Lotus

Every counter in MTG: what each kind does

Every kind of counter in Magic: poison, energy, experience and rad on players, +1/+1, loyalty, shield, stun and more on permanents, and what isn't a counter.

By · Updated 3 November 2026 · 5 min read

Vorinclex, Monstrous Raider card art
Vorinclex, Monstrous Raider · Art by Richard Whitters
Short answer
A counter is a marker on a permanent or a player that changes it or that a rule or card checks (rule 122.1). Players can get poison, energy, experience and rad counters. Permanents get +1/+1 and -1/-1 counters, loyalty, defense, lore, keyword, shield and stun counters, plus named ones like charge or time that do whatever their card says. Counters on a permanent disappear when it leaves the battlefield.
In this article

Magic uses the word “counter” for a lot of different things. Some counters win games on their own, some are a resource you spend, and some only exist so a card can count them. Here’s every kind you’ll actually see at a table, sorted by where they go.

What a counter is

The rules define it in one line:

122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter.

Three rules apply to every counter:

  • Counters with the same name are interchangeable. A +1/+1 counter from one card is the same as one from another.
  • Counters don’t follow a card between zones. A creature with five +1/+1 counters that dies or gets bounced loses all of them (rule 122.2).
  • +1/+1 and -1/-1 counters cancel out. If a permanent has both, pairs are removed until only one kind is left (rule 704.5q).

Counters on players

Players can have counters too. These are the four you’ll run into, and they’re the ones people forget, because they sit next to the life total instead of on a card.

CounterWhat it doesWhere it comes from
Poison10 and you lose, whatever your life totalInfect, toxic, Phyrexian cards
EnergyA resource you pay with {E}Kaladesh, Modern Horizons 3
ExperienceCards check how many you haveCommander 2015 commanders
RadMill and lose life every precombat main phaseFallout

Poison is the only one that ends the game by itself. A player with ten or more poison counters loses (rule 122.1f). Ten is the number in Commander too. Full rules in how poison counters work.

Energy is spent, not counted. Each {E} symbol is one energy counter, and paying {E} means removing one from yourself (rule 107.14). Guide of Souls gives you energy whenever another creature you control enters and spends three of it to grow an attacker.

Experience counters aren’t spent. They just pile up. Cards like Meren of Clan Nel Toth and Mizzix of the Izmagnus hand them out and get better the more you have.

Rad counters make you mill at the start of your precombat main phase. You lose 1 life and remove one rad counter for each nonland card milled. See rad counters for the whole trigger.

Counters on permanents

+1/+1 and -1/-1 counters

The most common counters in the game. Each +1/+1 counter adds 1 to power and toughness, and each -1/-1 counter subtracts 1 (rule 122.1a). Infect damage to a creature arrives as -1/-1 counters. Walking Ballista uses its +1/+1 counters as ammunition, and Hardened Scales adds one extra whenever +1/+1 counters would be put on a creature you control.

Loyalty, defense and lore

These three counters keep score on a card type:

  • Loyalty is a planeswalker’s health. At 0 loyalty it goes to the graveyard (rule 122.1e).
  • Defense does the same for battles (rule 122.1g).
  • Lore counters move a Saga through its chapters. Each new lore counter triggers the next chapter, as on The Eldest Reborn (rule 714.2b).

Keyword counters

A keyword counter gives the permanent that keyword: flying, first strike, double strike, deathtouch, decayed, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, trample or vigilance (rule 122.1b). Crystalline Giant gets a random keyword counter (or a +1/+1 counter) at the start of combat on each of your turns.

Shield, stun and finality

  • Shield: if the permanent would be destroyed or dealt damage, remove a shield counter instead (rule 122.1c).
  • Stun: if the permanent would untap, remove a stun counter instead (rule 122.1d).
  • Finality: if the permanent would go to the graveyard, it’s exiled instead (rule 122.1h).

Charge, time, oil and the rest

Most other counters, like charge, time, oil, age and verse counters, have no rules of their own. The card using them says what they do. Everflowing Chalice taps for one colorless mana per charge counter. Suspend and vanishing count down with time counters.

Things that aren’t counters

Plenty of things you track in a game look like counters but aren’t. That matters for cards that move, double or remove counters, and for proliferate, which only works on real counters.

  • Commander damage is a running total per commander, not counters. See commander damage rules.
  • Commander tax is an extra cost. See commander tax.
  • The monarch and the initiative are designations. See the monarch and the initiative.
  • Speed from “Start your engines!” is a value a player has. See how speed works.
  • Treasure, Food, Clue and friends are tokens. See MTG tokens.
  • Countering a spell means canceling it on the stack (rule 701.6a). Same word, nothing to do with markers.

Doubling counters

Counter decks love doublers. Doubling Season doubles the counters put on permanents you control. Vorinclex, Monstrous Raider goes further: it doubles the counters you put on permanents and players, not only on your own permanents, and halves the counters your opponents put on anything. Proliferate is the other half of the plan. It adds one more of every kind of counter to as many permanents and players as you choose.

Keeping track at the table

Counters on permanents are easy: put a die on the card. Player counters are where games go wrong. Poison, energy and rad sit next to the life total, change every turn, and in a 4-player game you’re tracking them for everyone.

Lotus has poison, energy, experience and rad for every player, next to life, commander damage and commander tax. Counters on your permanents still need dice on the cards.

FAQ

What are counters in MTG?
Markers put on a permanent or a player. Some change the object directly, like +1/+1 counters. Others do nothing by themselves and only matter because a rule or a card counts them, like charge counters (rule 122.1).
How many kinds of counters are there in MTG?
Dozens. Only a few have rules of their own in the Comprehensive Rules: +1/+1 and -1/-1, keyword, shield, stun, loyalty, poison, defense, finality, rad and hone counters. Every other kind does whatever the card that uses it says.
Do counters stay on a creature that dies or gets bounced?
No. When a permanent changes zones, its counters stop existing (rule 122.2). If it comes back, it’s a new object with no counters, unless the card that returns it adds some.
What happens with +1/+1 and -1/-1 counters on the same creature?
They cancel out in pairs. As a state-based action, the same number of each is removed until only one kind is left (rule 704.5q). Three +1/+1 and one -1/-1 counter become two +1/+1 counters.
Is a Treasure a counter?
No. Treasure, Food, Clue and the other artifacts like them are tokens. The rules say it outright: a counter isn’t a token, and a token isn’t a counter (rule 122.1).
Is countering a spell the same as a counter?
No. To counter a spell means to cancel it and take it off the stack, so it doesn’t resolve (rule 701.6a). It has nothing to do with the markers called counters.