annotate share/mtg/MagicCompRules_20160408.txt @ 12257:1924fe176291 draft

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author HackEso <hackeso@esolangs.org>
date Sat, 07 Dec 2019 23:36:53 +0000
parents c989a1669243
children
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1 Magic: The Gathering Comprehensive Rules
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2
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3 These rules are effective as of April 8, 2016.
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4
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5 Introduction
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6
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7 This document is designed for people who’ve moved beyond the basics of the Magic: The Gathering® game. If you’re a beginning Magic™ player, you’ll probably find these rules intimidating. They’re intended to be the ultimate authority for the game, and you won’t usually need to refer to them except in specific cases or during competitive games.
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8
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9 For casual play and most ordinary situations, you’ll find what you need in the Magic: The Gathering basic rules. You can download a copy of the basic rules PDF from the Wizards of the Coast® Magic rules website at Magic.Wizards.com/Rules. If you’re sure this is where you want to be, keep reading.
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10
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11 This document includes a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.)
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12
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13 We at Wizards of the Coast recognize that no matter how detailed the rules, situations will arise in which the interaction of specific cards requires a precise answer. If you have questions, you can get the answers from us at Wizards.com/CustomerService. Additional contact information is on the last page of these rules.
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14
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15 In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com/Rules.
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16
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17
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18 Contents
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19
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20 1. Game Concepts
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21 100. General
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22 101. The Magic Golden Rules
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23 102. Players
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24 103. Starting the Game
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25 104. Ending the Game
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26 105. Colors
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27 106. Mana
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28 107. Numbers and Symbols
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29 108. Cards
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30 109. Objects
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31 110. Permanents
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32 111. Spells
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33 112. Abilities
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34 113. Emblems
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35 114. Targets
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36 115. Special Actions
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37 116. Timing and Priority
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38 117. Costs
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39 118. Life
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40 119. Damage
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41 120. Drawing a Card
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42 121. Counters
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43
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44 2. Parts of a Card
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45 200. General
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46 201. Name
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47 202. Mana Cost and Color
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48 203. Illustration
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49 204. Color Indicator
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50 205. Type Line
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51 206. Expansion Symbol
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52 207. Text Box
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53 208. Power/Toughness
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54 209. Loyalty
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55 210. Hand Modifier
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56 211. Life Modifier
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57 212. Information Below the Text Box
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58
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59 3. Card Types
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60 300. General
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61 301. Artifacts
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62 302. Creatures
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63 303. Enchantments
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64 304. Instants
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65 305. Lands
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66 306. Planeswalkers
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67 307. Sorceries
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68 308. Tribals
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69 309. Planes
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70 310. Phenomena
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71 311. Vanguards
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72 312. Schemes
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73 313. Conspiracies
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74
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75 4. Zones
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76 400. General
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77 401. Library
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78 402. Hand
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79 403. Battlefield
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80 404. Graveyard
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81 405. Stack
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82 406. Exile
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83 407. Ante
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84 408. Command
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85
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86 5. Turn Structure
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87 500. General
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88 501. Beginning Phase
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89 502. Untap Step
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90 503. Upkeep Step
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91 504. Draw Step
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92 505. Main Phase
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93 506. Combat Phase
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94 507. Beginning of Combat Step
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95 508. Declare Attackers Step
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96 509. Declare Blockers Step
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97 510. Combat Damage Step
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98 511. End of Combat Step
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99 512. Ending Phase
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100 513. End Step
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101 514. Cleanup Step
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102
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103 6. Spells, Abilities, and Effects
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104 600. General
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105 601. Casting Spells
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106 602. Activating Activated Abilities
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107 603. Handling Triggered Abilities
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108 604. Handling Static Abilities
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109 605. Mana Abilities
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110 606. Loyalty Abilities
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111 607. Linked Abilities
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112 608. Resolving Spells and Abilities
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113 609. Effects
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114 610. One-Shot Effects
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115 611. Continuous Effects
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116 612. Text-Changing Effects
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117 613. Interaction of Continuous Effects
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118 614. Replacement Effects
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119 615. Prevention Effects
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120 616. Interaction of Replacement and/or Prevention Effects
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121
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122 7. Additional Rules
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123 700. General
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124 701. Keyword Actions
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125 702. Keyword Abilities
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126 703. Turn-Based Actions
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127 704. State-Based Actions
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128 705. Flipping a Coin
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129 706. Copying Objects
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130 707. Face-Down Spells and Permanents
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131 708. Split Cards
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132 709. Flip Cards
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133 710. Leveler Cards
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134 711. Double-Faced Cards
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135 712. Controlling Another Player
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136 713. Ending the Turn
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137 714. Restarting the Game
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138 715. Subgames
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139 716. Taking Shortcuts
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140 717. Handling Illegal Actions
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141
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142 8. Multiplayer Rules
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143 800. General
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144 801. Limited Range of Influence Option
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145 802. Attack Multiple Players Option
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146 803. Attack Left and Attack Right Options
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147 804. Deploy Creatures Option
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148 805. Shared Team Turns Option
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149 806. Free-for-All Variant
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150 807. Grand Melee Variant
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151 808. Team vs. Team Variant
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152 809. Emperor Variant
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153 810. Two-Headed Giant Variant
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154 811. Alternating Teams Variant
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155
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156 9. Casual Variants
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157 900. General
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158 901. Planechase
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159 902. Vanguard
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160 903. Commander
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161 904. Archenemy
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162 905. Conspiracy Draft
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163
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164 Glossary
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165
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166 Credits
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167
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168 1. Game Concepts
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169
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170 100. General
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171
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172 100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
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173
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174 100.1a A two-player game is a game that begins with only two players.
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175
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176 100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”
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177
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178 100.2. To play, each player needs his or her own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.
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179
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180 100.2a In constructed play (a way of playing in which each player creates his or her own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
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181
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182 100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates his or her own deck using only this product and basic land cards), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.
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183
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184 100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, “Casual Variants.”
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185
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186 100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify his or her deck between games of a match.
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187
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188 100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.
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189
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190 100.4b In limited play involving individual players, all cards in a player’s card pool not included in his or her deck are in that player’s sideboard.
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191
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192 100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.
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193
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194 100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has his or her own sideboard; cards may not be transferred between players.
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195
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196 100.5. There is no maximum deck size.
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197
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198 100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.
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199
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200 100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.
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201
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202 100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
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203
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204 101. The Magic Golden Rules
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205
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206 101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
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207
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208 101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.
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209 Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play land cards this turn,” the effect that precludes you from playing lands wins.
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210
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211 101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 112.10.)
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212
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213 101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.)
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214
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215 101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.
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216 Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then each of the nonactive players, in turn order, chooses a creature he or she controls. Then all creatures chosen this way are sacrificed simultaneously.
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217
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218 101.4a If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card he or she is choosing.
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219
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220 101.4b A player knows the choices made by the previous players when he or she makes his or her choice, except as specified in 101.4a.
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221
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222 101.4c If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered.
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223
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224 101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.
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225
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226 102. Players
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227
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228 102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
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229
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230 102.2. In a two-player game, a player’s opponent is the other player.
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231
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232 102.3. In a multiplayer game between teams, a player’s teammates are the other players on his or her team, and the player’s opponents are all players not on his or her team.
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233
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234 103. Starting the Game
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235
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236 103.1. At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle or cut his or her opponents’ decks. The players’ decks become their libraries.
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237
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238 103.1a If a player is using a sideboard (see rule 100.4) or double-faced cards being represented by checklist cards (see rule 711.3), those cards are set aside before shuffling.
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239
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240 103.1b In a Commander game, each player puts his or her commander from his or her deck face up into the command zone before shuffling. See rule 903.6.
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241
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242 103.1c In a Conspiracy Draft game, each player puts any number of conspiracy cards from his or her sideboard into the command zone before shuffling. See rule 905.4.
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243
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244 103.2. After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.
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245
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246 103.2a In a game using the shared team turns option, there is a starting team rather than a starting player.
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247
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248 103.2b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.
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249
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250 103.2c One card, Power Play, states that its controller is the starting player. This effect supersedes these methods.
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251
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252 103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
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253
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254 103.3a In a Two-Headed Giant game, each team’s starting life total is 30.
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255
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256 103.3b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card.
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257
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258 103.3c In a Commander game, each player’s starting life total is 40.
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259
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260 103.3d In an Archenemy game, the archenemy’s starting life total is 40.
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261
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262 103.4. Each player draws a number of cards equal to his or her starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting player declares whether or not he or she will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. If a player kept his or her hand of cards, those cards become the player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player’s hand size reaches zero cards, that player must keep that hand.) After all players have kept an opening hand, each player in turn order whose hand contains fewer cards than that player’s starting hand size may look at the top card of his or her library. If a player does, that player may put that card on the bottom of his or her library.
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263
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264 103.4a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of his or her vanguard card.
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265
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266 103.4b If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time he or she would declare whether or not he or she will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, he or she then declares whether or not he or she will take a mulligan.
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267
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268 103.4c In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of as many cards as he or she had before. Subsequent hands decrease by one card as normal.
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269
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270 103.4d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether or not he or she will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after his or her teammate has decided to keep his or her opening hand.
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271
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272 103.5. Some cards allow a player to take actions with them from his or her opening hand. Once the mulligan process (see rule 103.4) is complete, the starting player may take any such actions in any order. Then each other player in turn order may do the same.
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273
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274 103.5a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.
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275
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276 103.5b If a card allows a player to reveal it from his or her opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.
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277
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278 103.5c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
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279
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280 103.6. In a Planechase game, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it’s a plane card, that card is the starting plane. If it’s a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 901, “Planechase.”)
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281
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282 103.7. The starting player takes his or her first turn.
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283
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284 103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of his or her first turn.
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285
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286 103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
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287
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288 103.7c In all other multiplayer games, no player skips the draw step of his or her first turn.
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289
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290 104. Ending the Game
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291
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292 104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
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293
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294 104.2. There are several ways to win the game.
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295
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296 104.2a A player still in the game wins the game if all of that player’s opponents have left the game. This happens immediately and overrides all effects that would prevent that player from winning the game.
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297
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298 104.2b An effect may state that a player wins the game. (In multiplayer games, this may not cause the game to end; see rule 104.3h.)
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299
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300 104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.
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301
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302 104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
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303
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304 104.3. There are several ways to lose the game.
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305
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306 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game.
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307
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308 104.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
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309
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310 104.3c If a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
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311
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312 104.3d If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
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313
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314 104.3e An effect may state that a player loses the game.
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315
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316 104.3f If a player would both win and lose the game simultaneously, he or she loses the game.
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317
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318 104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
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319
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320 104.3h In a multiplayer game, an effect that states that a player wins the game instead causes all of that player’s opponents to lose the game. (This may not cause the game to end if the limited range of influence option is being used; see rule 801.)
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321
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322 104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
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323
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324 104.3j In a Commander game, a player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.11.)
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325
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326 104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.
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327
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328 104.4. There are several ways for the game to be a draw.
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329
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330 104.4a If all the players remaining in a game lose simultaneously, the game is a draw.
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331
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332 104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.
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333
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334 104.4c An effect may state that the game is a draw.
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335
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336 104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
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337
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338 104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within his or her range of influence. Only those players leave the game; the game continues for all other players.
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339
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340 104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those players leave the game; the game continues for all other players.
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341
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342 104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.
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343
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344 104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)
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345
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346 104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
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347
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348 104.5. If a player loses the game, he or she leaves the game. If the game is a draw for a player, he or she leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.
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349
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350 104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 714, “Restarting the Game.”
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351
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352 105. Colors
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353
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354 105.1. There are five colors in the Magic game: white, blue, black, red, and green.
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355
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356 105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.
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357
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358 105.2a A monocolored object is exactly one of the five colors.
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359
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360 105.2b A multicolored object is two or more of the five colors.
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361
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362 105.2c A colorless object has no color.
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363
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364 105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.
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365
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366 105.4. If a player is asked to choose a color, he or she must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”
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367
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368 106. Mana
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369
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370 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
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371
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372 106.1a There are five colors of mana: white, blue, black, red, and green.
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373
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374 106.1b There are six types of mana: white, blue, black, red, green, and colorless.
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375
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376 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
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377
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378 106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities.
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379
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380 106.4. When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool empties at the end of each step and phase.
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381
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382 106.4a If a player passes priority (see rule 116) while there is mana in his or her mana pool, that player announces what mana is there. If any mana remains in a player’s mana pool after he or she spends mana to pay a cost, that player announces what mana is still there.
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383
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384 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
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385 Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.
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386
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387 106.6. Some spells or abilities that produce mana restrict how that mana can be spent, have an additional effect that affects the spell or ability that mana is spent on, or create a delayed triggered ability (see rule 603.7a) that triggers when that mana is spent. This doesn’t affect the mana’s type.
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388 Example: A player’s mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of mana in your mana pool.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
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389
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390 106.6a Some replacement effects increase the amount of mana produced by a spell or ability. In these cases, any restrictions or additional effects created by the spell or ability will apply to all mana produced. If the spell or ability creates a delayed triggered ability that triggers when the mana is spent, a separate delayed triggered ability is created for each mana produced.
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391
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392 106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
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393 Example: Exotic Orchard has the ability “{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.
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394
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395 106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.
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396
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397 106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.
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398
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399 106.10. If an effect would add mana represented by a generic mana symbol to a player’s mana pool, that much colorless mana is added to that player’s mana pool.
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400
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401 106.11. To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
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402
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403 106.11a An ability that triggers whenever a permanent “is tapped for mana” or “is tapped for mana [of a specified type]” triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
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404
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405 106.12. One card (Drain Power) puts all mana from one player’s mana pool into another player’s mana pool. (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.
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406
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407 107. Numbers and Symbols
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408
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409 107.1. The only numbers the Magic game uses are integers.
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410
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411 107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.
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412
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413 107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, doubles a player’s life total, sets a creature’s power or toughness to a specific value, or otherwise modifies a creature’s power or toughness.
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414 Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.
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415 Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add to your mana pool an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
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416
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417 107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero, unless something (such as damage or counters) is being divided or distributed among “any number” of players and/or objects. In that case, a nonzero number of players and/or objects must be chosen if possible.
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418
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419 107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
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420
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421 107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
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422
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423 107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost or in any alternative cost or additional cost it has equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.
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424
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425 107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”
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426
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427 107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
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428
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429 107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action as he or she pays that cost.
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430
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431 107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).
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432
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433 107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
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434
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435 107.3g If an effect instructs a player to pay an object’s mana cost that includes {X}, the value of X is treated as 0 unless the object is a spell on the stack. In that case, the value of X is the value chosen or determined for it as the spell was cast.
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436
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437 107.3h Normally, all instances of X on an object have the same value at any given time. If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X.
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438
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439 107.3i Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
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440
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441 107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
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442
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443 107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”
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444
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445 107.4b Numerical symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
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446
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447 107.4c The colorless mana symbol {C} is used to represent one colorless mana, and also to represent a cost that can be paid only with one colorless mana.
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448
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449 107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 117.5.)
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450
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451 107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.
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452 Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.
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453
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454 107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life.
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455 Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
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456
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457 107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.
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458
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459 107.4h The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule 205.4f). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. (There is no such thing as “snow mana”; “snow” is not a type of mana.)
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460
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461 107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule 302.6.
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462
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463 107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule 302.6.
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464
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465 107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.”
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466
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467 107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 710, “Leveler Cards.”
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468
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469 107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”
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470
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471 107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it’s [P/T] and has [abilities].”
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472
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473 107.9. A tombstone icon appears to the left of the name of many Odyssey™ block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.
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474
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475 107.10. A type icon appears in the upper left corner of each card from the Future Sight® set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.
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476
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477 107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, “Planechase.”
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478
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479 107.12. The chaos symbol is {CHAOS}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, “Planechase.”
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480
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481 107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”
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482
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483 108. Cards
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484
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485 108.1. Use the Oracle™ card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
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486
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487 108.2. When a rule or text on a card refers to a “card,” it means only a Magic card. Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Certain formats also use nontraditional Magic cards, oversized cards that may have different backs. Tokens aren’t considered cards—even a card that represents a token isn’t considered a card for rules purposes.
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488
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489 108.2a In the text of spells or abilities, the term “card” is usually used to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. The term “card” can also refer to a card in any zone that’s moving “from anywhere.” On rare occasions, the text of a spell or ability may refer to a nontoken permanent as a “card . . . on the battlefield.” For more information, see section 4, “Zones.”
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490
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491 108.3. The owner of a card in the game is the player who started the game with it in his or her deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)
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492
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493 108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.
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494
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495 108.3b Some spells and abilities allow a player to take cards he or she owns from outside the game and bring them into the game. (See rule 400.10b.) If a card outside that game is involved in a Magic game, its owner is determined as described in rule 108.3. If a card outside that game is in the sideboard of a Magic game (see rule 100.4), its owner is considered to be the player who started the game with it in his or her sideboard. In all other cases, the owner of a card outside the game is its legal owner.
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496
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497 108.4. A card doesn’t have a controller unless that card represents a permanent or spell; in those cases, its controller is determined by the rules for permanents or spells. See rules 110.2 and 111.2.
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498
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499 108.4a If anything asks for the controller of a card that doesn’t have one (because it’s not a permanent or spell), use its owner instead.
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500
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501 108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card into the game from outside the game, it doesn’t; that card remains outside the game.
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502
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503 108.6. For more information about cards, see section 2, “Parts of a Card.”
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504
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505 109. Objects
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506
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507 109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
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508
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509 109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t include the word “card,” “spell,” “source,” or “scheme,” it means a permanent of that card type or subtype on the battlefield.
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510
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511 109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.
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512
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513 109.2b If a spell or ability uses a description of an object that includes the word “spell,” it means a spell matching that description on the stack.
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514
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515 109.2c If a spell or ability uses a description of an object that includes the word “source,” it means a source matching that description—either a source of an ability or a source of damage—in any zone. See rule 609.7.
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516
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517 109.2d If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone on which that ability is printed.
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518
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519 109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.
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520
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521 109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are five exceptions to this rule:
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522
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523 109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, “Emblems.”
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524
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525 109.4b In a Planechase game, a face-up plane or phenomenon card is controlled by the player designated as the planar controller. This is usually the active player. See rule 901.6.
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526
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527 109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
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528
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529 109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
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530
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531 109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
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532
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533 109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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534
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535 110. Permanents
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536
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537 110.1. A permanent is a card or token on the battlefield. A permanent remains on the battlefield indefinitely. A card or token becomes a permanent as it enters the battlefield and it stops being a permanent as it’s moved to another zone by an effect or rule.
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538
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539 110.2. A permanent’s owner is the same as the owner of the card that represents it (unless it’s a token; see rule 110.5a). A permanent’s controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
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540
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541 110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that player’s control unless the effect states otherwise.
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542
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543 110.3. A nontoken permanent’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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544
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545 110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”
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546
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547 110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically, it means an artifact, creature, enchantment, land, or planeswalker card.
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548
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549 110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically, it means an artifact, creature, enchantment, or planeswalker spell.
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550
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551 110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
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552
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553 110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.
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554
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555 110.5a A token is both owned and controlled by the player under whose control it entered the battlefield.
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556
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557 110.5b The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the token’s “text.” The characteristic values defined this way are functionally equivalent to the characteristic values that are printed on a card; for example, they define the token’s copiable values. A token doesn’t have any characteristics not defined by the spell or ability that created it.
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558 Example: Jade Mage has the ability “{2}{G}: Put a 1/1 green Saproling creature token onto the battlefield.” The resulting token has no mana cost, supertype, rules text, or abilities.
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559
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560 110.5c A spell or ability that creates a token sets both its name and its subtype. If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s). A “Goblin Scout creature token,” for example, is named “Goblin Scout” and has the creature subtypes Goblin and Scout. Once a token is on the battlefield, changing its name doesn’t change its subtype, and vice versa.
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561
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562 110.5d If a spell or ability would create a token, but an effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created.
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563
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564 110.5e A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
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565
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566 110.5f A token that’s phased out, or that’s in a zone other than the battlefield, ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
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567
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568 110.5g A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.
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569
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570 110.6. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.
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571
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572 110.6a Status is not a characteristic, though it may affect a permanent’s characteristics.
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573
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574 110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
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575
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576 110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
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577 Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
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578
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579 110.6d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.
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580
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581 111. Spells
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582
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583 111.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”
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584
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585 111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.
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586
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587 111.1b Some effects allow a player to cast a copy of a card; if the player does, that copy is a spell as well. See rule 706.12.
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588
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589 111.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.
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590
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591 111.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”
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592
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593 111.4. If an effect changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.
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594 Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.
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595
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596 112. Abilities
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597
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598 112.1. An ability can be one of two things:
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599
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600 112.1a An ability is a characteristic an object has that lets it affect the game. An object’s abilities are defined by its rules text or by the effect that created it. Abilities can also be granted to objects by rules or effects. (Effects that do so use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)
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601
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602 112.1b An ability can be an activated or triggered ability on the stack. This kind of ability is an object. (See section 6, “Spells, Abilities, and Effects.”)
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603
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604 112.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.
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605
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606 112.2a Abilities can be beneficial or detrimental.
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607 Example: “[This creature] can’t block” is an ability.
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608
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609 112.2b An additional cost or alternative cost to cast a card is an ability of the card.
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610
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611 112.2c An object may have multiple abilities. If the object is represented by a card, then aside from certain defined abilities that may be strung together on a single line (see rule 702, “Keyword Abilities”), each paragraph break in a card’s text marks a separate ability. If the object is not represented by a card, the effect that created it may have given it multiple abilities. An object may also be granted additional abilities by a spell or ability. If an object has multiple instances of the same ability, each instance functions independently. This may or may not produce more effects than a single instance; refer to the specific ability for more information.
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612
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613 112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”
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614
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615 112.3. There are four general categories of abilities:
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616
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617 112.3a Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it’s an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.
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618
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619 112.3b Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” A player may activate such an ability whenever he or she has priority. Doing so puts it on the stack, where it remains until it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”
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620
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621 112.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and include (and usually begin with) the word “when,” “whenever,” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”
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622
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623 112.3d Static abilities are written as statements. They’re simply true. Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone. See rule 604, “Handling Static Abilities.”
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624
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625 112.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances, a player can activate mana abilities even if he or she doesn’t have priority. See rule 605, “Mana Abilities.”
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626
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627 112.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, “Loyalty Abilities.”
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628
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629 112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
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630
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631 112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
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632
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633 112.6b An ability that states which zones it functions in functions only from those zones.
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634
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635 112.6c An object’s ability that allows a player to pay an alternative cost rather than its mana cost functions in any zone in which its mana cost can be paid (which, in general, means it functions on the stack). An object’s ability that otherwise modifies what that particular object costs to cast functions on the stack.
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636
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637 112.6d An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast.
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638
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639 112.6e An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
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640
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641 112.6f An object’s ability that states it can’t be countered or can’t be countered by spells and abilities functions on the stack.
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642
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643 112.6g An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
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644
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645 112.6h An object’s ability that states counters can’t be placed on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
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646
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647 112.6i An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
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648
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649 112.6j A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
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650 Example: Absolver Thrull has the ability “When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.54, “Haunt.”)
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651
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652 112.6k An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that ability’s cost or effect, specifies that the object is put into that zone. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.
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653 Example: Reassembling Skeleton says “{1}{B}: Return Reassembling Skeleton from your graveyard to the battlefield tapped.” A player may activate this ability only if Reassembling Skeleton is in his or her graveyard.
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654
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655 112.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.
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656
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657 112.6n Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 113, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”
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658
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659 112.7. The source of an ability is the object that generated it. The source of an activated ability on the stack is the object whose ability was activated. The source of a triggered ability (other than a delayed triggered ability) on the stack, or one that has triggered and is waiting to be put on the stack, is the object whose ability triggered. To determine the source of a delayed triggered ability, see rules 603.7d–f.
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660
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661 112.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “Prodigal Pyromancer deals 1 damage to target creature or player”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source because the effect needs to be divided checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
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662
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663 112.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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664
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665 112.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities, as well as by the rules (for example, an ability with one or more targets is countered if all its targets become illegal). Static abilities don’t use the stack and thus can’t be countered at all.
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666
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667 112.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object “gains” or “has” that ability. An effect that removes an ability will state that the object “loses” that ability. Effects that remove an ability remove all instances of it. If two or more effects add and remove the same ability, in general the most recent one prevails. (See rule 613, “Interaction of Continuous Effects.”)
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668
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669 112.11. Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.
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670
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671 112.12. An effect that sets an object’s characteristic, or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.
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672 Example: Muraganda Petroglyphs reads, “Creatures with no abilities get +2/+2.” A Runeclaw Bear (a creature with no abilities) enchanted by an Aura that says “Enchanted creature has flying” would not get +2/+2. A Runeclaw Bear enchanted by an Aura that says “Enchanted creature is red” or “Enchanted creature can’t be blocked” would get +2/+2.
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673
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674 113. Emblems
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675
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676 113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.
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677
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678 113.2. An effect that creates an emblem is written “[Player] gets an emblem with [ability].” This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.
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679
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680 113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color.
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681
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682 113.4. Abilities of emblems function in the command zone.
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683
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684 113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.
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685
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686 114. Targets
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687
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688 114.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s), player(s), and/or zone(s) the spell or ability will affect. These targets are declared as part of the process of putting the spell or ability on the stack. The targets can’t be changed except by another spell or ability that explicitly says it can do so.
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689
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690 114.1a An instant or sorcery spell is targeted if its spell ability identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the spell is cast; see rule 601.2c. (If an activated or triggered ability of an instant or sorcery uses the word target, that ability is targeted, but the spell is not.)
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691 Example: A sorcery card has the ability “When you cycle this card, target creature gets -1/-1 until end of turn.” This triggered ability is targeted, but that doesn’t make the card it’s on targeted.
