strong>Swiftfoot Boots<\/strong> grants hexproof instead, which only stops your opponents. That difference is the whole subject of our guide to <a href=\"https:\/\/krakenthemeta.com\/blog\/mtg-hexproof-shroud-ward-protection\/\">hexproof, shroud, ward and protection<\/a>, and it decides which of the two belongs in a deck that wants to keep buffing its attacker.<\/p>\n\n<p><strong>Questing Beast<\/strong> deserves a special mention here because it edits three different steps at once: vigilance (declare attackers), &#8220;can&#8217;t be blocked by creatures with power 2 or less&#8221; (declare blockers), and &#8220;combat damage that would be dealt by creatures you control can&#8217;t be prevented&#8221; (damage step). It&#8217;s four mana for a lesson in how these keywords stack.<\/p>\n\n<p>And a genuinely useful catch on the two famous keyword-sharing enchantments, parsed straight from their oracle text: <strong>Odric, Lunarch Marshal<\/strong> shares flying, first strike, deathtouch, double strike, haste, hexproof, indestructible, lifelink, <em>menace<\/em>, <em>reach<\/em>, skulk, trample and <em>vigilance<\/em>. <strong>Concerted Effort<\/strong> shares flying, fear, first strike, double strike, landwalk, protection, trample and vigilance \u2014 which means it shares <strong>neither menace nor reach nor haste<\/strong>. If you&#8217;re building a keyword-soup deck around the evasion keywords in this guide, Odric is the card and Concerted Effort is not. Build it backwards and half your enchantment does nothing.<\/p>\n\n<table>\n<thead><tr><th>Card<\/th><th>Cost<\/th><th>Why it&#8217;s here<\/th><th>Price<\/th><\/tr><\/thead>\n<tbody>\n<tr><td><strong>Rogue&#8217;s Passage<\/strong><\/td><td>Land<\/td><td>{4}, {T}: a creature can&#8217;t be blocked. Every deck can play it<\/td><td>$0.40<\/td><\/tr>\n<tr><td><strong>Whispersilk Cloak<\/strong><\/td><td>{3}<\/td><td>Can&#8217;t be blocked <em>and<\/em> shroud \u2014 but shroud stops your own targeting too<\/td><td>$1.37<\/td><\/tr>\n<tr><td><strong>Key to the City<\/strong><\/td><td>{2}<\/td><td>Repeatable unblockable for a discard, and it draws you cards on the untap<\/td><td>$0.90<\/td><\/tr>\n<tr><td><strong>Questing Beast<\/strong><\/td><td>{2}{G}{G}<\/td><td>Vigilance, deathtouch, haste, a blocking restriction, and no damage prevention<\/td><td>$3.91<\/td><\/tr>\n<tr><td><strong>Archetype of Imagination<\/strong><\/td><td>{4}{U}{U}<\/td><td>Your team flies; theirs can&#8217;t have or gain flying at all<\/td><td>$0.75<\/td><\/tr>\n<tr><td><strong>Wonder<\/strong><\/td><td>{3}{U}<\/td><td>Team flying from the graveyard while you control an Island<\/td><td>$2.30<\/td><\/tr>\n<tr><td><strong>Odric, Lunarch Marshal<\/strong><\/td><td>{3}{W}<\/td><td>Shares menace, reach, vigilance and haste across your board each combat<\/td><td>$1.04<\/td><\/tr>\n<tr><td><strong>Baird, Steward of Argive<\/strong><\/td><td>{2}{W}{W}<\/td><td>The defensive mirror: vigilance, and attacking you costs {1} per creature<\/td><td>$0.30<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h3>The legacy evasion family, briefly<\/h3>\n\n<p>Before menace was standardized in 2015, Magic had a scattered collection of narrower evasion keywords, and you&#8217;ll still meet them in older Commander decks: <strong>fear<\/strong> (can&#8217;t be blocked except by artifact and\/or black creatures), <strong>intimidate<\/strong> (can&#8217;t be blocked except by artifact creatures and creatures sharing a color), <strong>skulk<\/strong> (can&#8217;t be blocked by creatures with greater power), <strong>horsemanship<\/strong> (a Portal Three Kingdoms mechanic that is effectively unblockable in most games), and <strong>shadow<\/strong> (can only block or be blocked by other shadow creatures).