Since its so-called "new world order" initiative, Magic the Gathering puts reminder text after important mechanics.
However, there are some core keywords (called "evergreen" by Magic R&D).
These keywords are explained in section 702 of the [official rules document](https://magic.wizards.com/en/rules) but it's pretty dense, and until you learn them the game can be all the more obtuse.
Here's a handy list of the core keywords of Magic the Gathering and what they mean in most cases.
For complete rules, of course, refer to the rules document.
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Deathtouch: Any damage from this creature destroys its target.
 
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Defender: This creature cannot attack.
 
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Double strike: This creature deals both first-strike and regular combat damage.
 
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Enchant: This "tags" a card as the target for whatever (usually detrimental) effect this card imposes.
 
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Equip: This "tags" a card as the target for whatever (usually beneficial) effect this card grants.
 
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Flash: This card can be cast as an instant.
 
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Flying: This card cannot be blocked except by another card with Flying or Reach.
 
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Haste: This creature doesn't suffer from summoning sickness.
 
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Hexproof: This card can't be targeted by your opponent's spells or abilities.
 
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Indestructible: This card can't be destroyed.
 
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Intimidate: This card can't be blocked except by artifact creatures or creatures that share a color with it. 
 
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Islandwalk: See Landwalk.
 
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Landwalk: This card can't be blocked as long as you control land with the specified land type (for example, Islandwalk).
 
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Lifelink: Gain life equal to the damage dealt by this card.
 
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Protection from [thing]: This card can't be targeted by spells (or abilities) of the type [thing].
 
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Reach: This card can block Flying things.
 
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Shroud: This card can't be the target of spells or abilities.
 
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Trample: After destroying its blockers, any excess damage dealt by this creature is assigned to your opponent.
 
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Vigilance: Do not tap this card when it attacks.
 
The list of evergreen abilities can change, but this is representative of the most common ones, or ones I feel most often lack explanation in the rules text of cards.
Magic uses keywords ase shorthand for new mechanics, and a new set typically has two or three new mechanics.
Keep the rules handy when playing!