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692
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693 114.1b Aura spells are always targeted. These are the only permanent spells with targets. An Aura’s target is specified by its enchant keyword ability (see rule 702.5, “Enchant”). The target(s) are chosen as the spell is cast; see rule 601.2c. An Aura permanent doesn’t target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
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694
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695 114.1c An activated ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is activated; see rule 602.2b.
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696
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697 114.1d A triggered ability is targeted if it identifies something it will affect by using the phrase “target [something],” where the “something” is a phrase that describes an object, player, or zone. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
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698
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699 114.1e Some keyword abilities, such as equip and provoke, represent targeted activated or triggered abilities. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”
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700
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701 114.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, (b) targets an object that can’t exist on the battlefield, such as a spell or ability, or (c) targets a zone.
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702
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703 114.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 114.6).
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704
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705 114.4. A spell or ability on the stack is an illegal target for itself.
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706
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707 114.5. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.
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708
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709 114.6. Some effects allow a player to change the target(s) of a spell or ability, and other effects allow a player to choose new targets for a spell or ability.
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710
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711 114.6a If an effect allows a player to “change the target(s)” of a spell or ability, each target can be changed only to another legal target. If a target can’t be changed to another legal target, the original target is unchanged, even if the original target is itself illegal by then. If all the targets aren’t changed to other legal targets, none of them are changed.
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712
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713 114.6b If an effect allows a player to “change a target” of a spell or ability, the process described in rule 114.6a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
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714
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715 114.6c If an effect allows a player to “change any targets” of a spell or ability, the process described in rule 114.6a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
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716
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717 114.6d If an effect allows a player to “choose new targets” for a spell or ability, the player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal and must not cause any unchanged targets to become illegal.
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718
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719 114.6e When changing targets or choosing new targets for a spell or ability, only the final set of targets is evaluated to determine whether the change is legal.
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720 Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to target creature or player and 1 damage to another target creature or player.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.
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721
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722 114.7. Modal spells and abilities may have different targeting requirements for each mode. An effect that allows a player to change the target(s) of a modal spell or ability, or to choose new targets for a modal spell or ability, doesn’t allow that player to change its mode. (See rule 700.2.)
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723
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724 114.8. Some objects check what another spell or ability is targeting. Depending on the wording, these may check the current state of the targets, the state of the targets at the time they were selected, or both.
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725
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726 114.8a An object that looks for a “[spell or ability] with a single target” checks the number of times any objects, players, or zones became the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object, player, or zone became a target more than once, each of those instances is counted separately.
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727
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728 114.8b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.
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729
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730 114.8c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that became the target of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 114.8b.
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731
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732 114.9. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”
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733
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734 114.9a Just because an object or player is being affected by a spell or ability doesn’t make that object or player a target of that spell or ability. Unless that object or player is identified by the word “target” in the text of that spell or ability, or the rule for that keyword ability, it’s not a target.
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735
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736 114.9b In particular, the word “you” in an object’s text doesn’t indicate a target.
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737
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738 115. Special Actions
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739
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740 115.1. Special actions are actions a player may take when he or she has priority that don’t use the stack. These are not to be confused with turn-based actions and state-based actions, which the game generates automatically. (See rule 703, “Turn-Based Actions,” and rule 704, “State-Based Actions.”)
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741
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742 115.2. There are seven special actions:
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diff changeset
743
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744 115.2a Playing a land is a special action. To play a land, a player puts that land onto the battlefield from the zone it was in (usually that player’s hand). By default, a player can take this action only once during each of his or her turns. A player can take this action any time he or she has priority and the stack is empty during a main phase of his or her turn. See rule 305, “Lands.”
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745
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746 115.2b Turning a face-down creature face up is a special action. A player can take this action any time he or she has priority. See rule 707, “Face-Down Spells and Permanents.”
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diff changeset
747
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748 115.2c Some effects allow a player to take an action at a later time, usually to end a continuous effect or to stop a delayed triggered ability from triggering. Doing so is a special action. A player can take such an action any time he or she has priority, but only if the ability or effect allows it.
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diff changeset
749
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750 115.2d Some effects from static abilities allow a player to take an action to ignore the effect from that ability for a duration. Doing so is a special action. A player can take such an action any time he or she has priority.
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751
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752 115.2e A player who has a card with suspend in his or her hand may exile that card. This is a special action. A player can take this action any time he or she has priority, but only if he or she could begin to cast that card by putting it onto the stack. See rule 702.61, “Suspend.”
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753
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754 115.2f In a Planechase game, rolling the planar die is a special action. A player can take this action any time he or she has priority and the stack is empty during a main phase of his or her turn. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. See rule 901, “Planechase.”
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755
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756 115.2g In a Conspiracy Draft game, turning a face-down conspiracy card in the command zone face up is a special action. A player can take this action any time he or she has priority. See rule 905.4a.
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757
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758 115.3. If a player takes a special action, that player receives priority afterward.
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759
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760 116. Timing and Priority
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761
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762 116.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
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763
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764 116.1a A player may cast an instant spell any time he or she has priority. A player may cast a noninstant spell during his or her main phase any time he or she has priority and the stack is empty.
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765
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766 116.1b A player may activate an activated ability any time he or she has priority.
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767
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768 116.1c A player may take some special actions any time he or she has priority. A player may take other special actions during his or her main phase any time he or she has priority and the stack is empty. See rule 115, “Special Actions.”
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769
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770 116.1d A player may activate a mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment (even in the middle of casting or resolving a spell or activating or resolving an ability).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
771
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
772 116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
773
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
774 116.2a Triggered abilities can trigger at any time, including while a spell is being cast, an ability is being activated, or a spell or ability is resolving. (See rule 603, “Handling Triggered Abilities.”) However, nothing actually happens at the time an ability triggers. Each time a player would receive priority, each ability that has triggered but hasn’t yet been put on the stack is put on the stack. See rule 116.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
775
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
776 116.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
777
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
778 116.2c Turn-based actions happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority. See rule 116.3a. Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703, “Turn-Based Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
779
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diff changeset
780 116.2d State-based actions happen automatically when certain conditions are met. See rule 704. They’re dealt with before a player would receive priority. See rule 116.5.
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diff changeset
781
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diff changeset
782 116.2e Resolving spells and abilities may instruct players to make choices or take actions, or may allow players to activate mana abilities. Even if a player is doing so, no player has priority while a spell or ability is resolving. See rule 608, “Resolving Spells and Abilities.”
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diff changeset
783
c989a1669243 <fizzie> revert 58b9ee8f97a7
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784 116.3. Which player has priority is determined by the following rules:
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
785
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
786 116.3a The active player receives priority at the beginning of most steps and phases, after any turn-based actions (such as drawing a card during the draw step; see rule 703) have been dealt with and abilities that trigger at the beginning of that phase or step have been put on the stack. No player receives priority during the untap step. Players usually don’t get priority during the cleanup step (see rule 514.3).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
787
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
788 116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
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diff changeset
789
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diff changeset
790 116.3c If a player has priority when he or she casts a spell, activates an ability, or takes a special action, that player receives priority afterward.
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diff changeset
791
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792 116.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that player’s mana pool, he or she announces what mana is there. Then the next player in turn order receives priority.
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diff changeset
793
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794 116.4. If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves or, if the stack is empty, the phase or step ends.
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diff changeset
795
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796 116.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.
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diff changeset
797
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798 116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”
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diff changeset
799
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diff changeset
800 116.7. If a player with priority casts a spell or activates an activated ability while another spell or ability is already on the stack, the new spell or ability has been cast or activated “in response to” the earlier spell or ability. The new spell or ability will resolve first. See rule 608, “Resolving Spells and Abilities.”
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diff changeset
801
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diff changeset
802 117. Costs
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diff changeset
803
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804 117.1. A cost is an action or payment necessary to take another action or to stop another action from taking place. To pay a cost, a player carries out the instructions specified by the spell, ability, or effect that contains that cost.
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diff changeset
805
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diff changeset
806 117.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.
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diff changeset
807
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808 117.3. A player can’t pay a cost unless he or she has the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”
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diff changeset
809
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810 117.3a Paying mana is done by removing the indicated mana from a player’s mana pool. (Players can always pay 0 mana.) If excess mana remains in that player’s mana pool after making that payment, the player announces what mana is still there.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
811
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diff changeset
812 117.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)
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diff changeset
813
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diff changeset
814 117.3c Activating mana abilities is not mandatory, even if paying a cost is.
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815 Example: A player controls Lodestone Golem, which says “Nonartifact spells cost {1} more to cast.” Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in his or her mana pool, but the player isn’t forced to activate a mana ability to produce that mana. If he or she doesn’t, the card simply remains exiled.
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diff changeset
816
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diff changeset
817 117.4. Some costs include an {X} or an X. See rule 107.3.
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diff changeset
818
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819 117.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the player’s acknowledgment that he or she is paying it. Even though such a cost requires no resources, it’s not automatically paid.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
820
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821 117.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it won’t cast itself automatically. The same is true for an activated ability whose cost is {0}.
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diff changeset
822
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diff changeset
823 117.6. Some mana costs contain no mana symbols. This represents an unpayable cost. An ability can also have an unpayable cost if its cost is based on the mana cost of an object with no mana cost. Attempting to cast a spell or activate an ability that has an unpayable cost is a legal action. However, attempting to pay an unpayable cost is an illegal action.
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diff changeset
824
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825 117.6a If an unpayable cost is increased by an effect or an additional cost is imposed, the cost is still unpayable. If an alternative cost is applied to an unpayable cost, including an effect that allows a player to cast a spell without paying its mana cost, the alternative cost may be paid.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
826
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diff changeset
827 117.7. What a player actually needs to do to pay a cost may be changed or reduced by effects. If the mana component of a cost is reduced to nothing by cost reduction effects, it’s considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
828
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829 117.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They can’t affect the colored or colorless mana components of that cost.
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diff changeset
830
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831 117.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesn’t require mana of that type, the cost is reduced by that amount of generic mana.
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diff changeset
832
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833 117.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the cost’s mana component of that color is reduced to nothing and the cost’s generic mana component is reduced by the difference.
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diff changeset
834
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835 117.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the cost’s colorless mana component is reduced to nothing and the cost’s generic mana component is reduced by the difference.
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diff changeset
836
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837 117.7e If a cost is reduced by an amount of mana represented by a hybrid mana symbol, the player paying that cost chooses one half of that symbol at the time the cost reduction is applied (see rule 601.2f). If a colored half is chosen, the cost is reduced by one mana of that color. If a colorless half is chosen, the cost is reduced by an amount of generic mana equal to that half’s number.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
838
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839 117.7f If a cost is reduced by an amount of mana represented by a Phyrexian mana symbol, the cost is reduced by one mana of that symbol’s color.
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diff changeset
840
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841 117.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spell’s rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time that player pays the spell’s mana cost or the ability’s activation cost. A cost is an additional cost only if it’s phrased using the word “additional.” Note that some additional costs are listed in keywords; see rule 702.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
842
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843 117.8a Any number of additional costs may be applied to a spell as it’s being cast or to an ability as it’s being activated. The controller of the spell or ability announces his or her intentions to pay any or all of those costs as described in rule 601.2b.
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diff changeset
844
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diff changeset
845 117.8b Some additional costs are optional.
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diff changeset
846
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847 117.8c If an effect instructs a player to cast a spell “if able,” and that spell has a mandatory additional cost that includes actions involving cards with a stated quality in a hidden zone, the player isn’t required to cast that spell, even if those cards are present in that zone.
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diff changeset
848
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849 117.8d Additional costs don’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
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diff changeset
850
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851 117.8e Some effects increase the cost to cast a spell or activate an ability without using the word “additional.” Those are not additional costs, and are not considered until determining the total cost of a spell or ability as described in rule 601.2f.
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diff changeset
852
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diff changeset
853 117.9. Some spells have alternative costs. An alternative cost is a cost listed in a spell’s text, or applied to it from another effect, that its controller may pay rather than paying the spell’s mana cost. Alternative costs are usually phrased, “You may [action] rather than pay [this object’s] mana cost,” or “You may cast [this object] without paying its mana cost.” Note that some alternative costs are listed in keywords; see rule 702.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
854
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855 117.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces his or her intentions to pay that cost as described in rule 601.2b.
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diff changeset
856
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diff changeset
857 117.9b Alternative costs are always optional.
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diff changeset
858
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859 117.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.
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diff changeset
860
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861 117.9d If an alternative cost is being paid to cast a spell, any additional costs, cost increases, and cost reductions that affect that spell are applied to that alternative cost. (See rule 601.2f.)
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diff changeset
862
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863 117.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player can’t sacrifice just one creature to activate the activated abilities of two permanents that each require sacrificing a creature as a cost. Also, the resolution of a spell or ability doesn’t pay another spell or ability’s cost, even if part of its effect is doing the same thing the other cost asks for.
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diff changeset
864
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865 117.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed don’t match the actions that are called for, the cost has still been paid.
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diff changeset
866 Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.
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diff changeset
867
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diff changeset
868 117.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does or doesn’t], [effect].” or “[A player] may [do something]. If [that player] [does or doesn’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does or doesn’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
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diff changeset
869 Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.
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870 Example: Your opponent has cast Gather Specimens, a spell that says “If a creature would enter the battlefield under an opponent’s control this turn, it enters the battlefield under your control instead.” You control a face-down Dermoplasm, a creature with morph that says “When Dermoplasm is turned face up, you may put a creature card with morph from your hand onto the battlefield face up. If you do, return Dermoplasm to its owner’s hand.” You turn Dermoplasm face up, and you choose to put a creature card with morph from your hand onto the battlefield. Due to Gather Specimens, it enters the battlefield under your opponent’s control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owner’s hand.
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diff changeset
871
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872 117.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”
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diff changeset
873
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diff changeset
874 118. Life
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diff changeset
875
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diff changeset
876 118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
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diff changeset
877
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diff changeset
878 118.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”
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879
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880 118.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card. See rule 902, “Vanguard.”
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diff changeset
881
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882 118.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
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diff changeset
883
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884 118.1d In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
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diff changeset
885
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886 118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
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diff changeset
887
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
888 118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
889
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
890 118.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if his or her life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from his or her life total; in other words, the player loses that much life. (Players can always pay 0 life.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
891
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
892 118.4a If a cost or effect allows a player to pay an amount of life greater than 0 in a Two-Headed Giant game, the player may do so only if his or her team’s life total is greater than or equal to the total amount of life both team members are paying for that cost or effect. If a player pays life, the payment is subtracted from his or her team’s life total. (Players can always pay 0 life.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
893
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
894 118.5. If an effect sets a player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
895
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
896 118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
897
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
898 118.7. If an effect says that a player can’t gain life, that player can’t make an exchange such that the player’s life total would become higher; in that case, the exchange won’t happen. In addition, a cost that involves having that player gain life can’t be paid, and a replacement effect that would replace a life gain event affecting that player won’t do anything.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
899
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
900 118.8. If an effect says that a player can’t lose life, that player can’t make an exchange such that the player’s life total would become lower; in that case, the exchange won’t happen. In addition, a cost that involves having that player pay life can’t be paid.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
901
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
902 118.9. Some triggered abilities are written, “Whenever [a player] gains life, . . . .” Such abilities are treated as though they are written, “Whenever a source causes [a player] to gain life, . . . .” If a player gains 0 life, no life gain event has occurred, and these abilities won’t trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
903
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
904 119. Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
905
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
906 119.1. Objects can deal damage to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
907
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
908 119.1a Damage can’t be dealt to an object that’s neither a creature nor a planeswalker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
909
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
910 119.2. Any object can deal damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
911
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
912 119.2a Damage may be dealt as a result of combat. Each attacking and blocking creature deals combat damage equal to its power during the combat damage step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
913
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
914 119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
915
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
916 119.3. Damage may have one or more of the following results, depending on whether the recipient of the damage is a player or permanent, the characteristics of the damage’s source, and the characteristics of the damage’s recipient (if it’s a permanent).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
917
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
918 119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
919
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
920 119.3b Damage dealt to a player by a source with infect causes that player to get that many poison counters.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
921
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
922 119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
923
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
924 119.3d Damage dealt to a creature by a source with wither and/or infect causes that many -1/-1 counters to be put on that creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
925
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
926 119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
927
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
928 119.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
929
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
930 119.4. Damage is processed in a three-part sequence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
931
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
932 119.4a First, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
933
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
934 119.4b Next, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
935
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
936 119.4c Finally, the damage event occurs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
937 Example: A player who controls Boon Reflection, an enchantment that says “If you would gain life, you gain twice that much life instead,” attacks with a 3/3 creature with wither and lifelink. It’s blocked by a 2/2 creature, and the defending player casts a spell that prevents the next 2 damage that would be dealt to the blocking creature. The damage event starts out as [3 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. The prevention effect is applied, so the damage event becomes [1 damage is dealt to the 2/2 creature, 2 damage is dealt to the 3/3 creature]. That’s processed into its results, so the damage event is now [one -1/-1 counter is put on the 2/2 creature, the active player gains 1 life, 2 damage is marked on the 3/3 creature]. Boon Reflection’s effect is applied, so the damage event becomes [one -1/-1 counter is put on the 2/2 creature, the active player gains 2 life, 2 damage is marked on the 3/3 creature]. Then the damage event occurs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
938 Example: The defending player controls a creature and Worship, an enchantment that says “If you control a creature, damage that would reduce your life total to less than 1 reduces it to 1 instead.” That player is at 2 life, and is being attacked by two unblocked 5/5 creatures. The player casts Awe Strike, which says “The next time target creature would deal damage this turn, prevent that damage. You gain life equal to the damage prevented this way,” targeting one of the attackers. The damage event starts out as [10 damage is dealt to the defending player]. Awe Strike’s effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. That’s processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worship’s effect sees that the damage event would not reduce the player’s life total to less than 1, so Worship’s effect is not applied. Then the damage event occurs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
939
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
940 119.5. Damage dealt to a creature or planeswalker doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or planeswalker, or otherwise put it into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
941 Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to target creature or player,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
942
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
943 119.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.12, “Regenerate”) and during the cleanup step (see rule 514.2).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
944
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
945 119.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or, in certain casual variant games, a face-up card in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
946
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
947 119.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt won’t trigger. It also means that replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
948
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
949 120. Drawing a Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
950
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
951 120.1. A player draws a card by putting the top card of his or her library into his or her hand. This is done as a turn-based action during each player’s draw step. It may also be done as part of a cost or effect of a spell or ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
952
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
953 120.2. Cards may only be drawn one at a time. If a player is instructed to draw multiple cards, that player performs that many individual card draws.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
954
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
955 120.2a If an effect instructs more than one player to draw cards, the active player performs all of his or her draws first, then each other player in turn order does the same.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
956
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
957 120.2b If an effect instructs more than one player to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs his or her draws, then each player on each nonactive team in turn order does the same.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
958
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
959 120.3. If there are no cards in a player’s library and an effect offers that player the choice to draw a card, that player can choose to do so. However, if an effect says that a player can’t draw cards and another effect offers that player the choice to draw a card, that player can’t choose to do so.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
960
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
961 120.3a The same principles apply if the player who’s making the choice is not the player who would draw the card. If the latter player has no cards in his or her library, the choice can be taken. If an effect says that the latter player can’t draw a card, the choice can’t be taken.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
962
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
963 120.4. A player who attempts to draw a card from a library with no cards in it loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
964
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
965 120.5. If an effect moves cards from a player’s library to that player’s hand without using the word “draw,” the player has not drawn those cards. This makes a difference for abilities that trigger on drawing cards and effects that replace card draws, as well as if the player’s library is empty.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
966
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
967 120.6. Some effects replace card draws.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
968
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
969 120.6a An effect that replaces a card draw is applied even if no cards could be drawn because there are no cards in the affected player’s library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
970
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
971 120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
972
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
973 120.6c Some effects perform additional actions on a card after it’s drawn. If the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect or any subsequent replacement effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
974
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
975 120.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
976
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
977 120.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i). While face down, it’s considered to have no characteristics. The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
978
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
979 121. Counters
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
980
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
981 121.1. 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. Counters with the same name or description are interchangeable.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
982
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
983 121.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield, where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
984
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
985 121.1b The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
986
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
987 121.1c If a player has ten or more poison counters, he or she loses the game as a state-based action. See rule 704. A player is “poisoned” if he or she has one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
988
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
989 121.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”; they simply cease to exist. See rule 400.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
990
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
991 121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
992
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
993 121.4. If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it as a state-based action. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
994
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
995 121.5. If an effect says to “move” a counter, it means to take that counter from the object it’s currently on and put it onto a second object. If the first and second objects are the same object, nothing happens. If the first object has no counters, nothing happens; the second object doesn’t get a counter put on it. If the second object (or any possible second objects) is no longer in the correct zone when the effect would move the counter, nothing happens; a counter isn’t removed from the first object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
996
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
997 121.6. Some spells and abilities refer to counters being “placed” on an object. This refers to putting counters on that object while it’s on the battlefield and also to an object that’s given counters as it enters the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
998
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
999
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1000 2. Parts of a Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1001
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1002 200. General
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1003
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1004 200.1. The parts of a card are name, mana cost, illustration, color indicator, type line, expansion symbol, text box, power and toughness, loyalty, hand modifier, life modifier, illustration credit, legal text, and collector number. Some cards may have more than one of any or all of these parts.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1005
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1006 200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1007
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1008 200.3. Some objects that aren’t cards (tokens, copies of cards, and copies of spells) have some of the parts of a card, but only the ones that are also characteristics. See rule 110.5 and rule 706.
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diff changeset
1009
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1010 201. Name
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diff changeset
1011
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1012 201.1. The name of a card is printed on its upper left corner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1013
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1014 201.2. Two objects have the same name if the English versions of their names are identical.
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diff changeset
1015
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1016 201.3. If an effect instructs a player to name a card, the player must choose the name of a card that exists in the Oracle card reference (see rule 108.1) and is legal in the format of the game the player is playing. (See rule 100.6.) If the player wants to name a split card, the player must choose the name of one of its halves, but not both. (See rule 708.) If the player wants to name a flip card’s alternative name, the player may do so. (See rule 709.) If the player wants to name the back face of a double-faced card, the player may do so. (See rule 711.) A player may not choose the name of a token unless it’s also the name of a card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1017
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1018 201.4. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.
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diff changeset
1019
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1020 201.4a If an ability’s effect grants another ability to an object, and that second ability refers to that first ability’s source by name, the name refers only to the specific object that is that first ability’s source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.
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1021 Example: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then put a green Ooze creature token onto the battlefield with ‘This creature’s power and toughness are each equal to the number of slime counters on Gutter Grime.’” The ability granted to the token only looks at the Gutter Grime that created the token, not at any other Gutter Grime on the battlefield. A copy of that token would also have an ability that referred only to the Gutter Grime that created the original token.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1022
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1023 201.4b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.
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diff changeset
1024 Example: Quicksilver Elemental says, in part, “{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn.” If it gains an ability that says “{G}: Regenerate Cudgel Troll,” activating that ability will regenerate Quicksilver Elemental, not the Cudgel Troll it gained the ability from.
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1025 Example: Glacial Ray is an instant with “splice onto Arcane” that says “Glacial Ray deals 2 damage to target creature or player.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target creature or player.
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1026 Example: Dimir Doppelganger says “{1}{U}{B}: Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” Dimir Doppelganger’s ability is activated targeting a Runeclaw Bear card. The Doppelganger becomes a copy of Runeclaw Bear and gains an ability that should be treated as saying “{1}{U}{B}: Exile target creature card from a graveyard. Runeclaw Bear becomes a copy of that card and gains this ability.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1027
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1028 201.4c Text printed on some legendary cards refers to that card by a shortened version of its name. Instances of a card’s shortened name used in this manner are treated as though they used the card’s full name.
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diff changeset
1029
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1030 201.5. If an ability of an object uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn’t the appropriate characteristic at the time.
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1031 Example: An ability reads “Target creature gets +2/+2 until end of turn. Destroy that creature at the beginning of the next end step.” The ability will destroy the object it gave +2/+2 to even if that object isn’t a creature at the beginning of the next end step.
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diff changeset
1032
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diff changeset
1033 202. Mana Cost and Color
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diff changeset
1034
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1035 202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.
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diff changeset
1036
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1037 202.1a The mana cost of an object represents what a player must spend from his or her mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.
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1038
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1039 202.1b Some objects have no mana cost. This normally includes all land cards, any other cards that have no mana symbols where their mana cost would appear, tokens (unless the effect that creates them specifies otherwise), and nontraditional Magic cards. Having no mana cost represents an unpayable cost (see rule 117.6). Note that lands are played without paying any costs (see rule 305, “Lands”).
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diff changeset
1040
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1041 202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
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1042
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1043 202.2a The five colors are white, blue, black, red, and green. The white mana symbol is represented by {W}, blue by {U}, black by {B}, red by {R}, and green by {G}.
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1044 Example: An object with a mana cost of {2}{W} is white, an object with a mana cost of {2} is colorless, and one with a mana cost of {2}{W}{B} is both white and black.
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diff changeset
1045
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1046 202.2b Objects with no colored mana symbols in their mana costs are colorless.
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diff changeset
1047
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1048 202.2c An object with two or more different colored mana symbols in its mana cost is each of the colors of those mana symbols. Most multicolored cards are printed with a gold frame, but this is not a requirement for a card to be multicolored.
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1049
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1050 202.2d An object with one or more hybrid mana symbols and/or Phyrexian mana symbols in its mana cost is all of the colors of those mana symbols, in addition to any other colors the object might be. (Most cards with hybrid mana symbols in their mana costs are printed in a two-tone frame. See rule 107.4e.)
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diff changeset
1051
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1052 202.2e An object may have a color indicator printed to the left of the type line. That object is each color denoted by that color indicator. (See rule 204.)
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1053
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1054 202.2f Effects may change an object’s color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.
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diff changeset
1055
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1056 202.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.
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1057 Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
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1058
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1059 202.3a The converted mana cost of an object with no mana cost is 0, unless that object is the back face of a double-faced permanent.
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1060
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1061 202.3b The converted mana cost of a double-faced permanent’s back face is calculated as though it had the mana cost of its front face. This is a change from previous rules. If a permanent is a copy of the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.