<\/p>\n\n<p>Menace replaced most of them for good reason: fear and intimidate are dead weight against the wrong deck and unbeatable against the right one, which is a bad design. They all belong to the declare-blockers step just like menace does, so everything in this guide applies to them unchanged.<\/p>\n\n<h2>Every keyword in this guide, in one place<\/h2>\n\n<table>\n<thead><tr><th>Keyword<\/th><th>Rule<\/th><th>Step it edits<\/th><th>What it actually does \u2014 and doesn&#8217;t<\/th><\/tr><\/thead>\n<tbody>\n<tr><td>Summoning sickness<\/td><td>302.6<\/td><td>Declare attackers<\/td><td>Blocks attacking and {T}\/{Q} abilities. Does <em>not<\/em> stop blocking<\/td><\/tr>\n<tr><td>Haste<\/td><td>702.10<\/td><td>Declare attackers<\/td><td>Grants an exception to summoning sickness. Does <em>not<\/em> remove it<\/td><\/tr>\n<tr><td>Defender<\/td><td>702.3<\/td><td>Declare attackers<\/td><td>Can&#8217;t attack. Does <em>not<\/em> stop blocking or tap abilities<\/td><\/tr>\n<tr><td>Vigilance<\/td><td>702.20<\/td><td>Declare attackers<\/td><td>Attacking doesn&#8217;t tap it. Does <em>not<\/em> untap it or stop other taps<\/td><\/tr>\n<tr><td>Menace<\/td><td>702.111<\/td><td>Declare blockers<\/td><td>Needs two blockers. Is <em>not<\/em> unblockable; makes trample worse<\/td><\/tr>\n<tr><td>Flying<\/td><td>702.9<\/td><td>Declare blockers<\/td><td>Blockable only by flying and\/or reach<\/td><\/tr>\n<tr><td>Reach<\/td><td>702.17<\/td><td>Declare blockers<\/td><td>Can block flyers. Does <em>not<\/em> grant flying or any evasion<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>Ten interactions, verified<\/h2>\n\n<table>\n<thead><tr><th>Interaction<\/th><th>What actually happens<\/th><\/tr><\/thead>\n<tbody>\n<tr><td>Menace + trample<\/td><td>Helps before the block, hurts after it. Fewer blocks happen \u2014 but when one does, you assign lethal to <em>two<\/em> blockers before anything tramples through<\/td><\/tr>\n<tr><td>Menace + one untapped opposing creature<\/td><td>It can&#8217;t be blocked at all. The block is illegal, not merely bad<\/td><\/tr>\n<tr><td>Menace + two 1\/1 tokens<\/td><td>Fully blocked. Menace beats narrow boards, not wide ones<\/td><\/tr>\n<tr><td>Vigilance + a tapped creature<\/td><td>Still can&#8217;t attack. Vigilance prevents the attack tap; it never untaps<\/td><\/tr>\n<tr><td>Vigilance + a {T} ability<\/td><td>Attack, then tap for the ability the same turn. This is vigilance&#8217;s real payoff<\/td><\/tr>\n<tr><td>Haste + blink<\/td><td>The returning creature is a new object and summoning sick \u2014 haste is what fixes it<\/td><\/tr>\n<tr><td>Haste + a creature you stole this turn<\/td><td>Haste is required. Continuous control, not battlefield time, is what matters<\/td><\/tr>\n<tr><td>Summoning sickness + blocking<\/td><td>No interaction. A creature cast this turn blocks normally on the next turn<\/td><\/tr>\n<tr><td>Reach + being attacked<\/td><td>Reach does nothing for the reach creature&#8217;s own attacks. It&#8217;s purely a blocking permission<\/td><\/tr>\n<tr><td>Odric vs. Concerted Effort<\/td><td>Odric shares menace, reach, haste and vigilance. Concerted Effort shares none of the first three<\/td><\/tr>\n<\/tbody>\n<\/table>\n\n<h2>The combat legality toolbox<\/h2>\n\n<p>These are the pieces, not a deck \u2014 a five-colour menu to pull six or eight from depending on which step your build actually cares about. If you&#8217;re attacking with one big creature, take the haste and unblockable pieces. If you&#8217;re going wide, take the menace anthems. If you&#8217;re durdling behind walls, take the defender package.