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1062 Example: Huntmaster of the Fells is a double-faced card with mana cost {2}{R}{G}. Its converted mana cost is 4. After it transforms to its other face (Ravager of the Fells), its converted mana cost remains 4.
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1063 Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.
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1064 Example: Insectile Aberration is the back face of a double-faced card whose front face has mana cost {U}. It becomes a copy of Ravager of the Fells. Its converted mana cost becomes 0.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1065
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1066 202.3c When calculating the converted mana cost of an object with an {X} in its mana cost, X is treated as 0 while the object is not on the stack, and X is treated as the number chosen for it while the object is on the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1067
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1068 202.3d When calculating the converted mana cost of an object with a hybrid mana symbol in its mana cost, use the largest component of each hybrid symbol.
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1069 Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
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1070 Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1071
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1072 202.3e Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its converted mana cost.
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1073 Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.
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1074
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1075 202.4. Any additional cost listed in an object’s rules text or imposed by an effect isn’t part of the mana cost. (See rule 601, “Casting Spells.”) Such costs are paid at the same time as the spell’s other costs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1076
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diff changeset
1077 203. Illustration
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1078
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1079 203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesn’t have the flying ability unless stated in its rules text, even if it’s depicted as flying.
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1080
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1081 204. Color Indicator
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1082
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1083 204.1. The color indicator is printed to the left of the type line directly below the illustration. It consists of a circular symbol filled in with one or more colors. A color indicator is usually found on nonland cards without a mana cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1084
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1085 204.2. An object with a color indicator is each color denoted by that color indicator.
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1086
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1087 205. Type Line
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1088
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1089 205.1. The type line is printed directly below the illustration. It contains the card’s card type(s). It also contains the card’s subtype(s) and supertype(s), if applicable.
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1090
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1091 205.1a Some effects set an object’s card type. In such cases, the new card type(s) replaces any existing card types. Counters, effects, and damage marked on the object remain with it, even if they are meaningless to the new card type. Similarly, when an effect sets one or more of an object’s subtypes, the new subtype(s) replaces any existing subtypes from the appropriate set (creature types, land types, artifact types, enchantment types, planeswalker types, or spell types). If an object’s card type is removed, the subtypes correlated with that card type will remain if they are also the subtypes of a card type the object currently has; otherwise, they are also removed for the entire time the object’s card type is removed. Removing an object’s subtype doesn’t affect its card types at all.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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1092
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1093 205.1b Some effects change an object’s card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the object’s prior card types, supertypes, and subtypes are retained. This rule applies to effects that use the phrase “in addition to its types” or that state that something is “still a [type, supertype, or subtype].” Some effects state that an object becomes an “artifact creature”; these effects also allow the object to retain all of its prior card types and subtypes.
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1094 Example: An ability reads, “All lands are 1/1 creatures that are still lands.” The affected lands now have two card types: creature and land. If there were any lands that were also artifacts before the ability’s effect applied to them, those lands would become “artifact land creatures,” not just “creatures,” or “land creatures.” The effect allows them to retain both the card type “artifact” and the card type “land.” In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.
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1095 Example: An ability reads, “All artifacts are 1/1 artifact creatures.” If a permanent is both an artifact and an enchantment, it will become an “artifact enchantment creature.”
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1096
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1097 205.2. Card Types
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1098
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1099 205.2a The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. See section 3, “Card Types.”
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1100
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1101 205.2b Some objects have more than one card type (for example, an artifact creature). Such objects satisfy the criteria for any effect that applies to any of their card types.
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1102
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1103 205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.
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1104
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1105 205.3. Subtypes
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1106
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1107 205.3a A card can have one or more subtypes printed on its type line.
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1108
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1109 205.3b Subtypes of each card type except plane are always single words and are listed after a long dash. Each word after the dash is a separate subtype; such objects may have multiple types. Subtypes of planes are also listed after a long dash, but may be multiple words; all words after the dash are, collectively, a single subtype.
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1110 Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain. “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. “Artifact — Equipment” means the card is an artifact with the subtype Equipment.
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1111
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1112 205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
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1113 Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.
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1114
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1115 205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types.
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1116
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1117 205.3e If an effect instructs a player to choose a subtype, that player must choose one, and only one, existing subtype, and the subtype he or she chooses must be for the appropriate card type. For example, the player can’t choose a land type if an instruction requires choosing a creature type.
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1118 Example: When choosing a creature type, “Merfolk” or “Wizard” is acceptable, but “Merfolk Wizard” is not. Words like “artifact,” “opponent,” “Swamp,” or “truck” can’t be chosen because they aren’t creature types.
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1119
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1120 205.3f Many cards were printed with subtypes that are now obsolete. Many cards have retroactively received subtypes. Use the Oracle card reference to determine what a card’s subtypes are. (See rule 108.1.)
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1121
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diff changeset
1122 205.3g Artifacts have their own unique set of subtypes; these subtypes are called artifact types. The artifact types are Clue, Contraption, Equipment (see rule 301.5), and Fortification (see rule 301.6).
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diff changeset
1123
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diff changeset
1124 205.3h Enchantments have their own unique set of subtypes; these subtypes are called enchantment types. The enchantment types are Aura (see rule 303.4), Curse, and Shrine.
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diff changeset
1125
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diff changeset
1126 205.3i Lands have their own unique set of subtypes; these subtypes are called land types. The land types are Desert, Forest, Gate, Island, Lair, Locus, Mine, Mountain, Plains, Power-Plant, Swamp, Tower, and Urza’s.
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diff changeset
1127 Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
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diff changeset
1128
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diff changeset
1129 205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Elspeth, Freyalise, Garruk, Gideon, Jace, Karn, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vraska, and Xenagos.
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diff changeset
1130 If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This “planeswalker uniqueness rule” is a state-based action. See rule 704.
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diff changeset
1131
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diff changeset
1132 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
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diff changeset
1133
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1134 205.3m Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, God, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lamia, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Mole, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Praetor, Prism, Processor, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Sable, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scion, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
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1135
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1136 205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolas’s Meditation Realm, Dominaria, Equilor, Ergamon, Fabacin, Innistrad, Iquatana, Ir, Kaldheim, Kamigawa, Karsus, Kephalai, Kinshala, Kolbahan, Kyneth, Lorwyn, Luvion, Mercadia, Mirrodin, Moag, Mongseng, Muraganda, New Phyrexia, Phyrexia, Pyrulea, Rabiah, Rath, Ravnica, Regatha, Segovia, Serra’s Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.
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diff changeset
1137
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1138 205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
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diff changeset
1139
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diff changeset
1140 205.4. Supertypes
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diff changeset
1141
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1142 205.4a A card can also have one or more supertypes. These are printed directly before its card types. The supertypes are basic, legendary, ongoing, snow, and world.
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diff changeset
1143
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1144 205.4b An object’s supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an object’s card types or subtypes won’t change its supertypes. Changing an object’s supertypes won’t change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.
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1145 Example: An ability reads, “All lands are 1/1 creatures that are still lands.” If any of the affected lands were legendary, they are still legendary.
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diff changeset
1146
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1147 205.4c Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.
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1148 Cards printed in sets prior to the Eighth Edition core set didn’t use the word “basic” to indicate a basic land. Cards from those sets with the following names are basic lands and have received errata in the Oracle card reference accordingly: Forest, Island, Mountain, Plains, Swamp, Snow-Covered Forest, Snow-Covered Island, Snow-Covered Mountain, Snow-Covered Plains, and Snow-Covered Swamp.
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diff changeset
1149
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1150 205.4d Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5k).
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diff changeset
1151
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1152 205.4e Any permanent with the supertype “world” is subject to the state-based action for world permanents, also called the “world rule” (see rule 704.5m).
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diff changeset
1153
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1154 205.4f Any permanent with the supertype “snow” is a snow permanent. Any permanent that doesn’t have this supertype is a nonsnow permanent, regardless of its name.
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1155
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1156 205.4g Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.5w).
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diff changeset
1157
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diff changeset
1158 206. Expansion Symbol
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diff changeset
1159
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1160 206.1. The expansion symbol indicates which Magic set a card is from. It’s a small icon normally printed below the right edge of the illustration. It has no effect on game play.
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1161
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1162 206.2. The color of the expansion symbol indicates the rarity of the card within its set. A red-orange symbol indicates the card is mythic rare. A gold symbol indicates the card is rare. A silver symbol indicates the card is uncommon. A black or white symbol indicates the card is common or is a basic land. A purple symbol signifies a special rarity; to date, only the Time Spiral® “timeshifted” cards, which were rarer than that set’s rare cards, have had purple expansion symbols. (Prior to the Exodus™ set, all expansion symbols were black, regardless of rarity. Also, prior to the Sixth Edition core set, with the exception of the Simplified Chinese Fifth Edition core set, Magic core sets didn’t have expansion symbols at all.)
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1163
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1164 206.3. Previously, a spell or ability that affected cards from a particular set checked for that set’s expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards “originally printed” in a particular set. See rule 700.6 for details.
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diff changeset
1165
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1166 206.4. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format (or those cards are specifically allowed by the Magic Tournament Rules). See the Magic Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/resources/rules-documents).
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1167
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1168 206.5. The full list of expansions and expansion symbols can be found in the Card Set Archive section of the Magic website (Magic.Wizards.com/en/game-info/products/card-set-archive).
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1169
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diff changeset
1170 207. Text Box
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diff changeset
1171
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1172 207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.
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diff changeset
1173
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1174 207.2. The text box may also contain italicized text that has no game function.
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diff changeset
1175
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1176 207.2a Reminder text is italicized text within parentheses that summarizes a rule that applies to that card. It usually appears on the same line as the ability it’s relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.
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diff changeset
1177
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1178 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
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diff changeset
1179
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1180 207.2c An ability word appears in italics at the beginning of some abilities. Ability words are similar to keywords in that they tie together cards that have similar functionality, but they have no special rules meaning and no individual entries in the Comprehensive Rules. The ability words are battalion, bloodrush, channel, chroma, cohort, constellation, converge, delirium, domain, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, spell mastery, strive, sweep, tempting offer, threshold, and will of the council.
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diff changeset
1181
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1182 207.3. Some cards have decorative icons in the background of their text boxes. For example, a guild icon appears in the text box of many Ravnica: City of Guilds® and Return to Ravnica™ block cards, and a faction icon appears in the text box of most Scars of Mirrodin™ block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play.
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diff changeset
1183
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1184 207.4. The chaos symbol {CHAOS} appears in the text box of each plane card to the left of a triggered ability that triggers whenever {CHAOS} is rolled on the planar die. The symbol itself has no special rules meaning.
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diff changeset
1185
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diff changeset
1186 208. Power/Toughness
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diff changeset
1187
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1188 208.1. A creature card has two numbers separated by a slash printed in its lower right corner. The first number is its power (the amount of damage it deals in combat); the second is its toughness (the amount of damage needed to destroy it). For example, 2/3 means the object has power 2 and toughness 3. Power and toughness can be modified or set to particular values by effects.
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diff changeset
1189
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1190 208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).
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1191
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1192 208.2a The card may have a characteristic-defining ability that sets its power and/or toughness according to some stated condition. (See rule 604.3.) Such an ability is worded “[This creature’s] [power or toughness] is equal to . . .” or “[This creature’s] power and toughness are each equal to . . .” This ability functions everywhere, even outside the game. If the ability needs to use a number that can’t be determined, including inside a calculation, use 0 instead of that number.
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1193 Example: Lost Order of Jarkeld has power and toughness each equal to 1+*. It has the abilities “As Lost Order of Jarkeld enters the battlefield, choose an opponent” and “Lost Order of Jarkeld’s power and toughness are each equal to 1 plus the number of creatures the chosen player controls.” While Lost Order of Jarkeld isn’t on the battlefield, there won’t be a chosen player. Its power and toughness will each be equal to 1 plus 0, so it’s 1/1.
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diff changeset
1194
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1195 208.2b The card may have a static ability that creates a replacement effect that sets the creature’s power and toughness to one of a number of specific values as it enters the battlefield or is turned face up. (See rule 614, “Replacement Effects.”) Such an ability is worded “As [this creature] enters the battlefield . . . ,” “As [this creature] is turned face up . . . ,” or “[This creature] enters the battlefield as . . .” and lists two or more specific power and toughness values (and may also list additional characteristics). The characteristics chosen or determined with these effects affect the creature’s copiable values. (See rule 706.2.) While the card isn’t on the battlefield, its power and toughness are each considered to be 0.
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1196
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1197 208.3. A noncreature permanent has no power or toughness, even if it’s a card with a power and toughness printed on it (such as a Licid that’s become an Aura).
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1198
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1199 208.4. Effects that set a creature’s power and/or toughness to specific values may refer to that creature’s “base power,” “base toughness,” or “base power and toughness.” Other continuous effects may further modify the creature’s power and toughness. See rule 613, “Interaction of Continuous Effects.”
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1200
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diff changeset
1201 209. Loyalty
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diff changeset
1202
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1203 209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while it’s not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it.
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1204
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1205 209.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
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diff changeset
1206
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diff changeset
1207 210. Hand Modifier
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diff changeset
1208
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1209 210.1. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting hand size and the maximum hand size of the vanguard card’s owner are determined. See rule 103.4.
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1210
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diff changeset
1211 211. Life Modifier
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diff changeset
1212
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1213 211.1. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner is determined. See rule 103.3.
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diff changeset
1214
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diff changeset
1215 212. Information Below the Text Box
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diff changeset
1216
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1217 212.1. Each card features text printed below the text box that has no effect on game play.
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diff changeset
1218
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1219 212.1a The illustration credit for a card is printed on the first line below the text box. It follows the paintbrush icon or, on older cards, the abbreviation “Illus.”
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diff changeset
1220
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1221 212.1b Legal text (the fine print at the bottom of the card) lists the trademark and copyright information.
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diff changeset
1222
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1223 212.1c Some card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set], immediately following the legal text.
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diff changeset
1224
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diff changeset
1225
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diff changeset
1226 3. Card Types
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diff changeset
1227
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diff changeset
1228 300. General
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1229
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parents:
diff changeset
1230 300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1231
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1232 300.2. Some objects have more than one card type (for example, an artifact creature). Such objects combine the aspects of each of those card types, and are subject to spells and abilities that affect either or all of those card types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1233
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1234 300.2a An object that’s both a land and another card type (for example, an artifact land) can only be played as a land. It can’t be cast as a spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1235
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1236 300.2b Each tribal card has another card type. Casting and resolving a tribal card follow the rules for casting and resolving a card of the other card type.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1237
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1238 301. Artifacts
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1239
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1240 301.1. A player who has priority may cast an artifact card from his or her hand during a main phase of his or her turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1241
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1242 301.2. When an artifact spell resolves, its controller puts it onto the battlefield under his or her control.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1243
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1244 301.3. Artifact subtypes are always a single word and are listed after a long dash: “Artifact — Equipment.” Artifact subtypes are also called artifact types. Artifacts may have multiple subtypes. See rule 205.3g for the complete list of artifact types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1245
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1246 301.4. Artifacts have no characteristics specific to their card type. Most artifacts have no colored mana symbols in their mana costs, and are therefore colorless. However, there is no correlation between being colorless and being an artifact: artifacts may be colored, and colorless objects may be card types other than artifact.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1247
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1248 301.5. Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to an object that isn’t a creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1249
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1250 301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1251
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1252 301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesn’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1253
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1254 301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1255
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1256 301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1257
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1258 301.5e An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1259
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1260 301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–e apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.66, “Fortify.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1261
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1262 302. Creatures
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1263
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1264 302.1. A player who has priority may cast a creature card from his or her hand during a main phase of his or her turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1265
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1266 302.2. When a creature spell resolves, its controller puts it onto the battlefield under his or her control.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1267
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1268 302.3. Creature subtypes are always a single word and are listed after a long dash: “Creature — Human Soldier,” “Artifact Creature — Golem,” and so on. Creature subtypes are also called creature types. Creatures may have multiple subtypes. See rule 205.3m for the complete list of creature types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1269 Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1270
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1271 302.4. Power and toughness are characteristics only creatures have.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1272
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1273 302.4a A creature’s power is the amount of damage it deals in combat.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1274
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1275 302.4b A creature’s toughness is the amount of damage needed to destroy it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1276
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1277 302.4c To determine a creature’s power and toughness, start with the numbers printed in its lower right corner, then apply any applicable continuous effects. (See rule 613, “Interaction of Continuous Effects.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1278
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1279 302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1280
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1281 302.6. A creature’s activated ability with the tap symbol or the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since his or her most recent turn began. This rule is informally called the “summoning sickness” rule.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1282
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1283 302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 119.3). If the total damage marked on that creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a creature is removed when it regenerates (see rule 701.12, “Regenerate”) and during the cleanup step (see rule 514.2).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1284
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1285 303. Enchantments
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1286
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1287 303.1. A player who has priority may cast an enchantment card from his or her hand during a main phase of his or her turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1288
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1289 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under his or her control.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1290
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1291 303.3. Enchantment subtypes are always a single word and are listed after a long dash: “Enchantment — Shrine.” Each word after the dash is a separate subtype. Enchantment subtypes are also called enchantment types. Enchantments may have multiple subtypes. See rule 205.3h for the complete list of enchantment types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1292
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1293 303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1294
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1295 303.4a An Aura spell requires a target, which is defined by its enchant ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1296
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1297 303.4b The object or player an Aura is attached to is called enchanted. The Aura is attached to, or “enchants,” that object or player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1298
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1299 303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1300
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1301 303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1302
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1303 303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1304
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1305 303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1306
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1307 303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1308
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1309 303.4h If an effect attempts to put a permanent that isn’t an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1310
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1311 303.4i If an effect attempts to put an Aura onto the battlefield enchanting an object or player it can’t legally enchant, the Aura remains in its current zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1312
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1313 303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it can’t legally enchant, the Aura doesn’t move.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1314
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1315 303.4k An ability of a permanent that refers to the “enchanted [object or player]” refers to whatever object or player that permanent is attached to, even if the permanent with the ability isn’t an Aura.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1316
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1317 304. Instants
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1318
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1319 304.1. A player who has priority may cast an instant card from his or her hand. Casting an instant as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1320
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1321 304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1322
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1323 304.3. Instant subtypes are always a single word and are listed after a long dash: “Instant — Arcane.” Each word after the dash is a separate subtype. The set of instant subtypes is the same as the set of sorcery subtypes; these subtypes are called spell types. Instants may have multiple subtypes. See rule 205.3k for the complete list of spell types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1324
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1325 304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1326
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1327 304.5. If text states that a player may do something “any time he or she could cast an instant,” it means only that the player must have priority. The player doesn’t need to have an instant he or she could actually cast. Effects that would prevent that player from casting a spell or casting an instant don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting an instant).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1328
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1329 305. Lands
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1330
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1331 305.1. A player who has priority may play a land card from his or her hand during a main phase of his or her turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 115). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1332
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1333 305.2. A player can normally play one land during his or her turn; however, continuous effects may increase this number.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1334
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1335 305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands he or she has already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1336
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1337 305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands he or she has already played this turn. Ignore any part of an effect that instructs a player to do so.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1338
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1339 305.3. A player can’t play a land, for any reason, if it isn’t his or her turn. Ignore any part of an effect that instructs a player to do so.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1340
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1341 305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1342
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1343 305.5. Land subtypes are always a single word and are listed after a long dash. Land subtypes are also called land types. Lands may have multiple subtypes. See rule 205.3i for the complete list of land types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1344 Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1345
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1346 305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type has the intrinsic ability “{T}: Add [mana symbol] to your mana pool,” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. See also rule 605, “Mana Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1347
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1348 305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copy effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1349
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1350 305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1351
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1352 305.9. If an object is both a land and another card type, it can be played only as a land. It can’t be cast as a spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1353
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1354 306. Planeswalkers
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1355
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1356 306.1. A player who has priority may cast a planeswalker card from his or her hand during a main phase of his or her turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1357
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1358 306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under his or her control.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1359
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1360 306.3. Planeswalker subtypes are always a single word and are listed after a long dash: “Planeswalker — Jace.” Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1361
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1362 306.4. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.” See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1363
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1364 306.5. Loyalty is a characteristic only planeswalkers have.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1365
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1366 306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1367
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1368 306.5b A planeswalker is treated as if its text box included, “This permanent enters the battlefield with a number of loyalty counters on it equal to its printed loyalty number.” This ability creates a replacement effect (see rule 614.1c).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1369
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1370 306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1371
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1372 306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1373
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1374 306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1375
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1376 306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1377
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1378 306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1379
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1380 306.9. If a planeswalker’s loyalty is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1381
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1382 307. Sorceries
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1383
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1384 307.1. A player who has priority may cast a sorcery card from his or her hand during a main phase of his or her turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, “Casting Spells.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1385
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1386 307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then it’s put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1387
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1388 307.3. Sorcery subtypes are always a single word and are listed after a long dash: “Sorcery — Arcane.” Each word after the dash is a separate subtype. The set of sorcery subtypes is the same as the set of instant subtypes; these subtypes are called spell types. Sorceries may have multiple subtypes. See rule 205.3k for the complete list of spell types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1389
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1390 307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1391
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1392 307.5. If a spell, ability, or effect states that a player can do something only “any time he or she could cast a sorcery,” it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn’t need to have a sorcery he or she could actually cast. Effects that would prevent that player from casting a spell or casting a sorcery don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting a sorcery).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1393
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1394 307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than his or her main phase, or while another object was on the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1395
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1396 308. Tribals
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1397
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1398 308.1. Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1399
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1400 308.2. Tribal subtypes are always a single word and are listed after a long dash: “Tribal Enchantment — Merfolk.” The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. See rule 205.3m for the complete list of creature types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1401
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1402 309. Planes
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1403
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1404 309.1. Plane is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses plane cards. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1405
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1406 309.2. Plane cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a plane card would leave the command zone, it remains in the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1407
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1408 309.3. Plane subtypes are listed after a long dash, and may be multiple words: “Plane — Serra’s Realm.” All words after the dash are, collectively, a single subtype. Planar subtypes are called planar types. A plane can have only one subtype. See rule 205.3n for the complete list of planar types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1409
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1410 309.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1411
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1412 309.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1413
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1414 309.6. A face-up plane card that’s turned face down becomes a new object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1415
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1416 309.7. Each plane card has a triggered ability that triggers “Whenever you roll {CHAOS}.” These are called “chaos abilities.” Each one is indicated by a {CHAOS} to its left, though the symbol itself has no special rules meaning.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1417
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1418 310. Phenomena
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1419
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1420 310.1. Phenomenon is a card type seen only on nontraditional Magic cards. Only the Planechase casual variant uses phenomenon cards. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1421
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1422 310.2. Phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up. They’re not permanents. They can’t be cast. If a phenomenon card would leave the command zone, it remains in the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1423
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1424 310.3. Phenomenon cards have no subtypes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1425
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1426 310.4. The controller of a face-up phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1427
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1428 310.5. Each phenomenon card has a triggered ability that triggers when you encounter it. “When you encounter [this phenomenon]” means “When you move this card off a planar deck and turn it face up.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1429
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1430 310.6. A face-up phenomenon card that’s turned face down becomes a new object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1431
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1432 310.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.21, “Planeswalk.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1433
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1434 311. Vanguards
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1435
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1436 311.1. Vanguard is a card type seen only on nontraditional Magic cards. Only the Vanguard casual variant uses vanguard cards. See rule 902, “Vanguard.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1437
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1438 311.2. Vanguard cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast. If a vanguard card would leave the command zone, it remains in the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1439
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1440 311.3. Vanguard cards have no subtypes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1441
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1442 311.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1443
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1444 311.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1445
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1446 311.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and his or her maximum hand size.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1447
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1448 311.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1449
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1450 312. Schemes
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1451
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1452 312.1. Scheme is a card type seen only on nontraditional Magic cards. Only the Archenemy casual variant uses scheme cards. See rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1453
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1454 312.2. Scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up. They’re not permanents. They can’t be cast. If a scheme card would leave the command zone, it remains in the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1455
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1456 312.3. Scheme cards have no subtypes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1457
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1458 312.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1459
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1460 312.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1461
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1462 312.6. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1463
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1464 312.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1465
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1466 313. Conspiracies
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1467
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1468 313.1. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards aren’t used in constructed play.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1469
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1470 313.2. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from his or her sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.105, “Hidden Agenda.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1471
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1472 313.3. Conspiracy cards remain in the command zone throughout the game. They’re not permanents. They can’t be cast or included in a deck. If a conspiracy card would leave the command zone, it remains in the command zone. Conspiracy cards that aren’t in the game can’t be brought into the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1473
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1474 313.4. Conspiracy cards have no subtypes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1475
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1476 313.5. Conspiracy cards may have any number of static or triggered abilities. As long as a conspiracy card is face up in the command zone, its static abilities affect the game, and its triggered abilities may trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1477
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1478 313.5a Abilities of conspiracy cards may affect the start-of-game procedure.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1479
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1480 313.5b Face-down conspiracy cards have no characteristics.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1481
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1482 313.6. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1483
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1484 313.7. At any time, you may look at a face-down conspiracy card you control. You can’t look at face-down conspiracy cards controlled by other players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1485
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1486
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1487 4. Zones
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1488
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1489 400. General
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1490
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1491 400.1. A zone is a place where objects can be during a game. There are normally seven zones: library, hand, battlefield, graveyard, stack, exile, and command. Some older cards also use the ante zone. Each player has his or her own library, hand, and graveyard. The other zones are shared by all players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1492
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1493 400.2. Public zones are zones in which all players can see the cards’ faces, except for those cards that some rule or effect specifically allow to be face down. Graveyard, battlefield, stack, exile, ante, and command are public zones. Hidden zones are zones in which not all players can be expected to see the cards’ faces. Library and hand are hidden zones, even if all the cards in one such zone happen to be revealed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1494
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1495 400.3. If an object would go to any library, graveyard, or hand other than its owner’s, it goes to its owner’s corresponding zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1496
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1497 400.4. Cards with certain card types can’t enter certain zones.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1498
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1499 400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1500
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1501 400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1502
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1503 400.5. The order of objects in a library, in a graveyard, or on the stack can’t be changed except when effects or rules allow it. The same is true for objects arranged in face-down piles in other zones. Other objects in other zones can be arranged however their owners wish, although who controls those objects, whether they’re tapped or flipped, and what other objects are attached to them must remain clear to all players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1504
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1505 400.6. If an object would move from one zone to another, determine what event is moving the object. If the object is moving to a public zone, all players look at it to see if it has any abilities that would affect the move. Then any appropriate replacement effects, whether they come from that object or from elsewhere, are applied to that event. If any effects or rules try to do two or more contradictory or mutually exclusive things to a particular object, that object’s controller—or its owner if it has no controller—chooses which effect to apply, and what that effect does. (Note that multiple instances of the same thing may be mutually exclusive; for example, two simultaneous “destroy” effects.) Then the event moves the object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1506
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1507 400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are eight exceptions to this rule:
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1508
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1509 400.7a Effects from spells, activated abilities, and triggered abilities that change the characteristics of a permanent spell on the stack continue to apply to the permanent that spell becomes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1510
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1511 400.7b Prevention effects that apply to damage from a permanent spell on the stack continue to apply to damage from the permanent that spell becomes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1512
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1513 400.7c If an ability of a permanent requires information about choices made as that permanent was cast as a spell, including what mana was spent to cast that spell, it uses information about the spell that became that permanent as it resolved.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1514
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1515 400.7d Abilities that trigger when an object moves from one zone to another (for example, “When Rancor is put into a graveyard from the battlefield”) can find the new object that it became in the zone it moved to when the ability triggered, if that zone is a public zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1516
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1517 400.7e Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find the new object that Aura became in its owner’s graveyard if it was put into that graveyard at the same time the enchanted permanent left the battlefield. It can also find the new object that Aura became in its owner’s graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5n.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1518
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1519 400.7f If an effect grants a nonland card an ability that allows it to be cast, that ability will continue to apply to the new object that card became after it moved to the stack as a result of being cast this way.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1520
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1521 400.7g If an effect allows a nonland card to be cast, other parts of that effect can find the new object that card becomes after it moves to the stack as a result of being cast this way.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1522
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1523 400.7h If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1524
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1525 400.8. If an object in the exile zone is exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1526
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1527 400.9. If a face-up object in the command zone is turned face down, it becomes a new object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1528
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1529 400.10. An object is outside the game if it isn’t in any of the game’s zones. Outside the game is not a zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1530
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1531 400.10a Cards in a player’s sideboard are outside the game. See rule 100.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1532
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1533 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1534
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1535 400.10c Cards outside the game can’t be affected by spells or abilities, except for characteristic-defining abilities printed on them (see rule 604.3) and spells and abilities that allow those cards to be brought into the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1536
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1537 400.11. Some effects instruct a player to do something to a zone (such as “Shuffle your hand into your library”). That action is performed on all cards in that zone. The zone itself is not affected.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1538
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1539 401. Library
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1540
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1541 401.1. When a game begins, each player’s deck becomes his or her library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1542
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1543 401.2. Each library must be kept in a single face-down pile. Players can’t look at or change the order of cards in a library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1544
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1545 401.3. Any player may count the number of cards remaining in any player’s library at any time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1546
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1547 401.4. If an effect puts two or more cards on the top or bottom of a library at the same time, the owner of those cards may arrange them in any order. That library’s owner doesn’t reveal the order in which the cards go into his or her library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1548
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1549 401.5. Some effects tell a player to play with the top card of his or her library revealed, or say that a player may look at the top card of his or her library. If the top card of the player’s library changes while a spell is being cast, the new top card won’t be revealed and can’t be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1550
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1551 401.6. If an effect causes a player to play with the top card of his or her library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1552
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1553 401.7. If an effect causes a player to put a card into a library “Nth from the top,” and that library has fewer than N cards in it, the player puts that card on the bottom of that library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1554
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1555 402. Hand
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1556
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1557 402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a player’s hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that player’s starting hand size, normally seven. (See rule 103, “Starting the Game.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1558
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1559 402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand, but as part of his or her cleanup step, the player must discard excess cards down to the maximum hand size.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1560
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1561 402.3. A player may arrange his or her hand in any convenient fashion and look at it as much as he or she wishes. A player can’t look at the cards in another player’s hand but may count those cards at any time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1562
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1563 403. Battlefield
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1564
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1565 403.1. Most of the area between the players represents the battlefield. The battlefield starts out empty. Permanents a player controls are normally kept in front of him or her on the battlefield, though there are some cases (such as an Aura attached to another player’s permanent) when a permanent one player controls is kept closer to a different player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1566
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1567 403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1568
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1569 403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1570
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1571 403.4. Whenever a permanent enters the battlefield, it becomes a new object and has no relationship to any previous permanent represented by the same card, except for the cases listed in rule 400.7. (This is also true for any objects entering any zone.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1572
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1573 403.5. Previously, the battlefield was called the “in-play zone.” Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield. Cards that were printed with that text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1574
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1575 404. Graveyard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1576
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1577 404.1. A player’s graveyard is his or her discard pile. Any object that’s countered, discarded, destroyed, or sacrificed is put on top of its owner’s graveyard, as is any instant or sorcery spell that’s finished resolving. Each player’s graveyard starts out empty.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1578
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1579 404.2. Each graveyard is kept in a single face-up pile. A player can examine the cards in any graveyard at any time but normally can’t change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in his or her graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1580
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1581 404.3. If an effect or rule puts two or more cards into the same graveyard at the same time, the owner of those cards may arrange them in any order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1582
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1583 405. Stack
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1584
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1585 405.1. When a spell is cast, the physical card is put on the stack (see rule 601.2a). When an ability is activated or triggers, it goes on top of the stack without any card associated with it (see rules 602.2a and 603.3).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1586
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1587 405.2. The stack keeps track of the order that spells and/or abilities were added to it. Each time an object is put on the stack, it’s put on top of all objects already there.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1588
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1589 405.3. If an effect puts two or more objects on the stack at the same time, those controlled by the active player are put on lowest, followed by each other player’s objects in APNAP order (see rule 101.4). If a player controls more than one of these objects, that player chooses their relative order on the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1590
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1591 405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability that’s on the stack has the text of the ability that created it and no other characteristics. The controller of a spell is the person who cast it. The controller of an activated ability is the player who activated it. The controller of a triggered ability is the player who controlled the ability’s source when it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1592
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1593 405.5. When all players pass in succession, the top (last-added) spell or ability on the stack resolves. If the stack is empty when all players pass, the current step or phase ends and the next begins.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1594
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1595 405.6. Some things that happen during the game don’t use the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1596
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1597 405.6a Effects don’t go on the stack; they’re the result of spells and abilities resolving. Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1598
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1599 405.6b Static abilities continuously generate effects and don’t go on the stack. (See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “[This object] is red” (see rule 604.3).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1600
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1601 405.6c Mana abilities resolve immediately. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. If a player had priority before a mana ability was activated, that player gets priority after it resolves. (See rule 605, “Mana Abilities.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
1602
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1603 405.6d Special actions don’t use the stack; they happen immediately. See rule 115, “Special Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1604
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1605 405.6e Turn-based actions don’t use the stack; they happen automatically when certain steps or phases begin. They’re dealt with before a player would receive priority (see rule 116.3a). Turn-based actions also happen automatically when each step and phase ends; no player receives priority afterward. See rule 703.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1606
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1607 405.6f State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 116.5.
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parents:
diff changeset
1608
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1609 405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
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parents:
diff changeset
1610
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1611 405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result. These actions happen immediately. See rule 800.4a.
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parents:
diff changeset
1612
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1613 406. Exile
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parents:
diff changeset
1614
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parents:
diff changeset
1615 406.1. The exile zone is essentially a holding area for objects. Some spells and abilities exile an object without any way to return that object to another zone. Other spells and abilities exile an object only temporarily.
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parents:
diff changeset
1616
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parents:
diff changeset
1617 406.2. To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.
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diff changeset
1618
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parents:
diff changeset
1619 406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards “exiled face down” can’t be examined by any player except when instructions allow it. However, once a player is allowed to look at a card exiled face down, that player may continue to look at that card as long as it remains exiled, even if the instruction allowing the player to do so no longer applies. A card exiled face down has no characteristics, but the spell or ability that exiled it may allow it to be played from exile. Unless that card is being cast face down (see rule 707.4), the card is turned face up just before the player announces that he or she is playing the card (see rule 601.2).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1620
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diff changeset
1621 406.4. Face-down cards in exile should be kept in separate piles based on when they were exiled and how they were exiled. If a player is instructed to choose an exiled card, the player may choose a specific face-down card only if the player is allowed to look at that card. Otherwise, he or she may choose a pile of face-down exiled cards, and then a card is chosen at random from within that pile. If choosing such a card is part of casting a spell or activating an ability, the chosen card isn’t revealed until after that cost is fully paid. (See rule 601.2i.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1622
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diff changeset
1623 406.5. Exiled cards that might return to the battlefield or any other zone should be kept in separate piles to keep track of their respective ways of returning. Exiled cards that may have an impact on the game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled them should likewise be kept in separate piles.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1624
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diff changeset
1625 406.6. An object may have one ability printed on it that causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards that have been exiled due to the first. See rule 607, “Linked Abilities.”
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diff changeset
1626
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diff changeset
1627 406.7. If an object in the exile zone becomes exiled, it doesn’t change zones, but it becomes a new object that has just been exiled.
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diff changeset
1628
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diff changeset
1629 406.8. Previously, the exile zone was called the “removed-from-the-game zone.” Cards that were printed with text that “removes [an object] from the game” exiles that object. The same is true for cards printed with text that “sets [an object] aside.” Cards that were printed with that text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1630
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1631 407. Ante
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diff changeset
1632
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diff changeset
1633 407.1. Earlier versions of the Magic rules included an ante rule as a way of playing “for keeps.” Playing Magic games for ante is now considered an optional variation on the game, and it’s allowed only where it’s not forbidden by law or by other rules. Playing for ante is strictly forbidden under the Magic: The Gathering Tournament Rules (WPN.Wizards.com/en/resources/rules-documents).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1634
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diff changeset
1635 407.2. When playing for ante, each player puts one random card from his or her deck into the ante zone after determining which player goes first but before players draw any cards. Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
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diff changeset
1636
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diff changeset
1637 407.3. A few cards have the text “Remove [this card] from your deck before playing if you’re not playing for ante.” These are the only cards that can add or remove cards from the ante zone or change a card’s owner.
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diff changeset
1638
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parents:
diff changeset
1639 407.4. To ante an object is to put that object into the ante zone from whichever zone it’s currently in. The owner of an object is the only person who can ante that object.
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diff changeset
1640
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diff changeset
1641 408. Command
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diff changeset
1642
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diff changeset
1643 408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.
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diff changeset
1644
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diff changeset
1645 408.2. Emblems may be created in the command zone. See rule 113, “Emblems.”
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diff changeset
1646
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diff changeset
1647 408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1648
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1649
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diff changeset
1650 5. Turn Structure
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diff changeset
1651
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diff changeset
1652 500. General
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diff changeset
1653
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diff changeset
1654 500.1. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1655
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diff changeset
1656 500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1657
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diff changeset
1658 500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
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diff changeset
1659
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diff changeset
1660 500.4. When a step or phase ends, any unused mana left in a player’s mana pool empties. This turn-based action doesn’t use the stack.
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diff changeset
1661
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diff changeset
1662 500.5. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of turn” are subject to special rules; see rule 514.2.
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diff changeset
1663
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diff changeset
1664 500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step are added to the stack.
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diff changeset
1665
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diff changeset
1666 500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order (see rule 101.4). The most recently created turn will be taken first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1667
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diff changeset
1668 500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
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diff changeset
1669
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diff changeset
1670 500.9. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1671
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diff changeset
1672 500.10. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 614.10.
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diff changeset
1673
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diff changeset
1674 500.11. No game events can occur between turns, phases, or steps.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1675
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1676 501. Beginning Phase
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diff changeset
1677
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diff changeset
1678 501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
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parents:
diff changeset
1679
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1680 502. Untap Step
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diff changeset
1681
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diff changeset
1682 502.1. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. This turn-based action doesn’t use the stack. See rule 702.25, “Phasing.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1683
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diff changeset
1684 502.2. Second, the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1685
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diff changeset
1686 502.3. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 503, “Upkeep Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
1687
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1688 503. Upkeep Step
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parents:
diff changeset
1689
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diff changeset
1690 503.1. First, any abilities that trigger at the beginning of the upkeep step and any abilities that triggered during the turn’s untap step go on the stack. (See rule 603, “Handling Triggered Abilities.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1691
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1692 503.2. Second, the active player gets priority. Players may cast spells and activate abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1693
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1694 503.3. If a spell states that it may be cast only “after [a player’s] upkeep step,” and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1695
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diff changeset
1696 504. Draw Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1697
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diff changeset
1698 504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.
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diff changeset
1699
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diff changeset
1700 504.2. Second, any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack.
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diff changeset
1701
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1702 504.3. Third, the active player gets priority. Players may cast spells and activate abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1703
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1704 505. Main Phase
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diff changeset
1705
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diff changeset
1706 505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1707
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diff changeset
1708 505.1a Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1709
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diff changeset
1710 505.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 500.2.)
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diff changeset
1711
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diff changeset
1712 505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and it’s the active player’s precombat main phase, the active player sets the top card of his or her scheme deck in motion (see rule 701.22). This turn-based action doesn’t use the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1713
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diff changeset
1714 505.4. Second, any abilities that trigger at the beginning of the main phase go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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diff changeset
1715
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1716 505.5. Third, the active player gets priority. Players may cast spells and activate abilities. The active player may play a land.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1717
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diff changeset
1718 505.5a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. Only the active player may cast these spells.
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diff changeset
1719
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diff changeset
1720 505.5b During either main phase, the active player may play one land card from his or her hand if the stack is empty, if the player has priority, and if he or she hasn’t played a land this turn (unless an effect states the player may play additional lands). This action doesn’t use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can’t be countered, and players can’t respond to it with instants or activated abilities. (See rule 305, “Lands.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1721
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1722 506. Combat Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1723
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diff changeset
1724 506.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers or put onto the battlefield attacking (see rule 508.4). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1725
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1726 506.2. During the combat phase, the active player is the attacking player; creatures that player controls may attack. During the combat phase of a two-player game, the nonactive player is the defending player; that player and planeswalkers he or she controls may be attacked.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1727
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
1728 506.2a During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it. Unless all the attacking player’s opponents automatically become defending players during the combat phase, the attacking player chooses one of his or her opponents as a turn-based action during the beginning of combat step. (Note that the choice may be dictated by the variant being played or the options chosen for it.) That player becomes the defending player. See rule 802, “Attack Multiple Players Option,” rule 803, “Attack Left and Attack Right Options,” and rule 809, “Emperor Variant.”
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1729
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1730 506.2b In the Two-Headed Giant multiplayer variant, the nonactive team is the defending team. See rule 810, “Two-Headed Giant Variant.”
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1731
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1732 506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
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1733
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1734 506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but it’s never considered to be an attacking or blocking permanent.
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1735
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1736 506.3b If an effect would put a creature onto the battlefield attacking under the control of any player except an attacking player, that creature does enter the battlefield, but it’s never considered to be an attacking creature.
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1737
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1738 506.3c If an effect would put a creature onto the battlefield attacking either a player not in the game or a planeswalker no longer on the battlefield or no longer a planeswalker, that creature does enter the battlefield, but it’s never considered to be an attacking creature.
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1739
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1740 506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block isn’t attacking either the first creature’s controller or a planeswalker that player controls, that creature does enter the battlefield, but it’s never considered to be a blocking creature.
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1741
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1742 506.4. A permanent is removed from combat if it leaves the battlefield, if its controller changes, if it phases out, if an effect specifically removes it from combat, if it’s a planeswalker that’s being attacked and stops being a planeswalker, or if it’s an attacking or blocking creature that regenerates (see rule 701.12) or stops being a creature. A creature that’s removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker that’s removed from combat stops being attacked.
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1743
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1744 506.4a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.
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1745
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1746 506.4b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage.
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1747
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1748 506.4c If a creature is attacking a planeswalker, removing that planeswalker from combat doesn’t remove that creature from combat. It continues to be an attacking creature, although it is attacking neither a player nor a planeswalker. It may be blocked. If it is unblocked, it will deal no combat damage.
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1749
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1750 506.4d A permanent that’s both a blocking creature and a planeswalker that’s being attacked is removed from combat if it stops being both a creature and a planeswalker. If it stops being one of those card types but continues to be the other, it continues to be either a blocking creature or a planeswalker that’s being attacked, whichever is appropriate.
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1751
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1752 506.5. A creature attacks alone if it’s the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if it’s attacking but no other creatures are. A creature blocks alone if it’s the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if it’s blocking but no other creatures are.
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1753
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1754 506.6. Some spells state that they may be cast “only [before/after] [a particular point in the combat phase],” in which that point may be “attackers are declared,” “blockers are declared,” “the combat damage step,” “the end of combat step,” “the combat phase,” or “combat.”
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1755
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1756 506.6a A spell that states it may be cast “only before (or after) attackers are declared” is referring to the turn-based action of declaring attackers. It may be cast only before (or after) the declare attackers step begins, regardless of whether any attackers are actually declared. (See rule 508.)
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1757
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1758 506.6b A spell that states it may be cast “only before (or after) blockers are declared” is referring to the turn-based action of declaring blockers. It may be cast only before (or after) the declare blockers step begins, regardless of whether any blockers are actually declared. (See rule 509.)
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1759
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1760 506.6c Some spells state that they may be cast only “during combat” or “during a certain player’s combat phase” in addition to the criteria described in rule 506.6. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them.
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1761
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1762 506.6d Some spells state that they may be cast “only before (or after) [a particular point in the combat phase],” but don’t meet the additional criteria described in rule 506.6c. If a turn has multiple combat phases, such spells may be cast that turn only before (or after) the stated point of the first combat phase.
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1763
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1764 506.6e If a spell states that it may be cast “only before [a particular point in the combat phase],” but the stated point doesn’t exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.6), then the spell may be cast only before the declare attackers step ends. If the stated point doesn’t exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.
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1765
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1766 506.6f If a spell states that it may be cast “only during combat after blockers are declared,” but the declare blockers step is skipped that combat phase (see rule 508.6), then the spell may not be cast during that combat phase.
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1767
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1768 506.6g Rules 506.6 and 506.6a–f apply to abilities that state that they may be activated only at certain times with respect to combat just as they apply to spells that state that they may be cast only at certain times with respect to combat.
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1769
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1770 507. Beginning of Combat Step
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1771
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1772 507.1. First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)
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1773
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1774 507.2. Second, any abilities that trigger at the beginning of combat go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1775
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1776 507.3. Third, the active player gets priority. Players may cast spells and activate abilities.
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1777
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1778 508. Declare Attackers Step
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1779
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1780 508.1. First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 717, “Handling Illegal Actions”).
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1781
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1782 508.1a The active player chooses which creatures that he or she controls, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the turn began.
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1783
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1784 508.1b If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active player announces which player or planeswalker each of the chosen creatures is attacking.
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1785
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1786 508.1c The active player checks each creature he or she controls to see whether it’s affected by any restrictions (effects that say a creature can’t attack, or that it can’t attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.
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1787 Example: A player controls two creatures, each with a restriction that states “[This creature] can’t attack alone.” It’s legal to declare both as attackers.
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1788
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1789 508.1d The active player checks each creature he or she controls to see whether it’s affected by any requirements (effects that say a creature must attack, or that it must attack if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal. If a creature can’t attack unless a player pays a cost, that player is not required to pay that cost, even if attacking with that creature would increase the number of requirements being obeyed.
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1790 Example: A player controls two creatures: one that “attacks if able” and one with no abilities. An effect states “No more than one creature can attack each turn.” The only legal attack is for just the creature that “attacks if able” to attack. It’s illegal to attack with the other creature, attack with both, or attack with neither.
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1791
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1792 508.1e If any of the chosen creatures have banding or a “bands with other” ability, the active player announces which creatures, if any, are banded with which. (See rule 702.21, “Banding.”)
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1793
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1794 508.1f The active player taps the chosen creatures. Tapping a creature when it’s declared as an attacker isn’t a cost; attacking simply causes creatures to become tapped.
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1795
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1796 508.1g If any of the chosen creatures require paying costs to attack, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.
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1797
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1798 508.1h If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).
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1799
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1800 508.1i Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
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1801
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1802 508.1j Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
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1803
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1804 508.2. Second, any abilities that triggered on attackers being declared go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1805
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1806 508.2a Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. They will not trigger if a creature attacks and then that creature’s characteristics change to match the ability’s trigger condition.
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1807 Example: A permanent has the ability “Whenever a green creature attacks, destroy that creature at end of combat.” If a blue creature attacks and is later turned green, the ability will not trigger.
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1808
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1809 508.3. Third, the active player gets priority. Players may cast spells and activate abilities.
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1810
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1811 508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player or which planeswalker a defending player controls it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.”
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1812
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1813 508.4a If the effect that put a creature onto the battlefield attacking specifies it’s attacking a certain player, and that player is no longer in the game when the effect resolves, the creature is put onto the battlefield but is never considered an attacking creature. The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker and that planeswalker is no longer on the battlefield or is no longer a planeswalker when the effect resolves.
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1814
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1815 508.5. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature was attacking at the time it became an attacking creature that combat, or the controller of the planeswalker that creature was attacking at the time it became an attacking creature that combat.
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1816
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1817 508.5a In a multiplayer game, any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.
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1818
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1819 508.6. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.
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1820
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1821 509. Declare Blockers Step
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1822
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1823 509.1. First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 717, “Handling Illegal Actions”).
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1824
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1825 509.1a The defending player chooses which creatures that he or she controls, if any, will block. The chosen creatures must be untapped. For each of the chosen creatures, the defending player chooses one creature for it to block that’s attacking him, her, or a planeswalker he or she controls.
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1826
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1827 509.1b The defending player checks each creature he or she controls to see whether it’s affected by any restrictions (effects that say a creature can’t block, or that it can’t block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.
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1828 A restriction may be created by an evasion ability (a static ability an attacking creature has that restricts what can block it). If an attacking creature gains or loses an evasion ability after a legal block has been declared, it doesn’t affect that block. Different evasion abilities are cumulative.
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1829 Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.
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1830
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1831 509.1c The defending player checks each creature he or she controls to see whether it’s affected by any requirements (effects that say a creature must block, or that it must block if some condition is met). If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of blockers is illegal. If a creature can’t block unless a player pays a cost, that player is not required to pay that cost, even if blocking with that creature would increase the number of requirements being obeyed.
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1832 Example: A player controls one creature that “blocks if able” and another creature with no abilities. If a creature with menace attacks that player, the player must block with both creatures. Having only the first creature block violates the restriction created by menace (the attacking creature can’t be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creature’s blocking requirement. Having neither creature block fulfills the restriction but not the requirement.
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1833
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1834 509.1d If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. Once the total cost is determined, it becomes “locked in.” If effects would change the total cost after this time, ignore this change.
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1835
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1836 509.1e If any of the costs require mana, the defending player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”).
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1837
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1838 509.1f Once the player has enough mana in his or her mana pool, he or she pays all costs in any order. Partial payments are not allowed.
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1839
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1840 509.1g Each chosen creature still controlled by the defending player becomes a blocking creature. Each one is blocking the attacking creatures chosen for it. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
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1841
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1842 509.1h An attacking creature with one or more creatures declared as blockers for it becomes a blocked creature; one with no creatures declared as blockers for it becomes an unblocked creature. This remains unchanged until the creature is removed from combat, an effect says that it becomes blocked or unblocked, or the combat phase ends, whichever comes first. A creature remains blocked even if all the creatures blocking it are removed from combat.
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1843
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1844 509.2. Second, for each attacking creature that’s become blocked, the active player announces that creature’s damage assignment order, which consists of the creatures blocking it in an order of that player’s choice. (During the combat damage step, an attacking creature can’t assign combat damage to a creature that’s blocking it unless each creature ahead of that blocking creature in its order is assigned lethal damage.) This turn-based action doesn’t use the stack.
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1845 Example: Vastwood Gorger is blocked by Llanowar Elves, Runeclaw Bear, and Serra Angel. Vastwood Gorger’s controller announces the Vastwood Gorger’s damage assignment order as Serra Angel, then Llanowar Elves, then Runeclaw Bear.
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1846
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1847 509.2a During the declare blockers step, if a blocking creature is removed from combat or a spell or ability causes it to stop blocking an attacking creature, the blocking creature is removed from all relevant damage assignment orders. The relative order among the remaining blocking creatures is unchanged.
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1848
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1849 509.3. Third, for each blocking creature, the defending player announces that creature’s damage assignment order, which consists of the creatures it’s blocking in an order of that player’s choice. (During the combat damage step, a blocking creature can’t assign combat damage to a creature it’s blocking unless each creature ahead of that blocked creature in its order is assigned lethal damage.) This turn-based action doesn’t use the stack.
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1850
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1851 509.3a During the declare blockers step, if an attacking creature is removed from combat or a spell or ability causes it to stop being blocked by a blocking creature, the attacking creature is removed from all relevant damage assignment orders. The relative order among the remaining attacking creatures is unchanged.
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1852
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1853 509.4. Fourth, any abilities that triggered on blockers being declared go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1854
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1855 509.4a An ability that reads “Whenever [this creature] blocks, . . .” generally triggers only once each combat for that creature, even if it blocks multiple creatures. It triggers if the creature is declared as a blocker. It will also trigger if that creature becomes a blocker as the result of an effect, but only if it wasn’t a blocking creature at that time. (See rule 509.1g.) It won’t trigger if the creature is put onto the battlefield blocking.