<\/p>\n\n<div class=\"ktm-deck-cta\"><h4>The Combat Legality Toolbox<\/h4><p>21 cards \u2014 one click loads the full list into a TCGplayer cart so you can check real prices and grab the whole deck at once.<\/p><a class=\"ktm-cta-btn\" href=\"https:\/\/partner.tcgplayer.com\/c\/7439974\/1780961\/21018?u=https%3A%2F%2Fwww.tcgplayer.com%2Fmassentry%3Fproductline%3DMagic%26c%3D1%2520Lightning%2520Greaves%257C%257C1%2520Swiftfoot%2520Boots%257C%257C1%2520Fervor%257C%257C1%2520Hammer%2520of%2520Purphoros%257C%257C1%2520Anger%257C%257C1%2520Rhythm%2520of%2520the%2520Wild%257C%257C1%2520Xenagos%252C%2520God%2520of%2520Revels%257C%257C1%2520Helm%2520of%2520the%2520Host%257C%257C1%2520Iroas%252C%2520God%2520of%2520Victory%257C%257C1%2520Goblin%2520War%2520Drums%257C%257C1%2520Piper%2520of%2520the%2520Swarm%257C%257C1%2520Odric%252C%2520Lunarch%2520Marshal%257C%257C1%2520Brave%2520the%2520Sands%257C%257C1%2520Intangible%2520Virtue%257C%257C1%2520Sword%2520of%2520Vengeance%257C%257C1%2520Faeburrow%2520Elder%257C%257C1%2520Rogue%25E2%2580%2599s%2520Passage%257C%257C1%2520Whispersilk%2520Cloak%257C%257C1%2520Key%2520to%2520the%2520City%257C%257C1%2520Archetype%2520of%2520Imagination%257C%257C1%2520Arcades%252C%2520the%2520Strategist%26utm_source%3Dkrakenthemeta\" target=\"_blank\" rel=\"sponsored nofollow noopener\">Buy this deck on TCGplayer<\/a><span class=\"ktm-cta-note\">Affiliate link \u2014 buying through it supports KrakenTheMeta at no extra cost to you.<\/span><\/div>\n\n<p>If you want to see how these keywords behave inside real lists rather than in isolation, our guides to <a href=\"https:\/\/krakenthemeta.com\/blog\/best-equipment-mtg\/\">the best Equipment in MTG<\/a> and <a href=\"https:\/\/krakenthemeta.com\/blog\/best-voltron-commanders\/\">building a Voltron deck<\/a> lean on this exact package \u2014 Voltron lives or dies on whether its one big creature is legally allowed to connect. For the defensive side of the argument, <a href=\"https:\/\/krakenthemeta.com\/blog\/best-removal-spells-mtg\/\">removal<\/a> and <a href=\"https:\/\/krakenthemeta.com\/blog\/best-board-wipes-mtg\/\">board wipes<\/a> answer evasion in the only way that always works: by removing the creature before blockers matter. And if you&#8217;re assembling a list from scratch, <a href=\"https:\/\/krakenthemeta.com\/blog\/commander-staples\/\">Commander staples<\/a> and <a href=\"https:\/\/krakenthemeta.com\/blog\/how-to-build-a-commander-deck-a-step-by-step-guide-2026\/\">how to build a Commander deck<\/a> are the places to start.<\/p>\n\n<p>Prices in this guide move constantly \u2014 <strong>Concordant Crossroads<\/strong> and <strong>Avacyn<\/strong> in particular are reserved-list-adjacent and swing hard. You can check any card&#8217;s current price on our <a href=\"https:\/\/krakenthemeta.com\/cards-pricing.php\">card pricing tool<\/a>, and if you want to see how other players are actually using these keywords, <a href=\"https:\/\/krakenthemeta.com\/decks.php\">browse the public decks<\/a> \u2014 filter for a menace or Voltron commander and you&#8217;ll find the evasion package assembled in a dozen different ways.