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1856
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1857 509.4b An ability that reads “Whenever [this creature] blocks a creature, . . .” triggers once for each attacking creature the creature with the ability blocks. It triggers if the creature is declared as a blocker. It will also trigger if an effect causes that creature to block an attacking creature, but only if it wasn’t already blocking that attacking creature at that time. It won’t trigger if the creature is put onto the battlefield blocking.
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1858
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1859 509.4c An ability that reads “Whenever [this creature] becomes blocked, . . .” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures. It will trigger if that creature becomes blocked by at least one creature declared as a blocker. It will also trigger if that creature becomes blocked by an effect or by a creature that’s put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)
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1860
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1861 509.4d An ability that reads “Whenever [this creature] becomes blocked by a creature, . . .” triggers once for each creature that blocks the named creature. It triggers if a creature is declared as a blocker for the attacking creature. It will also trigger if an effect causes a creature to block the attacking creature, but only if it wasn’t already blocking that attacking creature at that time. In addition, it will trigger if a creature is put onto the battlefield blocking that creature. It won’t trigger if the creature becomes blocked by an effect rather than a creature.
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1862
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1863 509.4e If an ability triggers when a creature blocks or becomes blocked by a particular number of creatures, the ability triggers if the creature blocks or is blocked by that many creatures when blockers are declared. Effects that add or remove blockers can also cause such abilities to trigger. This applies to abilities that trigger on a creature blocking or being blocked by at least a certain number of creatures as well.
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1864
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1865 509.4f If an ability triggers when a creature with certain characteristics blocks, it will trigger only if the creature has those characteristics at the point blockers are declared, or at the point an effect causes it to block. If an ability triggers when a creature with certain characteristics becomes blocked, it will trigger only if the creature has those characteristics at the point it becomes a blocked creature. If an ability triggers when a creature becomes blocked by a creature with certain characteristics, it will trigger only if the latter creature has those characteristics at the point it becomes a blocking creature. None of those abilities will trigger if the relevant creature’s characteristics change to match the ability’s trigger condition later on.
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1866 Example: A creature has the ability “Whenever this creature becomes blocked by a white creature, destroy that creature at end of combat.” If the creature becomes blocked by a black creature that is later turned white, the ability will not trigger.
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1867
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1868 509.4g An ability that reads “Whenever [this creature] attacks and isn’t blocked, . . .” triggers if no creatures are declared as blockers for that creature. It will trigger even if the creature was never declared as an attacker (for example, if it entered the battlefield attacking). It won’t trigger if the attacking creature is blocked and then all its blockers are removed from combat.
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1869
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1870 509.5. Fifth, the active player gets priority. Players may cast spells and activate abilities.
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1871
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1872 509.6. If a spell or ability causes a creature on the battlefield to block an attacking creature, the active player announces the blocking creature’s placement in the attacking creature’s damage assignment order. The relative order among the remaining blocking creatures is unchanged. Then the defending player announces the attacking creature’s placement in the blocking creature’s damage assignment order. The relative order among the remaining attacking creatures is unchanged. This is done as part of the blocking effect.
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1873
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1874 509.7. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature it’s blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s blocking), then the active player announces the new creature’s placement in the blocked creature’s damage assignment order. The relative order among the remaining blocking creatures is unchanged. A creature put onto the battlefield this way is “blocking” but, for the purposes of trigger events and effects, it never “blocked.”
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1875 Example: Giant Spider is blocked by Canyon Minotaur. The defending player casts Flash Foliage, which puts a Saproling token onto the battlefield blocking the Giant Spider. Giant Spider’s controller announces the Giant Spider’s damage assignment order as the Saproling token, then Canyon Minotaur.
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1876
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1877 510. Combat Damage Step
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1878
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1879 510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:
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1880
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1881 510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.
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1882
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1883 510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.
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1884
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1885 510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures according to the damage assignment order announced for it. This may allow the blocked creature to divide its combat damage. However, it can’t assign combat damage to a creature that’s blocking it unless, when combat damage assignments are complete, each creature that precedes that blocking creature in its order is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.
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1886 Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). Vastwood Gorger can assign 3 damage to the Guardian and 2 damage to the Elves, 4 damage to the Guardian and 1 damage to the Elves, or 5 damage to the Guardian.
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1887 Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). During the declare blockers step, the defending player casts Giant Growth targeting Pride Guardian, which gives it +3/+3 until end of turn. Vastwood Gorger must assign its 5 damage to the Guardian.
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1888 Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). During the declare blockers step, the defending player casts Mending Hands targeting Pride Guardian, which prevents the next 4 damage that would be dealt to it. Vastwood Gorger can assign 3 damage to the Guardian and 2 damage to the Elves, 4 damage to the Guardian and 1 damage to the Elves, or 5 damage to the Guardian.
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1889 Example: The damage assignment order of an attacking Enormous Baloth (a 7/7 creature) is Trained Armodon (a 3/3 creature) that already has 2 damage marked on it, then Foriysian Brigade (a 2/4 creature that can block an additional creature), then Silverback Ape (a 5/5 creature). The damage assignment order of an attacking Durkwood Boars (a 4/4 creature) is the same Foriysian Brigade, then Goblin Piker (a 2/1 creature). Among other possibilities, the active player may have the Baloth assign 1 damage to the Armodon, 1 damage to the Brigade, and 5 damage to the Ape, and have the Boars assign 3 damage to the Brigade and 1 damage to the Piker.
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1890
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1891 510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage to those creatures according to the damage assignment order announced for it. This may allow the blocking creature to divide its combat damage. However, it can’t assign combat damage to a creature that it’s blocking unless, when combat damage assignments are complete, each creature that precedes that blocked creature is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.
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1892
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1893 510.1e Once a player has assigned combat damage from each attacking or blocking creature he or she controls, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 717, “Handling Illegal Actions”).
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1894
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1895 510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.
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1896 Example: Squadron Hawk (a 1/1 creature with flying) and Goblin Piker (a 2/1 creature) are attacking. Mogg Fanatic (a 1/1 creature with the ability “Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to target creature or player”) blocks the Goblin Piker. The defending player sacrifices Mogg Fanatic during the declare blockers step to deal 1 damage to the Squadron Hawk. The Hawk is destroyed. The Piker deals and is dealt no combat damage this turn. If the defending player instead left Mogg Fanatic on the battlefield, the Fanatic and the Piker would have dealt lethal damage to one another, but the Squadron Hawk couldn’t have been dealt damage.
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1897
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1898 510.3. Third, any abilities that triggered on damage being assigned or dealt go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1899
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1900 510.4. Fourth, the active player gets priority. Players may cast spells and activate abilities.
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1901
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1902 510.5. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
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1903
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1904 511. End of Combat Step
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1905
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1906 511.1. First, all “at end of combat” abilities trigger and go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1907
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1908 511.2. Second, the active player gets priority. Players may cast spells and activate abilities.
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1909
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1910 511.3. As soon as the end of combat step ends, all creatures and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).
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1911
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1912 512. Ending Phase
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1913
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1914 512.1. The ending phase consists of two steps: end and cleanup.
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1915
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1916 513. End Step
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1917
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1918 513.1. First, all abilities that trigger “at the beginning of the end step” or “at the beginning of the next end step” go on the stack. (See rule 603, “Handling Triggered Abilities.”)
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1919
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1920 513.1a Previously, abilities that trigger at the beginning of the end step were printed with the trigger condition “at end of turn.” Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.”
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1921
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1922 513.2. Second, the active player gets priority. Players may cast spells and activate abilities.
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1923
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1924 513.3. If a permanent with an ability that triggers “at the beginning of the end step” enters the battlefield during this step, that ability won’t trigger until the next turn’s end step. Likewise, if a delayed triggered ability that triggers “at the beginning of the next end step” is created during this step, that ability won’t trigger until the next turn’s end step. In other words, the step doesn’t “back up” so those abilities can go on the stack. This rule applies only to triggered abilities; it doesn’t apply to continuous effects whose durations say “until end of turn” or “this turn.” (See rule 514, “Cleanup Step.”)
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1925
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1926 514. Cleanup Step
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1927
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1928 514.1. First, if the active player’s hand contains more cards than his or her maximum hand size (normally seven), he or she discards enough cards to reduce his or her hand size to that number. This turn-based action doesn’t use the stack.
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1929
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1930 514.2. Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.
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1931
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1932 514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:
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1933
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1934 514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.
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1935
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1936
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1937 6. Spells, Abilities, and Effects
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1938
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1939 600. General
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1940
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1941 601. Casting Spells
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1942
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1943 601.1. Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
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1944
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1945 601.1a Some effects still refer to “playing” a card. “Playing a card” means playing that card as a land or casting that card as a spell, whichever is appropriate.
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1946
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1947 601.2. To cast a spell is to take it from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. Casting a spell includes proposal of the spell (rules 601.2a–d) and determination and payment of costs (rules 601.2f–h). To cast a spell, a player follows the steps listed below, in order. A player must be legally allowed to cast the spell to begin this process, ignoring any effect that would prohibit that spell from being cast based on information determined during that spell’s proposal. (Such effects are considered during the check detailed in rule 601.2e.) If, at any point during the casting of a spell, a player is unable to comply with any of the steps listed below, the casting of the spell is illegal; the game returns to the moment before the casting of that spell was proposed (see rule 717, “Handling Illegal Actions”).
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1948
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1949 601.2a To propose the casting of a spell, a player first moves that card (or that copy of a card) from where it is to the stack. It becomes the topmost object on the stack. It has all the characteristics of the card (or the copy of a card) associated with it, and that player becomes its controller. The spell remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
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1950
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1951 601.2b If the spell is modal, the player announces the mode choice (see rule 700.2). If the player wishes to splice any cards onto the spell (see rule 702.46), he or she reveals those cards in his or her hand. If the spell has alternative or additional costs that will be paid as it’s being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces his or her intentions to pay any or all of those costs (see rule 601.2f). A player can’t apply two alternative methods of casting or two alternative costs to a single spell. If the spell has a variable cost that will be paid as it’s being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost he or she intends to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether he or she intends to pay 2 life or the corresponding colored mana cost for each of those symbols. Previously made choices (such as choosing to cast a spell with flashback from a graveyard or choosing to cast a creature with morph face down) may restrict the player’s options when making these choices.
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1952
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1953 601.2c The player announces his or her choice of an appropriate player, object, or zone for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a buyback or kicker cost), or a particular mode, was chosen for it; otherwise, the spell is cast as though it did not require those targets. If the spell has a variable number of targets, the player announces how many targets he or she will choose before he or she announces those targets. In some cases, the number of targets will be defined by the spell’s text. Once the number of targets the spell has is determined, that number doesn’t change, even if the information used to determine the number of targets does. The same target can’t be chosen multiple times for any one instance of the word “target” on the spell. However, if the spell uses the word “target” in multiple places, the same object, player, or zone can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). If any effects say that an object or player must be chosen as a target, the player chooses targets so that he or she obeys the maximum possible number of such effects without violating any rules or effects that say that an object or player can’t be chosen as a target. The chosen players, objects, and/or zones each become a target of that spell. (Any abilities that trigger when those players, objects, and/or zones become the target of a spell trigger at this point; they’ll wait to be put on the stack until the spell has finished being cast.)
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1954 Example: If a spell says “Tap two target creatures,” then the same creature can’t be chosen twice; the spell requires two different legal targets. A spell that says “Destroy target artifact and target land,” however, can target the same artifact land twice because it uses the word “target” in multiple places.
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1955
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1956 601.2d If the spell requires the player to divide or distribute an effect (such as damage or counters) among one or more targets, the player announces the division. Each of these targets must receive at least one of whatever is being divided.
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1957
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1958 601.2e The game checks to see if the proposed spell can legally be cast. If the proposed spell is illegal, the game returns to the moment before the casting of that spell was proposed (see rule 717, “Handling Illegal Actions”).
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1959
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1960 601.2f The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If multiple cost reductions apply, the player may apply them in any order. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can’t be reduced to less than {0}. Once the total cost is determined, any effects that directly affect the total cost are applied. Then the resulting total cost becomes “locked in.” If effects would change the total cost after this time, they have no effect.
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1961
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1962 601.2g If the total cost includes a mana payment, the player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). Mana abilities must be activated before costs are paid.
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1963
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1964 601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
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1965 Example: You cast Altar’s Reap, which costs {1}{B} and has an additional cost of sacrificing a creature. You sacrifice Thunderscape Familiar, whose effect makes your black spells cost {1} less to cast. Because a spell’s total cost is “locked in” before payments are actually made, you pay {B}, not {1}{B}, even though you’re sacrificing the Familiar.
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1966
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1967 601.2i Once the steps described in 601.2a–h are completed, the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spell’s controller had priority before casting it, he or she gets priority.
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1968
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1969 601.3. Some spells specify that one of their controller’s opponents does something the controller would normally do while it’s being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spell’s controller normally would do so.
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1970
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1971 601.3a If there is more than one opponent who could make such a choice, the spell’s controller decides which of those opponents will make the choice.
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1972
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1973 601.3b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spell’s controller goes first, then the other player. This is an exception to rule 101.4.
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1974
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1975 601.4. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
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1976
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1977 602. Activating Activated Abilities
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1978
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1979 602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
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1980
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1981 602.1a The activation cost is everything before the colon (:). An ability’s activation cost must be paid by the player who is activating it.
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1982 Example: The activation cost of an ability that reads “{2}, {T}: You gain 1 life” is two mana of any type plus tapping the permanent that has the ability.
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1983
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1984 602.1b Some text after the colon of an activated ability states instructions that must be followed while activating that ability. Such text may state which players can activate that ability, may restrict when a player can activate the ability, or may define some aspect of the activation cost. This text is not part of the ability’s effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability’s effect.
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1985
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1986 602.1c An activated ability is the only kind of ability that can be activated. If an object or rule refers to activating an ability without specifying what kind, it must be referring to an activated ability.
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1987
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1988 602.1d Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
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1989
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1990 602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 717, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
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1991
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1992 602.2a The player announces that he or she is activating the ability. If an activated ability is being activated from a hidden zone, the card that has that ability is revealed. That ability is created on the stack as an object that’s not a card. It becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. Its controller is the player who activated the ability. The ability remains on the stack until it’s countered, it resolves, or an effect moves it elsewhere.
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1993
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1994 602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b–i. Those rules apply to activating an ability just as they apply to casting a spell. An activated ability’s analog to a spell’s mana cost (as referenced in rule 601.2f) is its activation cost.
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1995
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1996 602.3. Some abilities specify that one of their controller’s opponents does something the controller would normally do while it’s being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the ability’s controller normally would do so.
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1997
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1998 602.3a If there is more than one opponent who could make such a choice, the ability’s controller decides which of those opponents will make the choice.
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1999
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2000 602.3b If the ability instructs its controller and another player to do something at the same time as the ability is being activated, the ability’s controller goes first, then the other player. This is an exception to rule 101.4.
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2001
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2002 602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.
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2003
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2004 602.5. A player can’t begin to activate an ability that’s prohibited from being activated.
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2005
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2006 602.5a A creature’s activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost can’t be activated unless the creature has been under its controller’s control since the start of his or her most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
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2007
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2008 602.5b If an activated ability has a restriction on its use (for example, “Activate this ability only once each turn”), the restriction continues to apply to that object even if its controller changes.
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2009
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2010 602.5c If an object acquires an activated ability with a restriction on its use from another object, that restriction applies only to that ability as acquired from that object. It doesn’t apply to other, identically worded abilities.
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2011
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2012 602.5d Activated abilities that read “Activate this ability only any time you could cast a sorcery” mean the player must follow the timing rules for casting a sorcery spell, though the ability isn’t actually a sorcery. The player doesn’t actually need to have a sorcery card that he or she could cast.
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2013
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2014 602.5e Activated abilities that read “Activate this ability only any time you could cast an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that he or she could cast.
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2015
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2016 603. Handling Triggered Abilities
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2017
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2018 603.1. Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],” and begin with the word “when,” “whenever,” or “at.” They can also be expressed as “[When/Whenever/At] [trigger event], [effect].”
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2019
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2020 603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.
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2021
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2022 603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that prevent abilities from being activated don’t affect them.
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2023
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2024 603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.
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2025
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2026 603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. See also rule 509.4.
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2027 Example: A permanent has an ability whose trigger condition reads, “Whenever a land is put into a graveyard from the battlefield, . . . .” If someone casts a spell that destroys all lands, the ability will trigger once for each land put into the graveyard during the spell’s resolution.
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2028
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2029 603.2d Some trigger events use the word “becomes” (for example, “becomes attached” or “becomes blocked”). These trigger only at the time the named event happens—they don’t trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent “becomes tapped” or “becomes untapped” doesn’t trigger if the permanent enters the battlefield in that state.
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2030 Example: An ability that triggers when a permanent “becomes tapped” triggers only when the status of a permanent that’s already on the battlefield changes from untapped to tapped.
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2031
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2032 603.2e If a triggered ability’s trigger condition is met, but the object with that triggered ability is at no time visible to all players, the ability does not trigger.
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2033
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2034 603.2f An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.
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2035 Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.
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2036
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2037 603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 116, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
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2038
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2039 603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.
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2040
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2041 603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities he or she controls on the stack in any order he or she chooses. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.
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2042
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2043 603.3c If a triggered ability is modal, its controller announces the mode choice when he or she puts the ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 700.2.)
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2044
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2045 603.3d The remainder of the process for putting a triggered ability on the stack is identical to the process for casting a spell listed in rules 601.2c–d. If a choice is required when the triggered ability goes on the stack but no legal choices can be made for it, or if a rule or a continuous effect otherwise makes the ability illegal, the ability is simply removed from the stack.
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2046
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2047 603.4. A triggered ability may read “When/Whenever/At [trigger event], if [condition], [effect].” When the trigger event occurs, the ability checks whether the stated condition is true. The ability triggers only if it is; otherwise it does nothing. If the ability triggers, it checks the stated condition again as it resolves. If the condition isn’t true at that time, the ability is removed from the stack and does nothing. Note that this mirrors the check for legal targets. This rule is referred to as the “intervening ‘if’ clause” rule. (The word “if” has only its normal English meaning anywhere else in the text of a card; this rule only applies to an “if” that immediately follows a trigger condition.)
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2048 Example: Felidar Sovereign reads, “At the beginning of your upkeep, if you have 40 or more life, you win the game.” Its controller’s life total is checked as that player’s upkeep begins. If that player has 39 or less life, the ability doesn’t trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that player’s life total is checked again. If that player has 39 or less life at this time, the ability is removed from the stack and has no effect. If that player has 40 or more life at this time, the ability resolves and that player wins the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2049
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2050 603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2051
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2052 603.6. Trigger events that involve objects changing zones are called “zone-change triggers.” Many abilities with zone-change triggers attempt to do something to that object after it changes zones. During resolution, these abilities look for the object in the zone that it moved to. If the object is unable to be found in the zone it went to, the part of the ability attempting to do something to the object will fail to do anything. The ability could be unable to find the object because the object never entered the specified zone, because it left the zone before the ability resolved, or because it is in a zone that is hidden from a player, such as a library or an opponent’s hand. (This rule applies even if the object leaves the zone and returns again before the ability resolves.) The most common zone-change triggers are enters-the-battlefield triggers and leaves-the-battlefield triggers.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2053
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2054 603.6a Enters-the-battlefield abilities trigger when a permanent enters the battlefield. These are written, “When [this object] enters the battlefield, . . . ” or “Whenever a [type] enters the battlefield, . . .” Each time an event puts one or more permanents onto the battlefield, all permanents on the battlefield (including the newcomers) are checked for any enters-the-battlefield triggers that match the event.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2055
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2056 603.6b Continuous effects that modify characteristics of a permanent do so the moment the permanent is on the battlefield (and not before then). The permanent is never on the battlefield with its unmodified characteristics. Continuous effects don’t apply before the permanent is on the battlefield, however (see rule 603.6e).
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2057 Example: If an effect reads “All lands are creatures” and a land card is played, the effect makes the land card into a creature the moment it enters the battlefield, so it would trigger abilities that trigger when a creature enters the battlefield. Conversely, if an effect reads “All creatures lose all abilities” and a creature card with an enters-the-battlefield triggered ability enters the battlefield, that effect will cause it to lose its abilities the moment it enters the battlefield, so the enters-the-battlefield ability won’t trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2058
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2059 603.6c Leaves-the-battlefield abilities trigger when a permanent moves from the battlefield to another zone, or when a phased-in permanent leaves the game because its owner leaves the game. These are written as, but aren’t limited to, “When [this object] leaves the battlefield, . . .” or “Whenever [something] is put into a graveyard from the battlefield, . . . .” An ability that attempts to do something to the card that left the battlefield checks for it only in the first zone that it went to. An ability that triggers when a card is put into a certain zone “from anywhere” is never treated as a leaves-the-battlefield ability, even if an object is put into that zone from the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2060
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2061 603.6d Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions. Continuous effects that exist at that time are used to determine what the trigger conditions are and what the objects involved in the event look like. However, some triggered abilities must be treated specially. Leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, abilities that trigger when a permanent phases out, abilities that trigger when an object that all players can see is put into a hand or library, abilities that trigger specifically when an object becomes unattached, abilities that trigger when a player loses control of an object, and abilities that trigger when a player planeswalks away from a plane will trigger based on their existence, and the appearance of objects, prior to the event rather than afterward. The game has to “look back in time” to determine if these abilities trigger.
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2062 Example: Two creatures are on the battlefield along with an artifact that has the ability “Whenever a creature dies, you gain 1 life.” Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.
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2063
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2064 603.6e Some permanents have text that reads “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” “[This permanent] enters the battlefield as . . . ,” or “[This permanent] enters the battlefield tapped.” Such text is a static ability—not a triggered ability—whose effect occurs as part of the event that puts the permanent onto the battlefield.
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2065
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2066 603.6f Some Auras have triggered abilities that trigger on the enchanted permanent leaving the battlefield. These triggered abilities can find the new object that permanent card became in the zone it moved to; they can also find the new object the Aura card became in its owner’s graveyard after state-based actions have been checked. See rule 400.7.
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2067
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2068 603.7. An effect may create a delayed triggered ability that can do something at a later time. A delayed triggered ability will contain “when,” “whenever,” or “at,” although that word won’t usually begin the ability.
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2069
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2070 603.7a Delayed triggered abilities come from spells or other abilities that create them on resolution, or are created as the result of a replacement effect being applied. That means a delayed triggered ability won’t trigger until it has actually been created, even if its trigger event occurred just beforehand. Other events that happen earlier may make the trigger event impossible.
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2071 Example: Part of an effect reads “When this creature leaves the battlefield,” but the creature in question leaves the battlefield before the spell or ability creating the effect resolves. In this case, the delayed ability never triggers.
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2072 Example: If an effect reads “When this creature becomes untapped” and the named creature becomes untapped before the effect resolves, the ability waits for the next time that creature untaps.
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2073
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2074 603.7b A delayed triggered ability will trigger only once—the next time its trigger event occurs—unless it has a stated duration, such as “this turn.”
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2075
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2076 603.7c A delayed triggered ability that refers to a particular object still affects it even if the object changes characteristics. However, if that object is no longer in the zone it’s expected to be in at the time the delayed triggered ability resolves, the ability won’t affect it. (Note that if that object left that zone and then returned, it’s a new object and thus won’t be affected. See rule 400.7.)
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2077 Example: An ability that reads “Exile this creature at the beginning of the next end step” will exile the permanent even if it’s no longer a creature during the next end step. However, it won’t do anything if the permanent left the battlefield before then.
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2078
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2079 603.7d If a spell creates a delayed triggered ability, the source of that delayed triggered ability is that spell. The controller of that delayed triggered ability is the player who controlled that spell as it resolved.
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2080
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2081 603.7e If an activated or triggered ability creates a delayed triggered ability, the source of that delayed triggered ability is the same as the source of that other ability. The controller of that delayed triggered ability is the player who controlled that other ability as it resolved.
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2082
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2083 603.7f If a static ability generates a replacement effect which causes a delayed triggered ability to be created, the source of that delayed triggered ability is the object with that static ability. The controller of that delayed triggered ability is the same as the controller of that object at the time the replacement effect was applied.
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2084
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2085 603.8. Some triggered abilities trigger when a game state (such as a player controlling no permanents of a particular card type) is true, rather than triggering when an event occurs. These abilities trigger as soon as the game state matches the condition. They’ll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers aren’t the same as state-based actions.) A state-triggered ability doesn’t trigger again until the ability has resolved, has been countered, or has otherwise left the stack. Then, if the object with the ability is still in the same zone and the game state still matches its trigger condition, the ability will trigger again.
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2086 Example: A permanent’s ability reads, “Whenever you have no cards in hand, draw a card.” If its controller plays the last card from his or her hand, the ability will trigger once and won’t trigger again until it has resolved. If its controller casts a spell that reads “Discard your hand, then draw that many cards,” the ability will trigger during the spell’s resolution because the player’s hand was momentarily empty.
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2087
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2088 603.9. Some triggered abilities trigger specifically when a player loses the game. These abilities trigger when a player loses or leaves the game, regardless of the reason, unless that player leaves the game as the result of a draw. See rule 104.3.
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2089
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2090 603.10. Some objects have a static ability that’s linked to one or more triggered abilities. (See rule 607, “Linked Abilities.”) These objects combine the abilities into one paragraph, with the static ability first, followed by each triggered ability that’s linked to it. A very few objects have triggered abilities which are written with the trigger condition in the middle of the ability, rather than at the beginning.
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2091 Example: An ability that reads “Reveal the first card you draw each turn. Whenever you reveal a basic land card this way, draw a card” is a static ability linked to a triggered ability.
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2092
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2093 604. Handling Static Abilities
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2094
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2095 604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and they’re simply true.
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2096
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2097 604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 112.6.
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2098
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2099 604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box) or overrides information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game.
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2100
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2101 604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
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2102
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2103 604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object they’re attached to, but those abilities don’t target that object. If an Aura, Equipment, or Fortification is moved to a different object, the ability stops applying to the original object and starts modifying the new one.
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2104
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2105 604.5. Some static abilities apply while a spell is on the stack. These are often abilities that refer to countering the spell. Also, abilities that say “As an additional cost to cast . . . ,” “You may pay [cost] rather than pay [this object]’s mana cost,” and “You may cast [this object] without paying its mana cost” work while a spell is on the stack.
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2106
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2107 604.6. Some static abilities apply while a card is in any zone that you could cast or play it from (usually your hand). These are limited to those that read, “You may [cast/play] [this card] . . . ,” “You can’t [cast/play] [this card] . . . ,” and “[Cast/Play] [this card] only . . . .”
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2108
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2109 604.7. Unlike spells and other kinds of abilities, static abilities can’t use an object’s last known information for purposes of determining how their effects are applied.
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2110
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2111 605. Mana Abilities
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2112
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2113 605.1. Some activated abilities and some triggered abilities are mana abilities, which are subject to special rules. Only abilities that meet either of the following two sets of criteria are mana abilities, regardless of what other effects they may generate or what timing restrictions (such as “Activate this ability only any time you could cast an instant”) they may have.
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2114
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2115 605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could put mana into a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)
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2116
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2117 605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it triggers from the resolution of an activated mana ability (see rule 106.11a), and it could put mana into a player’s mana pool when it resolves.
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2118
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2119 605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.
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2120 Example: A permanent has an ability that reads “{T}: Add {G} to your mana pool for each creature you control.” This is still a mana ability even if you control no creatures or if the permanent is already tapped.
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2121
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2122 605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
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2123
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2124 605.3a A player may activate an activated mana ability whenever he or she has priority, whenever he or she is casting a spell or activating an ability that requires a mana payment, or whenever a rule or effect asks for a mana payment, even if it’s in the middle of casting or resolving a spell or activating or resolving an ability.
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2125
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2126 605.3b An activated mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
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2127
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2128 605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:
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2129
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2130 605.4a A triggered mana ability doesn’t go on the stack, so it can’t be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.
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2131 Example: An enchantment reads, “Whenever a player taps a land for mana, that player adds one mana to his or her mana pool of any type that land produced.” If a player taps lands for mana while casting a spell, the additional mana is added to the player’s mana pool immediately and can be used to pay for the spell.
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2132
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2133 605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.
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2134
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2135 605.5a An ability with a target is not a mana ability, even if it could put mana into a player’s mana pool when it resolves. The same is true for a triggered ability that could produce mana but triggers from an event other than activating a mana ability, or a triggered ability that triggers from activating a mana ability but couldn’t produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.
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2136
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2137 605.5b A spell can never be a mana ability, even if it could put mana into a player’s mana pool when it resolves. It’s cast and resolves just like any other spell. Some older cards were printed with the card type “mana source”; these cards have received errata in the Oracle card reference and are now instants.
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2138
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2139 606. Loyalty Abilities
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2140
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2141 606.1. Some activated abilities are loyalty abilities, which are subject to special rules.
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2142
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2143 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
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2144
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2145 606.3. A player may activate a loyalty ability of a permanent he or she controls any time he or she has priority and the stack is empty during a main phase of his or her turn, but only if no player has previously activated a loyalty ability of that permanent that turn.
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2146
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2147 606.4. The cost to activate a loyalty ability of a permanent is to put on or remove from that permanent a certain number of loyalty counters, as shown by the loyalty symbol in the ability’s cost.
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2148
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2149 606.5. A loyalty ability with a negative loyalty cost can’t be activated unless the permanent has at least that many loyalty counters on it.
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2150
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2151 607. Linked Abilities
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diff changeset
2152
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2153 607.1. An object may have two abilities printed on it such that one of them causes actions to be taken or objects or players to be affected and the other one directly refers to those actions, objects, or players. If so, these two abilities are linked: the second refers only to actions that were taken or objects or players that were affected by the first, and not by any other ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2154
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2155 607.1a An ability printed on an object within another ability that grants that ability to that object is still considered to be “printed on” that object for these purposes.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2156
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2157 607.1b An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2158
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2159 607.2. There are different kinds of linked abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2160
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2161 607.2a If an object has an activated or triggered ability printed on it that instructs a player to exile one or more cards and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a result of an instruction to exile them in the first ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2162
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2163 607.2b If an object has an ability printed on it that generates a replacement effect which causes one or more cards to be exiled and an ability printed on it that refers either to “the exiled cards” or to cards “exiled with [this object],” these abilities are linked. The second ability refers only to cards in the exile zone that were put there as a direct result of a replacement event caused by the first ability. See rule 614, “Replacement Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2164
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2165 607.2c If an object has an activated or triggered ability printed on it that puts one or more objects onto the battlefield and an ability printed on it that refers to objects “put onto the battlefield with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2166
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2167 607.2d If an object has an ability printed on it that causes a player to “choose a [value]” or “name a card” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or “the named card,” those abilities are linked. The second ability refers only to a choice made as a result of the first ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2168
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2169 607.2e If an object has an ability printed on it that causes a player to choose from between two or more words that otherwise have no rules meaning and an ability printed on it that refers to a choice involving one or more of those words, those abilities are linked. The second can refer only to a choice made as a result of the first ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2170
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2171 607.2f If an object has an ability printed on it that causes a player to pay a cost as it enters the battlefield and an ability printed on it that refers to the cost paid “as [this object] entered the battlefield,” these abilities are linked. The second ability refers only to a cost paid as a result of the first ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2172
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2173 607.2g If an object has both a static ability and one or more triggered abilities printed on it in the same paragraph, each of those triggered abilities is linked to the static ability. Each triggered ability refers only to actions taken as a result of the static ability. See rule 603.10.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2174
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2175 607.2h If an object has a kicker ability printed on it and an ability printed on it that refers to whether that object was kicked, those abilities are linked. The second refers only to whether the intent to pay the kicker cost listed in the first was declared as the object was cast as a spell. If a kicker ability lists multiple costs, it will have multiple abilities linked to it. Each of those abilities will specify which kicker cost it refers to. See rule 702.32, “Kicker.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2176
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2177 607.2i If an object has an ability printed on it that causes a player to pay a variable additional cost as it’s cast and an ability printed on it that refers to the cost paid “as [this object] was cast,” these abilities are linked. The second refers only to the value chosen for the cost listed in the first as the object was cast as a spell. See rule 601.2b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2178
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2179 607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, “Champion.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2180
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2181 607.2k Abilities preceded by an anchor word are linked to the ability that allows a player to choose that anchor word. See rule 614.12b.
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diff changeset
2182
c989a1669243 <fizzie> revert 58b9ee8f97a7
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2183 607.3. If, within a pair of linked abilities, one ability refers to a single object as “the exiled card,” “a card exiled with [this card],” or a similar phrase, and the other ability has exiled multiple cards (usually because it was copied), the ability refers to each of the exiled cards. If that ability asks for any information about the exiled card, such as a characteristic or converted mana cost, it gets multiple answers. If these answers are used to determine the value of a variable, the sum of the answers is used. If that ability performs any actions on the exiled card, it performs that action on each exiled card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2184
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diff changeset
2185 607.4. An ability may be part of more than one pair of linked abilities.
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2186 Example: Paradise Plume has the following three abilities: “As Paradise Plume enters the battlefield, choose a color,” “Whenever a player casts a spell of the chosen color, you may gain 1 life,” and “{T}: Add one mana of the chosen color to your mana pool.” The first and second abilities are linked. The first and third abilities are linked.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2187
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2188 607.5. If an object acquires a pair of linked abilities as part of the same effect, the abilities will be similarly linked to one another on that object even though they weren’t printed on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2189 Example: Arc-Slogger has the ability “{R}, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to target creature or player.” Sisters of Stone Death has the ability “{B}{G}: Exile target creature blocking or blocked by Sisters of Stone Death” and the ability “{2}{B}: Put a creature card exiled with Sisters of Stone Death onto the battlefield under your control.” Quicksilver Elemental has the ability “{U}: Quicksilver Elemental gains all activated abilities of target creature until end of turn.” If a player has Quicksilver Elemental gain Arc-Slogger’s ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Death’s abilities, activates the exile ability, and then activates the return-to-the-battlefield ability, only the creature card Quicksilver Elemental exiled with Sisters of Stone Death’s ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Slogger’s ability can’t be returned.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2190
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2191 608. Resolving Spells and Abilities
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2192
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diff changeset
2193 608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)
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diff changeset
2194
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diff changeset
2195 608.2. If the object that’s resolving is an instant spell, a sorcery spell, or an ability, its resolution may involve several steps. The steps described in rules 608.2a and 608.2b are followed first. The steps described in rules 608.2c–j are then followed as appropriate, in no specific order. The step described in rule 608.2k is followed last.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2196
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diff changeset
2197 608.2a If a triggered ability has an intervening “if” clause, it checks whether the clause’s condition is true. If it isn’t, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.
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diff changeset
2198
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2199 608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that’s no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. The spell or ability is countered if all its targets, for every instance of the word “target,” are now illegal. If the spell or ability is not countered, it will resolve normally. Illegal targets, if any, won’t be affected by parts of a resolving spell’s effect for which they’re illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.10), those effects don’t apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won’t happen.
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diff changeset
2200 Example: Sorin’s Thirst is a black instant that reads, “Sorin’s Thirst deals 2 damage to target creature and you gain 2 life.” If the creature isn’t a legal target during the resolution of Sorin’s Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorin’s Thirst is countered. Its controller doesn’t gain any life.
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diff changeset
2201 Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t be regenerated.” Suppose the same animated land is chosen both as the nonblack creature and as the land, and the color of the creature land is changed to black before Plague Spores resolves. Plagues Spores isn’t countered because the black creature land is still a legal target for the “target land” part of the spell. The “destroy target nonblack creature” part of the spell won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2202
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diff changeset
2203 608.2c The controller of the spell or ability follows its instructions in the order written. However, replacement effects may modify these actions. In some cases, later text on the card may modify the meaning of earlier text (for example, “Destroy target creature. It can’t be regenerated” or “Counter target spell. If that spell is countered this way, put it on top of its owner’s library instead of into its owner’s graveyard.”) Don’t just apply effects step by step without thinking in these cases—read the whole text and apply the rules of English to the text.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2204
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diff changeset
2205 608.2d If an effect of a spell or ability offers any choices other than choices already made as part of casting the spell, activating the ability, or otherwise putting the spell or ability on the stack, the player announces these while applying the effect. The player can’t choose an option that’s illegal or impossible, with the exception that having a library with no cards in it doesn’t make drawing a card an impossible action (see rule 120.3). If an effect divides or distributes something, such as damage or counters, as a player chooses among any number of untargeted players and/or objects, the player chooses the amount and division such that at least one player or object is chosen if able, and each chosen player or object receives at least one of whatever is being divided. (Note that if an effect divides or distributes something, such as damage or counters, as a player chooses among some number of target objects and/or players, the amount and division were determined as the spell or ability was put onto the stack rather than at this time; see rule 601.2d.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2206 Example: A spell’s instruction reads, “You may sacrifice a creature. If you don’t, you lose 4 life.” A player who controls no creatures can’t choose the sacrifice option.
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diff changeset
2207
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diff changeset
2208 608.2e Some spells and abilities have multiple steps or actions, denoted by separate sentences or clauses, that involve multiple players. In these cases, the choices for the first action are made in APNAP order, and then the first action is processed simultaneously. Then the choices for the second action are made in APNAP order, and then that action is processed simultaneously, and so on. See rule 101.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2209
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diff changeset
2210 608.2f If an effect gives a player the option to pay mana, he or she may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, he or she does so by following the steps in rules 601.2a–i, except no player receives priority after it’s cast. That spell becomes the topmost object on the stack, and the currently resolving spell or ability continues to resolve, which may include casting other spells this way. No other spells can normally be cast and no other abilities can normally be activated during resolution.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2211
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diff changeset
2212 608.2g If an effect requires information from the game (such as the number of creatures on the battlefield), the answer is determined only once, when the effect is applied. If the effect requires information from a specific object, including the source of the ability itself or a target that’s become illegal, the effect uses the current information of that object if it’s in the public zone it was expected to be in; if it’s no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the object’s last known information. See rule 112.7a. If an ability states that an object does something, it’s the object as it exists—or as it most recently existed—that does it, not the ability.
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diff changeset
2213
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2214 608.2h If an effect refers to certain characteristics, it checks only for the value of the specified characteristics, regardless of any related ones an object may also have.
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diff changeset
2215 Example: An effect that reads “Destroy all black creatures” destroys a white-and-black creature, but one that reads “Destroy all nonblack creatures” doesn’t.
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diff changeset
2216
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diff changeset
2217 608.2i If an ability’s effect refers to a specific untargeted object that has been previously referred to by that ability’s cost or trigger condition, it still affects that object even if the object has changed characteristics.
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2218 Example: Wall of Tears says “Whenever Wall of Tears blocks a creature, return that creature to its owner’s hand at end of combat.” If Wall of Tears blocks a creature, then that creature ceases to be a creature before the triggered ability resolves, the permanent will still be returned to its owner’s hand.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2219
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diff changeset
2220 608.2j If an instant spell, sorcery spell, or ability that can legally resolve leaves the stack once it starts to resolve, it will continue to resolve fully.
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diff changeset
2221
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2222 608.2k As the final part of an instant or sorcery spell’s resolution, the spell is put into its owner’s graveyard. As the final part of an ability’s resolution, the ability is removed from the stack and ceases to exist.
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diff changeset
2223
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diff changeset
2224 608.3. If the object that’s resolving is a permanent spell, its resolution involves a single step (unless it’s an Aura). The spell card becomes a permanent and is put onto the battlefield under the control of the spell’s controller.
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diff changeset
2225
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diff changeset
2226 608.3a If the object that’s resolving is an Aura spell, its resolution involves two steps. First, it checks whether the target specified by its enchant ability is still legal, as described in rule 608.2b. (See rule 702.5, “Enchant.”) If so, the spell card becomes a permanent and is put onto the battlefield under the control of the spell’s controller attached to the object it was targeting.
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diff changeset
2227
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diff changeset
2228 608.3b If a permanent spell resolves but its controller can’t put it onto the battlefield, that player puts it into its owner’s graveyard.
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diff changeset
2229 Example: Worms of the Earth has the ability “Lands can’t enter the battlefield.” Clone says “You may have Clone enter the battlefield as a copy of any creature on the battlefield.” If a player casts Clone and chooses to copy Dryad Arbor (a land creature) while Worms of the Earth is on the battlefield, Clone can’t enter the battlefield from the stack. It’s put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2230
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diff changeset
2231 609. Effects
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diff changeset
2232
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2233 609.1. An effect is something that happens in the game as a result of a spell or ability. When a spell, activated ability, or triggered ability resolves, it may create one or more one-shot or continuous effects. Static abilities may create one or more continuous effects. Text itself is never an effect.
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diff changeset
2234
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diff changeset
2235 609.2. Effects apply only to permanents unless the instruction’s text states otherwise or they clearly can apply only to objects in one or more other zones.
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diff changeset
2236 Example: An effect that changes all lands into creatures won’t alter land cards in players’ graveyards. But an effect that says spells cost more to cast will apply only to spells on the stack, since a spell is always on the stack while a player is casting it.
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diff changeset
2237
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diff changeset
2238 609.3. If an effect attempts to do something impossible, it does only as much as possible.
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diff changeset
2239 Example: If a player is holding only one card, an effect that reads “Discard two cards” causes him or her to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
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diff changeset
2240
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diff changeset
2241 609.4. Some effects state that a player may do something “as though” some condition were true or a creature can do something “as though” some condition were true. This applies only to the stated effect. For purposes of that effect, treat the game exactly as if the stated condition were true. For all other purposes, treat the game normally.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2242
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2243 609.4a If two effects state that a player may (or a creature can) do the same thing “as though” different conditions were true, both conditions could apply. If one “as though” effect satisfies the requirements for another “as though” effect, then both effects will apply.
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diff changeset
2244 Example: A player controls Vedalken Orrery, an artifact that says “You may cast nonland cards as though they had flash.” That player casts Shaman’s Trance, an instant that says, in part, “You may play cards from other players’ graveyards as though they were in your graveyard.” The player may cast a sorcery with flashback from another player’s graveyard as though it were in that player’s graveyard and as though it had flash.
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diff changeset
2245
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2246 609.5. If an effect could result in a tie, the text of the spell or ability that created the effect will specify what to do in the event of a tie. The Magic game has no default for ties.
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2247
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diff changeset
2248 609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
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diff changeset
2249
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2250 609.7. Some effects apply to damage from a source—for example, “The next time a red source of your choice would deal damage to you this turn, prevent that damage.”
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2251
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diff changeset
2252 609.7a If an effect requires a player to choose a source of damage, he or she may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a replacement or prevention effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or, for certain casual variant games, a face-up card in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. The source is chosen when the effect is created. If the player chooses a permanent, the effect will apply to the next damage dealt by that permanent, regardless of whether it’s combat damage or damage dealt as the result of a spell or ability. If the player chooses a permanent spell, the effect will apply to any damage dealt by that spell and any damage dealt by the permanent that spell becomes when it resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2253
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2254 609.7b Some effects from resolved spells and abilities prevent or replace damage from sources with certain properties, such as a creature or a source of a particular color. When the source would deal damage, the “shield” rechecks the source’s properties. If the properties no longer match, the damage isn’t prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isn’t used up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2255
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2256 609.7c Some effects from static abilities prevent or replace damage from sources with certain properties. For these effects, the prevention or replacement applies to sources that are permanents with that property and to any sources that aren’t on the battlefield that have that property.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2257
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2258 610. One-Shot Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2259
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2260 610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, putting a token onto the battlefield, and moving an object from one zone to another.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2261
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2262 610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2263
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2264 610.3. Some one-shot effects cause an object to change zones “until” a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2265
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2266 610.3a If the specified event has already occurred when the initial one-shot effect would cause the object to change zones, the object doesn’t move.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2267
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2268 610.3b An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2269
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2270 611. Continuous Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2271
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2272 611.1. A continuous effect modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2273
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2274 611.2. A continuous effect may be generated by the resolution of a spell or ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2275
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2276 611.2a A continuous effect generated by the resolution of a spell or ability lasts as long as stated by the spell or ability creating it (such as “until end of turn”). If no duration is stated, it lasts until the end of the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2277
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2278 611.2b Some continuous effects generated by the resolution of a spell or ability have durations worded “for as long as . . . .” If the “for as long as” duration never starts, or it ends before the moment the effect would first be applied, the effect does nothing. It doesn’t start and immediately stop again, and it doesn’t last forever.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2279 Example: Master Thief has the ability “When Master Thief enters the battlefield, gain control of target artifact for as long as you control Master Thief.” If you lose control of Master Thief before the ability resolves, it does nothing, because its duration—as long as you control Master Thief—was over before the effect began.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2280
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2281 611.2c If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, the set of objects it affects is determined when that continuous effect begins. After that point, the set won’t change. (Note that this works differently than a continuous effect from a static ability.) A continuous effect generated by the resolution of a spell or ability that doesn’t modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that weren’t affected when that continuous effect began. If a single continuous effect has parts that modify the characteristics or changes the controller of any objects and other parts that don’t, the set of objects each part applies to is determined independently.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2282 Example: An effect that reads “All white creatures get +1/+1 until end of turn” gives the bonus to all permanents that are white creatures when the spell or ability resolves—even if they change color later—and doesn’t affect those that enter the battlefield or turn white afterward.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2283 Example: An effect that reads “Prevent all damage creatures would deal this turn” doesn’t modify any object’s characteristics, so it’s modifying the rules of the game. That means the effect will apply even to damage from creatures that weren’t on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2284
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2285 611.2d If a resolving spell or ability that creates a continuous effect contains a variable such as X, the value of that variable is determined only once, on resolution. See rule 608.2g.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2286
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2287 611.2e If a resolving spell or ability both puts a nontoken permanent onto the battlefield and creates a continuous effect stating that the permanent “is [characteristic],” that continuous effect applies simultaneously with the permanent entering the battlefield. This characteristic is usually a color or a creature type. If the continuous effect says the permanent “becomes [characteristic]” or “gains [an ability],” that effect applies after the permanent is on the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2288 Example: Arbiter of the Ideal puts an artifact, creature, or land card onto the battlefield and says, in part, “That permanent is an enchantment in addition to its other types.” An ability that triggers whenever an enchantment enters the battlefield would trigger. The permanent doesn’t enter the battlefield and then become an enchantment.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2289
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2290 611.3. A continuous effect may be generated by the static ability of an object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2291
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diff changeset
2292 611.3a A continuous effect generated by a static ability isn’t “locked in”; it applies at any given moment to whatever its text indicates.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2293
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2294 611.3b The effect applies at all times that the permanent generating it is on the battlefield or the object generating it is in the appropriate zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2295 Example: A permanent with the static ability “All white creatures get +1/+1” generates an effect that continuously gives +1/+1 to each white creature on the battlefield. If a creature becomes white, it gets this bonus; a creature that stops being white loses it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2296
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2297 611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They don’t wait until the permanent is on the battlefield and then change it. Because such effects apply as the permanent enters the battlefield, they are applied before determining whether the permanent will cause an ability to trigger when it enters the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2298 Example: A permanent with the static ability “All white creatures get +1/+1” is on the battlefield. A creature spell that would normally create a 1/1 white creature instead creates a 2/2 white creature. The creature doesn’t enter the battlefield as 1/1 and then change to 2/2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2299
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2300 612. Text-Changing Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2301
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diff changeset
2302 612.1. Some continuous effects change an object’s text. This can apply to any words or symbols printed on that object, but generally affects only that object’s rules text (which appears in its text box) and/or the text that appears in its type line. Such an effect is a text-changing effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2303
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2304 612.2. A text-changing effect changes only those words that are used in the correct way (for example, a Magic color word being used as a color word, a land type word used as a land type, or a creature type word used as a creature type). An effect that changes a color word or a subtype can’t change a card name, even if that name contains a word or a series of letters that is the same as a Magic color word, basic land type, or creature type.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2305
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2306 612.2a Most spells and abilities that create creature tokens use creature types to define both the creature types and the names of the tokens. A text-changing effect that affects such a spell or an object with such an ability can change these words because they’re being used as creature types, even though they’re also being used as names.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2307
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2308 612.3. Effects that add or remove abilities don’t change the text of the objects they affect, so any abilities that are granted to an object can’t be modified by text-changing effects that affect that object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2309
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2310 612.4. A token’s subtypes and rules text are defined by the spell or ability that created the token. A text-changing effect that affects a token can change these characteristics.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2311
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2312 612.5. One card (Volrath’s Shapeshifter) states that an object has the “full text” of another object. This changes not just the text that appears in the object’s text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2313
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2314 613. Interaction of Continuous Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2315
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2316 613.1. The values of an object’s characteristics are determined by starting with the actual object. For a card, that means the values of the characteristics printed on that card. For a token or a copy of a spell or card, that means the values of the characteristics defined by the effect that created it. Then all applicable continuous effects are applied in a series of layers in the following order:
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2317
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2318 613.1a Layer 1: Copy effects are applied. See rule 706, “Copying Objects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2319
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2320 613.1b Layer 2: Control-changing effects are applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2321
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2322 613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2323
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2324 613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2325
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2326 613.1e Layer 5: Color-changing effects are applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2327
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2328 613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object can’t have an ability are applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2329
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2330 613.1g Layer 7: Power- and/or toughness-changing effects are applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2331
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2332 613.2. Within layers 1–6, apply effects from characteristic-defining abilities first (see rule 604.3), then all other effects in timestamp order (see rule 613.6). Note that dependency may alter the order in which effects are applied within a layer. (See rule 613.7.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2333
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diff changeset
2334 613.3. Within layer 7, apply effects in a series of sublayers in the order described below. Within each sublayer, apply effects in timestamp order. (See rule 613.6.) Note that dependency may alter the order in which effects are applied within a sublayer. (See rule 613.7.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2335
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2336 613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2337
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2338 613.3b Layer 7b: Effects that set power and/or toughness to a specific number or value are applied. Effects that refer to the base power and/or toughness of a creature apply in this layer.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2339
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2340 613.3c Layer 7c: Effects that modify power and/or toughness (but don’t set power and/or toughness to a specific number or value) are applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2341
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2342 613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, “Counters.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2343
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2344 613.3e Layer 7e: Effects that switch a creature’s power and toughness are applied. Such effects take the value of power and apply it to the creature’s toughness, and take the value of toughness and apply it to the creature’s power.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2345 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. A new effect gives the creature +5/+0. Its “unswitched” power and toughness would be 6/4, so its actual power and toughness is 4/6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2346 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Its new power and toughness is 4/1. If the +0/+1 effect ends before the switch effect ends, the creature becomes 3/1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2347 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creature’s power and toughness. Then another effect switches its power and toughness again. The two switches essentially cancel each other, and the creature becomes 1/4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2348
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2349 613.4. The application of continuous effects as described by the layer system is continually and automatically performed by the game. All resulting changes to an object’s characteristics are instantaneous.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2350 Example: Honor of the Pure is an enchantment that reads “White creatures you control get +1/+1.” Honor of the Pure and a 2/2 black creature are on the battlefield under your control. If an effect then turns the creature white (layer 5), it gets +1/+1 from Honor of the Pure (layer 7c), becoming 3/3. If the creature’s color is later changed to red (layer 5), Honor of the Pure’s effect stops applying to it, and it will return to being 2/2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2351 Example: Gray Ogre, a 2/2 creature, is on the battlefield. An effect puts a +1/+1 counter on it (layer 7d), making it 3/3. A spell targeting it that says “Target creature gets +4/+4 until end of turn” resolves (layer 7c), making it 7/7. An enchantment that says “Creatures you control get +0/+2” enters the battlefield (layer 7c), making it 7/9. An effect that says “Target creature becomes 0/1 until end of turn” is applied to it (layer 7b), making it 5/8 (0/1, with +4/+4 from the resolved spell, +0/+2 from the enchantment, and +1/+1 from the counter).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2352
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2353 613.5. If an effect should be applied in different layers and/or sublayers, the parts of the effect each apply in their appropriate ones. If an effect starts to apply in one layer and/or sublayer, it will continue to be applied to the same set of objects in each other applicable layer and/or sublayer, even if the ability generating the effect is removed during this process.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2354 Example: An effect that reads “Wild Mongrel gets +1/+1 and becomes the color of your choice until end of turn” is both a power- and toughness-changing effect and a color-changing effect. The “becomes the color of your choice” part is applied in layer 5, and then the “gets +1/+1” part is applied in layer 7c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2355 Example: Act of Treason has an effect that reads “Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.” This is both a control-changing effect and an effect that adds an ability to an object. The “gain control” part is applied in layer 2, and then the “it gains haste” part is applied in layer 6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2356 Example: An effect that reads “All noncreature artifacts become 2/2 artifact creatures until end of turn” is both a type-changing effect and a power- and toughness-setting effect. The type-changing effect is applied to all noncreature artifacts in layer 4 and the power- and toughness-setting effect is applied to those same permanents in layer 7b, even though those permanents aren’t noncreature artifacts by then.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2357 Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says “Until end of turn, target land becomes a 3/3 creature that’s still a land” is applied to it (layers 4 and 7b). An effect that says “Target creature gets +1/+1 until end of turn” is applied to it (layer 7c), making it a 4/4 land creature. Then while you have ten creature cards in your graveyard, you activate Svogthos’s ability: “Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with ‘This creature’s power and toughness are each equal to the number of creature cards in your graveyard.’ It’s still a land.” (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthos’s power and toughness will be modified accordingly. If the first effect is applied to it again, it will become a 4/4 land creature again.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2358
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2359 613.6. Within a layer or sublayer, determining which order effects are applied in is usually done using a timestamp system. An effect with an earlier timestamp is applied before an effect with a later timestamp.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