<\/p>\n\n<h2>Frequently asked questions<\/h2>\n\n<h3>What does menace do in MTG?<\/h3>\n<p>Menace means the creature can&#8217;t be blocked except by two or more creatures. It&#8217;s checked when your opponent declares blockers. If they only have one untapped creature available, they can&#8217;t legally block your menace attacker at all.<\/p>\n\n<h3>Is menace the same as unblockable?<\/h3>\n<p>No. Two creatures of any size can block a menace attacker. Menace punishes opponents with few available blockers, which is why it pairs so well with removal and sweepers that thin the board first.<\/p>\n\n<h3>What does vigilance do in MTG?<\/h3>\n<p>Vigilance means attacking doesn&#8217;t cause the creature to tap. That&#8217;s the whole ability. It doesn&#8217;t untap the creature, it doesn&#8217;t protect it from being tapped by other effects, and it doesn&#8217;t do anything during the damage step.<\/p>\n\n<h3>Can a tapped creature attack if it has vigilance?<\/h3>\n<p>No. Vigilance only prevents the tap that attacking would otherwise cause. If the creature is already tapped \u2014 because you tapped it for mana, crewed a Vehicle, or the opponent tapped it down \u2014 it cannot be declared as an attacker.<\/p>\n\n<h3>Does haste remove summoning sickness?<\/h3>\n<p>Not exactly. Haste grants an exception to the summoning sickness rule rather than removing it. The practical effect is the same for attacking and tap abilities, but the distinction matters when a creature is blinked or when the haste effect ends.<\/p>\n\n<h3>Can a creature with summoning sickness block?<\/h3>\n<p>Yes. Summoning sickness only restricts attacking and abilities with the tap or untap symbol in their cost. A creature you cast this turn can block normally on your opponent&#8217;s next turn.<\/p>\n\n<h3>Does reach let a creature fly?<\/h3>\n<p>No, and this is the most common reach misunderstanding. Reach only lets a creature <em>block<\/em> creatures with flying. It grants no evasion of its own \u2014 a reach creature can still be blocked by anything on the board.<\/p>\n\n<h3>Can creatures with defender block?<\/h3>\n<p>Yes. Defender only prevents attacking. Creatures with defender block normally and can still use tap abilities \u2014 Crashing Drawbridge is a defender whose entire purpose is to tap and grant your team haste.<\/p>\n","protected":false},"excerpt":{"rendered":"Menace, vigilance, haste, reach and defender explained: what each keyword actually does, the rules step it edits, and ten verified interactions.","protected":false},"author":0,"featured_media":1400,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_kad_post_transparent":"","_kad_post_title":"","_kad_post_layout":"","_kad_post_sidebar_id":"","_kad_post_content_style":"","_kad_post_vertical_padding":"","_kad_post_feature":"","_kad_post_feature_position":"","_kad_post_header":false,"_kad_post_footer":false,"_kad_post_classname":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-1404","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mtg-guides"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>MTG Menace, Vigilance, Haste &amp; Reach Explained: Blocking Rules (2026)<\/title>\n<meta name=\"description\" content=\"MTG menace, vigilance, haste, reach and defender explained: what each keyword really does, which combat 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