2360
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2361 613.6a A continuous effect generated by a static ability has the same timestamp as the object the static ability is on, or the timestamp of the effect that created the ability, whichever is later.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2362
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2363 613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2364
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2365 613.6c An object receives a timestamp at the time it enters a zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2366
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2367 613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2368
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2369 613.6e A permanent receives a new timestamp at the time it turns face up or face down.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2370
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2371 613.6f A double-faced permanent receives a new timestamp at the time it transforms.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2372
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2373 613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2374
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2375 613.6h A face-up vanguard card receives a timestamp at the beginning of the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2376
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2377 613.6i A conspiracy card receives a timestamp at the beginning of the game. If it’s face down, it receives a new timestamp at the time it turns face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2378
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2379 613.6j If two or more objects would receive a timestamp simultaneously, such as by entering a zone simultaneously or becoming attached simultaneously, the active player determines their relative timestamp order at that time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2380
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2381 613.7. Within a layer or sublayer, determining which order effects are applied in is sometimes done using a dependency system. If a dependency exists, it will override the timestamp system.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2382
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2383 613.7a An effect is said to “depend on” another if (a) it’s applied in the same layer (and, if applicable, sublayer) as the other effect (see rules 613.1 and 613.3); (b) applying the other would change the text or the existence of the first effect, what it applies to, or what it does to any of the things it applies to; and (c) neither effect is from a characteristic-defining ability or both effects are from characteristic-defining abilities. Otherwise, the effect is considered to be independent of the other effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2384
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2385 613.7b An effect dependent on one or more other effects waits to apply until just after all of those effects have been applied. If multiple dependent effects would apply simultaneously in this way, they’re applied in timestamp order relative to each other. If several dependent effects form a dependency loop, then this rule is ignored and the effects in the dependency loop are applied in timestamp order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2386
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2387 613.7c After each effect is applied, the order of remaining effects is reevaluated and may change if an effect that has not yet been applied becomes dependent on or independent of one or more other effects that have not yet been applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2388
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2389 613.8. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2390 Example: Two effects are affecting the same creature: one from an Aura that says “Enchanted creature gains flying” and one from an Aura that says “Enchanted creature loses flying.” Neither of these depends on the other, since nothing changes what they affect or what they’re doing to it. Applying them in timestamp order means the one that was generated last “wins.” The same process would be followed, and the same result reached, if either of the effects had a duration (such as “Target creature loses flying until end of turn”) or came from a non-Aura source (such as “All creatures lose flying”).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2391 Example: One effect reads, “White creatures get +1/+1,” and another reads, “Enchanted creature is white.” The enchanted creature gets +1/+1 from the first effect, regardless of its previous color.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2392
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2393 613.9. Some continuous effects affect players rather than objects. For example, an effect might give a player protection from red. All such effects are applied in timestamp order after the determination of objects’ characteristics. See also the rules for timestamp order and dependency (rules 613.6 and 613.7).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2394
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2395 613.10. Some continuous effects affect game rules rather than objects. For example, effects may modify a player’s maximum hand size, or say that a creature must attack this turn if able. These effects are applied after all other continuous effects have been applied. Continuous effects that affect the costs of spells or abilities are applied according to the order specified in rule 601.2f. All other such effects are applied in timestamp order. See also the rules for timestamp order and dependency (rules 613.6 and 613.7).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2396
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2397 614. Replacement Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2398
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2399 614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a particular event that would happen and completely or partially replace that event with a different event. They act like “shields” around whatever they’re affecting.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2400
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2401 614.1a Effects that use the word “instead” are replacement effects. Most replacement effects use the word “instead” to indicate what events will be replaced with other events.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2402
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2403 614.1b Effects that use the word “skip” are replacement effects. These replacement effects use the word “skip” to indicate what events, steps, phases, or turns will be replaced with nothing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2404
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2405 614.1c Effects that read “[This permanent] enters the battlefield with . . . ,” “As [this permanent] enters the battlefield . . . ,” or “[This permanent] enters the battlefield as . . . ” are replacement effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2406
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2407 614.1d Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter the battlefield . . .” are replacement effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2408
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2409 614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2410
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2411 614.2. Some replacement effects apply to damage from a source. See rule 609.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2412
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2413 614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until they’re used up or their duration has expired.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2414
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2415 614.4. Replacement effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2416 Example: A player can activate an ability to regenerate a creature in response to a spell that would destroy it. Once the spell resolves, though, it’s too late to regenerate the creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2417
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2418 614.5. A replacement effect doesn’t invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2419 Example: A player controls two permanents, each with an ability that reads “If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.” A creature that normally deals 2 damage will deal 8 damage—not just 4, and not an infinite amount.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2420
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2421 614.6. If an event is replaced, it never happens. A modified event occurs instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2422
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2423 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2424
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2425 614.7a If a source would deal 0 damage, it does not deal damage at all. Replacement effects that would increase the damage dealt by that source, or would have that source deal that damage to a different object or player, have no event to replace, so they have no effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2426
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2427 614.8. Regeneration is a destruction-replacement effect. The word “instead” doesn’t appear on the card but is implicit in the definition of regeneration. “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.” Abilities that trigger from damage being dealt still trigger even if the permanent regenerates. See rule 701.12.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2428
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2429 614.9. Some effects replace damage dealt to one creature, planeswalker, or player with the same damage dealt to another creature, planeswalker, or player; such effects are called redirection effects. If either creature or planeswalker is no longer on the battlefield when the damage would be redirected, or is no longer a creature or planeswalker when the damage would be redirected, the effect does nothing. If damage would be redirected to or from a player who has left the game, the effect does nothing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2430
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2431 614.10. An effect that causes a player to skip an event, step, phase, or turn is a replacement effect. “Skip [something]” is the same as “Instead of doing [something], do nothing.” Once a step, phase, or turn has started, it can no longer be skipped—any skip effects will wait until the next occurrence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2432
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2433 614.10a Anything scheduled for a skipped step, phase, or turn won’t happen. Anything scheduled for the “next” occurrence of something waits for the first occurrence that isn’t skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2434
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2435 614.10b Some effects cause a player to skip a step, phase, or turn, then take another action. That action is considered to be the first thing that happens during the next step, phase, or turn to actually occur.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2436
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2437 614.11. Some effects replace card draws. These effects are applied even if no cards could be drawn because there are no cards in the affected player’s library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2438
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2439 614.11a If an effect replaces a draw within a sequence of card draws, all actions required by the replacement are completed, if possible, before resuming the sequence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2440
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2441 614.11b If an effect would have a player both draw a card and perform an additional action on that card, and the draw is replaced, the additional action is not performed on any cards that are drawn as a result of that replacement effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2442
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2443 614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1c–d.) Such effects may come from the permanent itself if they affect only that permanent (as opposed to a general subset of permanents that includes it). They may also come from other sources. To determine which replacement effects apply and how they apply, check the characteristics of the permanent as it would exist on the battlefield, taking into account replacement effects that have already modified how it enters the battlefield (see rule 616.1), continuous effects generated by the resolution of spells or abilities that changed the permanent’s characteristics on the stack (see rule 400.7a), and continuous effects from the permanent’s own static abilities, but ignoring continuous effects from any other source that would affect it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2444 Example: Voice of All says “As Voice of All enters the battlefield, choose a color” and “Voice of All has protection from the chosen color.” An effect creates a token that’s a copy of Voice of All. As that token is put onto the battlefield, its controller chooses a color for it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2445 Example: Yixlid Jailer says “Cards in graveyards lose all abilities.” Scarwood Treefolk says “Scarwood Treefolk enters the battlefield tapped.” A Scarwood Treefolk that’s put onto the battlefield from a graveyard enters the battlefield tapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2446 Example: Orb of Dreams is an artifact that says “Permanents enter the battlefield tapped.” It won’t affect itself, so Orb of Dreams enters the battlefield untapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2447
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2448 614.12a If a replacement effect that modifies how a permanent enters the battlefield requires a choice, that choice is made before the permanent enters the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2449
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2450 614.12b Some replacement effects cause a permanent to enter the battlefield with its controller’s choice of one of two abilities, each marked with an anchor word and preceded by a bullet point. “[Anchor word] — [ability]” means “As long as [anchor word] was chosen as this permanent entered the battlefield, this permanent has [ability].” The abilities preceded by anchor words are each linked to the ability that causes a player to choose between them. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2451
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2452 614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2453
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2454 614.13a When applying an effect that modifies how a permanent enters the battlefield, you can’t make a choice that would cause that permanent to go to a different zone and not enter the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2455 Example: Sutured Ghoul says, in part, “As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard.” If Sutured Ghoul enters the battlefield from your graveyard, you can’t choose to exile Sutured Ghoul itself.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2456
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2457 614.13b The same object can’t be chosen to change zones more than once when applying replacement effects that modify how a single permanent enters the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2458 Example: Jund (a plane card) says, “Whenever a player casts a black, red, or green creature spell, it gains devour 5.” A player controls Runeclaw Bear and casts Thunder-Thrash Elder, a red creature spell with devour 3. As Thunder-Thrash Elder enters the battlefield, its controller can choose to sacrifice Runeclaw Bear when applying the devour 3 effect or when applying the devour 5 effect, but not both. Thunder-Thrash Elder will enter the battlefield with zero, three, or five +1/+1 counters, depending on this choice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2459
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2460 614.14. An object may have one ability printed on it that generates a replacement effect which causes one or more cards to be exiled, and another ability that refers either to “the exiled cards” or to cards “exiled with [this object].” These abilities are linked: the second refers only to cards in the exile zone that were put there as a direct result of the replacement event caused by the first. If another object gains a pair of linked abilities, the abilities will be similarly linked on that object. They can’t be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2461
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2462 614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2463
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2464 615. Prevention Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2465
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2466 615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happen—they aren’t locked in ahead of time. Such effects watch for a damage event that would happen and completely or partially prevent the damage that would be dealt. They act like “shields” around whatever they’re affecting.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2467
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2468 615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2469
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2470 615.2. Many prevention effects apply to damage from a source. See rule 609.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2471
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2472 615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until they’re used up or their duration has expired.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2473
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2474 615.4. Prevention effects must exist before the appropriate damage event occurs—they can’t “go back in time” and change something that’s already happened. Spells or abilities that generate these effects are often cast or activated in response to whatever would produce the event and thus resolve before that event would occur.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2475 Example: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, it’s too late to prevent the damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2476
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2477 615.5. Some prevention effects also include an additional effect, which may refer to the amount of damage that was prevented. The prevention takes place at the time the original event would have happened; the rest of the effect takes place immediately afterward.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2478
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2479 615.6. If damage that would be dealt is prevented, it never happens. A modified event may occur instead, which may in turn trigger abilities. Note that the modified event may contain instructions that can’t be carried out, in which case the impossible instruction is simply ignored.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2480
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2481 615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damage—for example, “Prevent the next 3 damage that would be dealt to target creature or player this turn.” These work like shields. Each 1 damage that would be dealt to the “shielded” creature or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded creature or player by two or more applicable sources at the same time, the player or the controller of the creature chooses which damage the shield prevents. Once the shield has been reduced to 0, any remaining damage is dealt normally. Such effects count only the amount of damage; the number of events or sources dealing it doesn’t matter.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2482
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2483 615.8. Some prevention effects generated by the resolution of a spell or ability refer to the next time a specific source would deal damage. These effects prevent the next instance of damage from that source, regardless of how much damage that is. Once an instance of damage from that source has been prevented, any subsequent instances of damage that would be dealt by that source are dealt normally.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2484
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2485 615.9. Some prevention effects generated by static abilities refer to a specific amount of damage—for example, “If a source would deal damage to you, prevent 1 of that damage.” Such an effect prevents only the indicated amount of damage in any applicable damage event at any given time. It will apply separately to damage from other applicable events that would happen at the same time, or at a different time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2486 Example: Daunting Defender says “If a source would deal damage to a Cleric creature you control, prevent 1 of that damage.” Pyroclasm says “Pyroclasm deals 2 damage to each creature.” Pyroclasm will deal 1 damage to each Cleric creature controlled by Daunting Defender’s controller. It will deal 2 damage to each other creature that player controls.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2487
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2488 615.10. Some prevention effects prevent the next N damage that would be dealt to each of a number of untargeted creatures. Such an effect creates a prevention shield for each applicable creature when the spell or ability that generates that effect resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2489 Example: Wojek Apothecary has an ability that says “{T}: Prevent the next 1 damage that would be dealt to target creature and each other creature that shares a color with it this turn.” When the ability resolves, it gives the target creature and each other creature on the battlefield that shares a color with it at that time a shield preventing the next 1 damage that would be dealt to it. Changing creatures’ colors after the ability resolves doesn’t add or remove shields, and creatures that enter the battlefield later in the turn don’t get the shield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2490
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2491 615.11. Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2492
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2493 615.11a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2494
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2495 616. Interaction of Replacement and/or Prevention Effects
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2496
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2497 616.1. If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object’s controller (or its owner if it has no controller) or the affected player chooses one to apply, following the steps listed below. If two or more players have to make these choices at the same time, choices are made in APNAP order (see rule 101.4).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2498
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2499 616.1a If any of the replacement and/or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2500
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2501 616.1b If any of the replacement and/or prevention effects would modify under whose control an object would enter the battlefield, one of them must be chosen. If not, proceed to rule 616.1c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2502
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2503 616.1c If any of the replacement and/or prevention effects would cause an object to become a copy of another object as it enters the battlefield, one of them must be chosen. If not, proceed to rule 616.1d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2504
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2505 616.1d Any of the applicable replacement and/or prevention effects may be chosen.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2506
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2507 616.1e Once the chosen effect has been applied, this process is repeated (taking into account only replacement or prevention effects that would now be applicable) until there are no more left to apply.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2508 Example: Two permanents are on the battlefield. One is an enchantment that reads “If a card would be put into a graveyard from anywhere, instead exile it,” and the other is a creature that reads “If [this creature] would be put into a graveyard from the battlefield, instead shuffle it into its owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2509 Example: Essence of the Wild reads “Creatures you control enter the battlefield as a copy of Essence of the Wild.” A player who controls Essence of the Wild casts Rusted Sentinel, which normally enters the battlefield tapped. As it enters the battlefield, the copy effect from Essence of the Wild is applied first. As a result, it no longer has the ability that causes it to enter the battlefield tapped. Rusted Sentinel will enter the battlefield as an untapped copy of Essence of the Wild.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2510
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2511 616.2. A replacement or prevention effect can become applicable to an event as the result of another replacement or prevention effect that modifies the event.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2512 Example: One effect reads “If you would gain life, draw that many cards instead,” and another reads “If you would draw a card, return a card from your graveyard to your hand instead.” Both effects combine (regardless of the order they came into existence): Instead of gaining 1 life, the player puts a card from his or her graveyard into his or her hand.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2513
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2514
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2515 7. Additional Rules
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2516
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2517 700. General
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2518
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2519 700.1. Anything that happens in a game is an event. Multiple events may take place during the resolution of a spell or ability. The text of triggered abilities and replacement effects defines the event they’re looking for. One “happening” may be treated as a single event by one ability and as multiple events by another.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2520 Example: If an attacking creature is blocked by two creatures, this is one event for a triggered ability that reads “Whenever [this creature] becomes blocked” but two events for a triggered ability that reads “Whenever [this creature] becomes blocked by a creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2521
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2522 700.2. A spell or ability is modal if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” Each of those options is a mode. Modal cards printed prior to the Khans of Tarkir set didn’t use bulleted lists for the modes; these cards have received errata in the Oracle card reference so the modes do appear in a bulleted list.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2523
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2524 700.2a The controller of a modal spell or activated ability chooses the mode(s) as part of casting that spell or activating that ability. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. (See rule 601.2b.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2525
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2526 700.2b The controller of a modal triggered ability chooses the mode(s) as part of putting that ability on the stack. If one of the modes would be illegal (due to an inability to choose legal targets, for example), that mode can’t be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 603.3c.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2527
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2528 700.2c If a spell or ability targets one or more targets only if a particular mode is chosen for it, its controller will need to choose those targets only if he or she chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2529
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2530 700.2d If an effect allows a particular mode to be chosen more than once and that mode requires a target, the same player or object may be chosen as the target for each of those modes, or different targets may be chosen.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2531
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2532 700.2e Some spells and abilities specify that a player other than their controller chooses a mode for it. In that case, the other player does so when the spell or ability’s controller normally would do so. If there is more than one other player who could make such a choice, the spell or ability’s controller decides which of those players will make the choice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2533
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2534 700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or ability’s target can’t change its mode.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2535
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2536 700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy can’t choose a different mode. (See rule 706.10.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2537
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2538 700.3. Some effects cause objects to be temporarily grouped into piles.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2539
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2540 700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2541
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2542 700.3b Each object in a pile is still an individual object. The pile is not an object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2543
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2544 700.3c Objects grouped into piles don’t leave the zone they’re currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2545 Example: Fact or Fiction reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” While an opponent is separating the revealed cards into piles, they’re still in their owner’s library. They don’t leave the library until they’re put into their owner’s hand or graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2546
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2547 700.3d A pile can contain zero or more objects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2548
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2549 700.4. The term dies means “is put into a graveyard from the battlefield.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2550
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2551 700.5. A player’s devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A player’s devotion to [color 1] and [color 2] is equal to the number of mana symbols among the mana costs of permanents that player controls that are [color 1], [color 2], or both colors.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2552
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2553 700.6. Some cards refer to cards originally printed in a particular set.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2554
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2555 700.6a One card (City in a Bottle) refers to permanents and cards with the same name as a card originally printed in the Arabian Nights™ expansion. Those cards are Abu Ja’far, Aladdin, Aladdin’s Lamp, Aladdin’s Ring, Ali Baba, Ali from Cairo, Army of Allah, Bazaar of Baghdad, Bird Maiden, Bottle of Suleiman, Brass Man, Camel, City in a Bottle, City of Brass, Cuombajj Witches, Cyclone, Dancing Scimitar, Dandân, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjâj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbán Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandor’s Ring, Jandor’s Saddlebags, Jeweled Bird, Jihad, Junún Efreet, Juzám Djinn, Khabál Ghoul, King Suleiman, Kird Ape, Library of Alexandria, Magnetic Mountain, Merchant Ship, Metamorphosis, Mijae Djinn, Moorish Cavalry, Nafs Asp, Oasis, Old Man of the Sea, Oubliette, Piety, Pyramids, Repentant Blacksmith, Ring of Ma’rûf, Rukh Egg, Sandals of Abdallah, Sandstorm, Serendib Djinn, Serendib Efreet, Shahrazad, Sindbad, Singing Tree, Sorceress Queen, Stone-Throwing Devils, Unstable Mutation, War Elephant, Wyluli Wolf, and Ydwen Efreet.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2556
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2557 700.6b One card (Golgothian Sylex) refers to permanents with the same name as a card originally printed in the Antiquities™ expansion. Those cards are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnod’s Altar, Ashnod’s Battle Gear, Ashnod’s Transmogrant, Atog, Battering Ram, Bronze Tablet, Candelabra of Tawnos, Circle of Protection: Artifacts, Citanul Druid, Clay Statue, Clockwork Avian, Colossus of Sardia, Coral Helm, Crumble, Cursed Rack, Damping Field, Detonate, Drafna’s Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldon’s Cane, Gaea’s Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyl’s Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishra’s Factory, Mishra’s War Machine, Mishra’s Workshop, Obelisk of Undoing, Onulet, Orcish Mechanics, Ornithopter, Phyrexian Gremlins, Power Artifact, Powerleech, Priest of Yawgmoth, Primal Clay, The Rack, Rakalite, Reconstruction, Reverse Polarity, Rocket Launcher, Sage of Lat-Nam, Shapeshifter, Shatterstorm, Staff of Zegon, Strip Mine, Su-Chi, Tablet of Epityr, Tawnos’s Coffin, Tawnos’s Wand, Tawnos’s Weaponry, Tetravus, Titania’s Song, Transmute Artifact, Triskelion, Urza’s Avenger, Urza’s Chalice, Urza’s Mine, Urza’s Miter, Urza’s Power Plant, Urza’s Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2558
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2559 700.6c One card (Apocalypse Chime) refers to permanents with the same name as a card originally printed in the Homelands™ expansion. Those cards are Abbey Gargoyles; Abbey Matron; Æther Storm; Aliban’s Tower; Ambush; Ambush Party; Anaba Ancestor; Anaba Bodyguard; Anaba Shaman; Anaba Spirit Crafter; An-Havva Constable; An-Havva Inn; An-Havva Township; An-Zerrin Ruins; Apocalypse Chime; Autumn Willow; Aysen Abbey; Aysen Bureaucrats; Aysen Crusader; Aysen Highway; Baki’s Curse; Baron Sengir; Beast Walkers; Black Carriage; Broken Visage; Carapace; Castle Sengir; Cemetery Gate; Chain Stasis; Chandler; Clockwork Gnomes; Clockwork Steed; Clockwork Swarm; Coral Reef; Dark Maze; Daughter of Autumn; Death Speakers; Didgeridoo; Drudge Spell; Dry Spell; Dwarven Pony; Dwarven Sea Clan; Dwarven Trader; Ebony Rhino; Eron the Relentless; Evaporate; Faerie Noble; Feast of the Unicorn; Feroz’s Ban; Folk of An-Havva; Forget; Funeral March; Ghost Hounds; Giant Albatross; Giant Oyster; Grandmother Sengir; Greater Werewolf; Hazduhr the Abbot; Headstone; Heart Wolf; Hungry Mist; Ihsan’s Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Joven’s Ferrets; Joven’s Tools; Koskun Falls; Koskun Keep; Labyrinth Minotaur; Leaping Lizard; Leeches; Mammoth Harness; Marjhan; Memory Lapse; Merchant Scroll; Mesa Falcon; Mystic Decree; Narwhal; Orcish Mine; Primal Order; Prophecy; Rashka the Slayer; Reef Pirates; Renewal; Retribution; Reveka, Wizard Savant; Root Spider; Roots; Roterothopter; Rysorian Badger; Samite Alchemist; Sea Sprite; Sea Troll; Sengir Autocrat; Sengir Bats; Serra Aviary; Serra Bestiary; Serra Inquisitors; Serra Paladin; Serrated Arrows; Shrink; Soraya the Falconer; Spectral Bears; Timmerian Fiends; Torture; Trade Caravan; Truce; Veldrane of Sengir; Wall of Kelp; Willow Faerie; Willow Priestess; Winter Sky; and Wizards’ School.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2560
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2561 701. Keyword Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2562
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2563 701.1. Most actions described in a card’s rules text use the standard English definitions of the verbs within, but some specialized verbs are used whose meanings may not be clear. These “keywords” are game terms; sometimes reminder text summarizes their meanings.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2564
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2565 701.2. Activate
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2566
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2567 701.2a To activate an activated ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if he or she has priority. See rule 602, “Activating Activated Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2568
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2569 701.3. Attach
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2570
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2571 701.3a To attach an Aura, Equipment, or Fortification to an object means to take it from where it currently is and put it onto that object. If something is attached to a permanent on the battlefield, it’s customary to place it so that it’s physically touching the permanent. An Aura, Equipment, or Fortification can’t be attached to an object it couldn’t enchant, equip, or fortify, respectively.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2572
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2573 701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it can’t be attached to, the Aura, Equipment, or Fortification doesn’t move. If an effect tries to attach an Aura, Equipment, or Fortification to the object it’s already attached to, the effect does nothing. If an effect tries to attach an object that isn’t an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesn’t move.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2574
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2575 701.3c Attaching an Aura, Equipment, or Fortification on the battlefield to a different object causes the Aura, Equipment, or Fortification to receive a new timestamp.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2576
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2577 701.3d To “unattach” an Equipment from a creature means to move it away from that creature so the Equipment is on the battlefield but is not equipping anything. It should no longer be physically touching any creature. If an Aura, Equipment, or Fortification that was attached to an object or player ceases to be attached to it, that counts as “becoming unattached [from that object or player]”; this includes if that Aura, Equipment, or Fortification leaves the battlefield, the object leaves the zone it was in, or that player leaves the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2578
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2579 701.4. Cast
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2580
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2581 701.4a To cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if he or she has priority. See rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2582
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2583 701.4b To cast a card is to cast it as a spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2584
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2585 701.5. Counter
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2586
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2587 701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesn’t resolve and none of its effects occur. A countered spell is put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2588
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2589 701.5b The player who cast a countered spell or activated a countered ability doesn’t get a “refund” of any costs that were paid.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2590
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2591 701.6. Destroy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2592
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2593 701.6a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2594
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2595 701.6b The only ways a permanent can be destroyed are as a result of an effect that uses the word “destroy” or as a result of the state-based actions that check for lethal damage (see rule 704.5g) or damage from a source with deathtouch (see rule 704.5h). If a permanent is put into its owner’s graveyard for any other reason, it hasn’t been “destroyed.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2596
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2597 701.6c A regeneration effect replaces a destruction event. See rule 701.12, “Regenerate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2598
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2599 701.7. Discard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2600
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2601 701.7a To discard a card, move it from its owner’s hand to that player’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2602
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2603 701.7b By default, effects that cause a player to discard a card allow the affected player to choose which card to discard. Some effects, however, require a random discard or allow another player to choose which card is discarded.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2604
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2605 701.7c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 717, “Handling Illegal Actions”).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2606
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2607 701.8. Exchange
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2608
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2609 701.8a A spell or ability may instruct players to exchange something (for example, life totals or control of two permanents) as part of its resolution. When such a spell or ability resolves, if the entire exchange can’t be completed, no part of the exchange occurs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2610 Example: If a spell attempts to exchange control of two target creatures but one of those creatures is destroyed before the spell resolves, the spell does nothing to the other creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2611
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2612 701.8b When control of two permanents is exchanged, if those permanents are controlled by different players, each of those players simultaneously gains control of the permanent that was controlled by the other player. If, on the other hand, those permanents are controlled by the same player, the exchange effect does nothing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2613
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2614 701.8c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other player’s previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2615
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2616 701.8d Some spells or abilities may instruct a player to exchange cards in one zone with cards in a different zone (for example, exiled cards and cards in a player’s hand). These spells and abilities work the same as other “exchange” spells and abilities, except they can exchange the cards only if all the cards are owned by the same player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2617
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2618 701.8e If a card in one zone is exchanged with a card in a different zone, and either of them is attached to an object, that card stops being attached to that object and the other card becomes attached to that object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2619
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2620 701.8f If a spell or ability instructs a player to simply exchange two zones, and one of the zones is empty, the cards in the zones are still exchanged.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2621
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2622 701.8g A spell or ability may instruct a player to exchange two numerical values. In such an exchange, each value becomes equal to the previous value of the other. If either of those values is a life total, the affected player gains or loses the amount of life necessary to equal the other value. Replacement effects may modify this gain or loss, and triggered abilities may trigger on it. If either of those values is a power or toughness, a continuous effect is created setting that power or toughness to the other value (see rule 613.3b). This rule does not apply to spells and abilities that switch a creature’s power and toughness.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2623
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2624 701.9. Exile
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2625
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2626 701.9a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2627
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2628 701.10. Fight
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2629
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2630 701.10a A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2631
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2632 701.10b If a creature instructed to fight is no longer on the battlefield or is no longer a creature, no damage is dealt. If a creature is an illegal target for a resolving spell or ability that instructs it to fight, no damage is dealt.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2633
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2634 701.10c If a creature fights itself, it deals damage equal to its power to itself twice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2635
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2636 701.10d The damage dealt when a creature fights isn’t combat damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2637
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2638 701.11. Play
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2639
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2640 701.11a To play a land means to put it onto the battlefield from the zone it’s in (usually the hand). A player may play a land if he or she has priority, it’s the main phase of his or her turn, the stack is empty, and he or she hasn’t played a land this turn. Playing a land is a special action (see rule 115), so it doesn’t use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isn’t the same as playing a land. See rule 305, “Lands.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2641
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2642 701.11b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2643
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2644 701.11c Some effects instruct a player to “play” with a certain aspect of the game changed, such as “Play with the top card of your library revealed.” “Play” in this sense means to play the Magic game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2645
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2646 701.11d Previously, the action of casting a spell, or casting a card as a spell, was referred to on cards as “playing” that spell or that card. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “casting” that spell or that card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2647
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2648 701.11e Previously, the action of using an activated ability was referred to on cards as “playing” that ability. Cards that were printed with that text have received errata in the Oracle card reference so they now refer to “activating” that ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2649
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2650 701.12. Regenerate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2651
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2652 701.12a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2653
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2654 701.12b If the effect of a static ability regenerates a permanent, it replaces destruction with an alternate effect each time that permanent would be destroyed. In this case, “Regenerate [permanent]” means “Instead remove all damage marked on [permanent] and tap it. If it’s an attacking or blocking creature, remove it from combat.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2655
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2656 701.12c Neither activating an ability that creates a regeneration shield nor casting a spell that creates a regeneration shield is the same as regenerating a permanent. Effects that say that a permanent can’t be regenerated don’t prevent such abilities from being activated or such spells from being cast; rather, they prevent regeneration shields from having any effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2657
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2658 701.13. Reveal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2659
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2660 701.13a To reveal a card, show that card to all players for a brief time. If an effect causes a card to be revealed, it remains revealed for as long as necessary to complete the parts of the effect that card is relevant to. If the cost to cast a spell or activate an ability includes revealing a card, the card remains revealed from the time the spell or ability is announced until the time it leaves the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2661
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2662 701.13b Revealing a card doesn’t cause it to leave the zone it’s in.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2663
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2664 701.14. Sacrifice
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2665
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2666 701.14a To sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent he or she doesn’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2667
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2668 701.15. Search
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2669
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2670 701.15a To search for a card in a zone, look at all cards in that zone (even if it’s a hidden zone) and find a card that matches the given description.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2671
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2672 701.15b If a player is searching a hidden zone for cards with a stated quality, such as a card with a certain card type or color, that player isn’t required to find some or all of those cards even if they’re present in that zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2673 Example: Splinter says “Exile target artifact. Search its controller’s graveyard, hand, and library for all cards with the same name as that artifact and exile them. That player then shuffles his or her library.” A player casts Splinter targeting Howling Mine (an artifact). Howling Mine’s controller has another Howling Mine in her graveyard and two more in her library. Splinter’s controller must find the Howling Mine in the graveyard, but may choose to find zero, one, or two of the Howling Mines in the library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2674
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2675 701.15c If a player is instructed to search a hidden zone for cards that match an undefined quality, that player may still search that zone but can’t find any cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2676 Example: Lobotomy says “Target player reveals his or her hand, then you choose a card other than a basic land card from it. Search that player’s graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles his or her library.” If the target player has no cards in his or her hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesn’t exile any cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2677
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2678 701.15d If a player is searching a hidden zone simply for a quantity of cards, such as “a card” or “three cards,” that player must find that many cards (or as many as possible, if the zone doesn’t contain enough cards).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2679
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2680 701.15e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2681
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2682 701.15f If searching a zone is replaced with searching a portion of that zone, any other instructions that refer to searching the zone still apply. Any abilities that trigger on a library being searched will trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2683 Example: Aven Mindcensor says, in part, “If an opponent would search a library, that player searches the top four cards of that library instead.” Veteran Explorer says “When Veteran Explorer dies, each player may search his or her library for up to two basic land cards and put them onto the battlefield. Then each player who searched his or her library this way shuffles it.” An opponent who searched the top four cards of his or her library because of Veteran Explorer’s ability would shuffle the entire library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2684
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2685 701.16. Shuffle
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2686
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2687 701.16a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2688
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2689 701.16b Some effects cause a player to search a library for a card or cards, shuffle that library, then put the found card or cards in a certain position in that library. Even though the found card or cards never leave that library, they aren’t included in the shuffle. Rather, all the cards in that library except those are shuffled. Abilities that trigger when a library is shuffled will still trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2690
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2691 701.16c If an effect would cause a player to shuffle one or more specific objects into a library, that library is shuffled even if none of those objects are in the zone they’re expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2692 Example: Guile says, in part, “When Guile is put into a graveyard from anywhere, shuffle it into its owner’s library.” It’s put into a graveyard and its ability triggers, then a player exiles it from that graveyard in response. When the ability resolves, the library is shuffled.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2693 Example: Black Sun’s Zenith says, in part, “Shuffle Black Sun’s Zenith into its owner’s library.” Black Sun’s Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Sun’s Zenith will be exiled, and its owner’s library will be shuffled.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2694
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2695 701.16d If an effect would cause a player to shuffle a set of objects into a library, that library is shuffled even if there are no objects in that set.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2696 Example: Loaming Shaman says “When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from his or her graveyard into his or her library.” It enters the battlefield, its ability triggers, and no cards are targeted. When the ability resolves, the targeted player will still have to shuffle his or her library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2697
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2698 701.16e If an effect causes a player to shuffle a library containing zero or one cards, abilities that trigger when a library is shuffled will still trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2699
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2700 701.16f If two or more effects cause a library to be shuffled multiple times simultaneously, abilities that trigger when that library is shuffled will trigger that many times.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2701
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2702 701.17. Tap and Untap
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2703
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2704 701.17a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2705
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2706 701.17b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2707
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2708 701.18. Scry
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2709
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2710 701.18a To “scry N” means to look at the top N cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2711
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2712 701.18b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2713
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2714 701.19. Fateseal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2715
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2716 701.19a To “fateseal N” means to look at the top N cards of an opponent’s library, put any number of them on the bottom of that library in any order and the rest on top of that library in any order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2717
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2718 701.20. Clash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2719
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2720 701.20a To clash, a player reveals the top card of his or her library. That player may then put that card on the bottom of his or her library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2721
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2722 701.20b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2723
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2724 701.20c A player wins a clash if that player revealed a card with a higher converted mana cost than all other cards revealed in that clash.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2725
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2726 701.21. Planeswalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2727
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2728 701.21a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2729
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2730 701.21b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2731
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2732 701.21c A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2733
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2734 701.21d The plane card that’s turned face up is the plane the player planeswalks to. The plane card that’s turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2735
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2736 701.22. Set in Motion
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2737
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2738 701.22a Only a scheme card may be set in motion, and only during an Archenemy game. Only the archenemy may set a scheme card in motion. See rule 312, “Schemes,” and rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2739
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2740 701.22b To set a scheme in motion, move it off the top of your scheme deck and turn it face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2741
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2742 701.22c Schemes may only be set in motion one at a time. If a player is instructed to set multiple schemes in motion, that player sets a scheme in motion that many times.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2743
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2744 701.23. Abandon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2745
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2746 701.23a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, “Schemes,” and rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2747
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2748 701.23b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2749
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2750 701.24. Proliferate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2751
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2752 701.24a To proliferate means to choose any number of permanents and/or players that have a counter, then give each exactly one additional counter of a kind that permanent or player already has.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2753
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2754 701.24b If a permanent or player chosen this way has more than one kind of counter, the player who is proliferating chooses which kind of counter to add.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2755
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2756 701.24c To proliferate in a Two-Headed Giant game means to choose any number of permanents and/or teams that have a counter, then give each exactly one additional counter of a kind that permanent or team already has. See rule 810, “Two-Headed Giant Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2757
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2758 701.25. Transform
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2759
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2760 701.25a To transform a permanent, turn it over so that its other face is up. Only permanents represented by double-faced cards can transform. (See rule 711, “Double-Faced Cards.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2761
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2762 701.25b Although transforming a permanent uses the same physical action as turning a permanent face up or face down, they are different game actions. Abilities that trigger when a permanent is turned face down won’t trigger when that permanent transforms, and so on.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2763
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2764 701.25c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced card, nothing happens.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2765
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2766 701.25d If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2767
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2768 701.25e Some triggered abilities trigger when an object “transforms into” an object with a specified characteristic. Such an ability triggers if the object transforms and has the specified characteristic immediately after it transforms.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2769
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2770 701.25f If an activated or triggered ability of a permanent that isn’t a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasn’t transformed since the ability was put onto the stack. If a delayed triggered ability of a permanent tries to transform that permanent, the permanent transforms only if it hasn’t transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored. This is a change from previous rules.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2771
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2772 701.26. Detain
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2773
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2774 701.26a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent can’t attack or block and its activated abilities can’t be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2775
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2776 701.27. Populate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2777
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2778 701.27a To populate means to choose a creature token you control and put a token onto the battlefield that’s a copy of that creature token.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2779
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2780 701.27b If you control no creature tokens when instructed to populate, you won’t put a token onto the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2781
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2782 701.28. Monstrosity
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2783
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2784 701.28a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2785
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2786 701.28b Monstrous is a designation that has no rules meaning other than to act as a marker that the monstrosity action and other spells and abilities can identify. Only permanents can be or become monstrous. Once a permanent becomes monstrous, it stays monstrous until it leaves the battlefield. Monstrous is neither an ability nor part of the permanent’s copiable values.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2787
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2788 701.28c If a permanent’s ability instructs a player to “monstrosity X,” other abilities of that permanent may also refer to X. The value of X in those abilities is equal to the value of X as that permanent became monstrous.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2789
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2790 701.29. Vote
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2791
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2792 701.29a Some spells and abilities instruct players to vote for one choice from a list of options to determine some aspect of the effect of that spell or ability. To vote, each player, starting with a specified player and proceeding in turn order, chooses one of those choices.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2793
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2794 701.29b The listed choices may be objects, words with no rules meaning that are each connected to a different effect, or other variables relevant to the resolution of the spell or ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2795
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2796 701.29c If the text of a spell or ability refers to “voting,” it refers only to an actual vote, not to any spell or ability that involves the players making choices or decisions without using the word “vote.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2797
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2798 701.29d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2799
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2800 701.30. Bolster
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2801
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2802 701.30a “Bolster N” means “Choose a creature you control with the least toughness or tied for least toughness among creatures you control. Put N +1/+1 counters on that creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2803
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2804 701.31. Manifest
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2805
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2806 701.31a To manifest a card, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Put that card onto the battlefield face down. That permanent is a manifested permanent as long as it remains face down. The effect defining its characteristics works while the card is face down and ends when it’s turned face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2807
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2808 701.31b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesn’t use the stack (see rule 115.2b). To do this, show all players that the card representing that permanent is a creature card and what that card’s mana cost is, pay that cost, then turn the permanent face up. The effect defining its characteristics while it was face down ends, and it regains its normal characteristics. (If the card representing that permanent isn’t a creature card or it doesn’t have a mana cost, it can’t be turned face up this way.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2809
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2810 701.31c If a card with morph is manifested, its controller may turn that card face up using either the procedure described in rule 702.36e to turn a face-down permanent with morph face up or the procedure described above to turn a manifested permanent face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2811
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2812 701.31d If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2813
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2814 701.31e If a manifested permanent that’s represented by an instant or sorcery card would turn face up, its controller reveals it and leaves it face down. Abilities that trigger whenever a permanent is turned face up won’t trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2815
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2816 701.31f See rule 707, “Face-Down Spells and Permanents,” for more information.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2817
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2818 701.32. Support
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2819
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2820 701.32a “Support N” on a permanent means “Put a +1/+1 counter on each of up to N other target creatures.” “Support N” on an instant or sorcery spell means “Put a +1/+1 counter on each of up to N target creatures.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2821
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2822 701.33. Investigate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2823
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2824 701.33a “Investigate” means “Put a colorless Clue artifact token onto the battlefield. It has ‘{2}, Sacrifice this artifact: Draw a card.’”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2825
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2826 702. Keyword Abilities
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2827
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2828 702.1. Most abilities describe exactly what they do in the card’s rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a “keyword”; sometimes reminder text summarizes the game rule.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2829
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2830 702.2. Deathtouch
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2831
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2832 702.2a Deathtouch is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2833
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2834 702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature’s toughness. See rules 510.1c–d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2835
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2836 702.2c A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2837
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2838 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2839
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2840 702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2841
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2842 702.2f Multiple instances of deathtouch on the same object are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2843
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2844 702.3. Defender
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2845
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2846 702.3a Defender is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2847
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2848 702.3b A creature with defender can’t attack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2849
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2850 702.3c Multiple instances of defender on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2851
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2852 702.4. Double Strike
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2853
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2854 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2855
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2856 702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2857
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2858 702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2859
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2860 702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2861
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2862 702.4e Multiple instances of double strike on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2863
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2864 702.5. Enchant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2865
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2866 702.5a Enchant is a static ability, written “Enchant [object or player].” The enchant ability restricts what an Aura spell can target and what an Aura can enchant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2867
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2868 702.5b For more information on Auras, see rule 303, “Enchantments.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2869
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2870 702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura’s target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2871
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2872 702.5d Auras that can enchant a player can target and be attached to players. Such Auras can’t target permanents and can’t be attached to permanents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2873
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2874 702.6. Equip
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2875
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2876 702.6a Equip is an activated ability of Equipment cards. “Equip [cost]” means “[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2877
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2878 702.6b For more information about Equipment, see rule 301, “Artifacts.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2879
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2880 702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2881
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2882 702.7. First Strike
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2883
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2884 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2885
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2886 702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2887
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2888 702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won’t prevent that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won’t allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2889
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2890 702.7d Multiple instances of first strike on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2891
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2892 702.8. Flash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2893
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2894 702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2895
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2896 702.8b Multiple instances of flash on the same object are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2897
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2898 702.9. Flying
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2899
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2900 702.9a Flying is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2901
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2902 702.9b A creature with flying can’t be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, “Declare Blockers Step,” and rule 702.17, “Reach.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2903
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2904 702.9c Multiple instances of flying on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2905
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2906 702.10. Haste
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2907
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2908 702.10a Haste is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2909
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2910 702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since his or her most recent turn began. (See rule 302.6.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2911
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2912 702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since his or her most recent turn began. (See rule 302.6.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2913
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2914 702.10d Multiple instances of haste on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2915
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2916 702.11. Hexproof
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2917
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2918 702.11a Hexproof is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2919
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2920 702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2921
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2922 702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2923
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2924 702.11d Multiple instances of hexproof on the same permanent or player are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2925
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2926 702.12. Indestructible
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2927
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2928 702.12a Indestructible is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2929
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2930 702.12b A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2931
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2932 702.12c Multiple instances of indestructible on the same permanent are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2933
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2934 702.13. Intimidate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2935
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2936 702.13a Intimidate is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2937
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2938 702.13b A creature with intimidate can’t be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2939
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2940 702.13c Multiple instances of intimidate on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2941
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2942 702.14. Landwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2943
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2944 702.14a Landwalk is a generic term that appears within an object’s rules text as “[type]walk,” where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2945
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2946 702.14b Landwalk is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2947
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2948 702.14c A creature with landwalk can’t be blocked as long as the defending player controls at least one land with the specified subtype (as in “islandwalk”), with the specified supertype (as in “legendary landwalk”), without the specified supertype (as in “nonbasic landwalk”), or with both the specified supertype and the specified subtype (as in “snow swampwalk”). (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2949
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2950 702.14d Landwalk abilities don’t “cancel” one another.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2951 Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2952
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2953 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2954
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2955 702.15. Lifelink
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2956
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2957 702.15a Lifelink is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2958
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2959 702.15b Damage dealt by a source with lifelink causes that source’s controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2960
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2961 702.15c If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2962
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2963 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2964
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2965 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2966 Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, you may put a +1/+1 counter on Ajani’s Pridemate,” and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajani’s Pridemate’s ability triggers twice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2967
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2968 702.15f Multiple instances of lifelink on the same object are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2969
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2970 702.16. Protection
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2971
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2972 702.16a Protection is a static ability, written “Protection from [quality].” This quality is usually a color (as in “protection from black”) but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2973
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2974 702.16b A permanent or player with protection can’t be targeted by spells with the stated quality and can’t be targeted by abilities from a source with the stated quality.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2975
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2976 702.16c A permanent or player with protection can’t be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners’ graveyards as a state-based action. (See rule 704, “State-Based Actions.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
2977
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2978 702.16d A permanent with protection can’t be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, “State-Based Actions.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2979
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2980 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2981
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2982 702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2983
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2984 702.16g “Protection from [quality A] and from [quality B]” is shorthand for “protection from [quality A]” and “protection from [quality B]”; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2985
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2986 702.16h “Protection from all [characteristic]” is shorthand for “protection from [quality A],” “protection from [quality B],” and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2987
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2988 702.16i “Protection from everything” is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2989
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2990 702.16j “Protection from [a player]” is a variant of the protection ability. A permanent with protection from a specific player has protection from each object the player controls and protection from each object the player owns not controlled by another player, regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities the player controls, enchanted by Auras the player controls, equipped by Equipment the player controls, fortified by Fortifications the player controls, or blocked by creatures the player controls, and all damage that would be dealt to it by sources controlled by the player or owned by the player but not controlled by another player is prevented.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2991
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2992 702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2993
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2994 702.16m Some Auras both give the enchanted creature protection and say “this effect doesn’t remove” either that specific Aura or all Auras. This means that the specified Auras can legally enchant that creature and aren’t put into their owners’ graveyards as a state-based action. If the creature has other instances of protection from the same quality, those instances affect Auras as normal.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2995
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2996 702.17. Reach
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2997
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2998 702.17a Reach is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
2999
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3000 702.17b A creature with flying can’t be blocked except by creatures with flying and/or reach. (See rule 509, “Declare Blockers Step,” and rule 702.9, “Flying.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3001
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3002 702.17c Multiple instances of reach on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3003
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3004 702.18. Shroud
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3005
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3006 702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3007
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3008 702.18b Multiple instances of shroud on the same permanent or player are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3009
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3010 702.19. Trample
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3011
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3012 702.19a Trample is a static ability that modifies the rules for assigning an attacking creature’s combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, “Combat Damage Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3013
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parents:
diff changeset
3014 702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. The attacking creature’s controller need not assign lethal damage to all those blocking creatures but in that case can’t assign any damage to the player or planeswalker it’s attacking.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3015 Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities and a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3016 Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature’s controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker’s protection ability. The attacking creature’s controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3017
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3018 702.19c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it’s attacking.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3019
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3020 702.19d If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker’s loyalty.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3021
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3022 702.19e Multiple instances of trample on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3023
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3024 702.20. Vigilance
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3025
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3026 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3027
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3028 702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3029
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3030 702.20c Multiple instances of vigilance on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3031
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3032 702.21. Banding
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3033
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3034 702.21a Banding is a static ability that modifies the rules for combat.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3035
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3036 702.21b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3037
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3038 702.21c As a player declares attackers, he or she may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” He or she may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.21j.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3039
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3040 702.21d All creatures in an attacking band must attack the same player or planeswalker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3041
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3042 702.21e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3043
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3044 702.21f An attacking creature that’s removed from combat is also removed from the band it was in.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3045
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3046 702.21g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3047
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3048 702.21h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3049 Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3050
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3051 702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3052
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3053 702.21j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as he or she chooses among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3054
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3055 702.21k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as he or she chooses among any number of creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3056
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3057 702.21m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3058
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3059 702.22. Rampage
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3060
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3061 702.22a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3062
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3063 702.22b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3064
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3065 702.22c If a creature has multiple instances of rampage, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3066
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3067 702.23. Cumulative Upkeep
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3068
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3069 702.23a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3070 Example: A creature has “Cumulative upkeep {W} or {U}” and two age counters on it. When its ability next triggers and resolves, the creature’s controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3071 Example: A creature has “Cumulative upkeep—Sacrifice a creature” and one age counter on it. When its ability next triggers and resolves, its controller can’t choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3072
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3073 702.23b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3074 Example: A creature has two instances of “Cumulative upkeep—Pay 1 life.” The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3075
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3076 702.24. Flanking
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3077
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3078 702.24a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3079
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3080 702.24b If a creature has multiple instances of flanking, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3081
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
3082 702.25. Phasing
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3083
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3084 702.25a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps his or her permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3085
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3086 702.25b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3087 Example: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3088 Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3089
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3090 702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3091
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3092 702.25d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3093
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
3094 702.25e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3095
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3096 702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3097
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3098 702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3099
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3100 702.25h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5n and 704.5p.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3101
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3102 702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3103
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3104 702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t trigger zone-change triggers. See rule 800.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3105
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3106 702.25k Phased-out tokens cease to exist as a state-based action. See rule 704.5d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3107
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3108 702.25m If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3109
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3110 702.25n Multiple instances of phasing on the same permanent are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3111
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3112 702.26. Buyback
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3113
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3114 702.26a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3115
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3116 702.27. Shadow
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3117
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3118 702.27a Shadow is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3119
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3120 702.27b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3121
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3122 702.27c Multiple instances of shadow on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3123
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3124 702.28. Cycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3125
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3126 702.28a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3127
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3128 702.28b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3129
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3130 702.28c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle [this card]” means “When you discard [this card] to pay a cycling cost.” These abilities trigger from whatever zone the card winds up in after it’s cycled.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3131
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3132 702.28d Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3133
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3134 702.28e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3135
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3136 702.29. Echo
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3137
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3138 702.29a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3139
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3140 702.29b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3141
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3142 702.30. Horsemanship
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3143
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3144 702.30a Horsemanship is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3145
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3146 702.30b A creature with horsemanship can’t be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3147
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3148 702.30c Multiple instances of horsemanship on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3149
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3150 702.31. Fading
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3151
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3152 702.31a Fading is a keyword that represents two abilities. “Fading N” means “This permanent enters the battlefield with N fade counters on it” and “At the beginning of your upkeep, remove a fade counter from this permanent. If you can’t, sacrifice the permanent.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3153
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3154 702.32. Kicker
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3155
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3156 702.32a Kicker is a static ability that functions while the spell with kicker is on the stack. “Kicker [cost]” means “You may pay an additional [cost] as you cast this spell.” Paying a spell’s kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3157
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3158 702.32b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3159
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3160 702.32c Multikicker is a variant of the kicker ability. “Multikicker [cost]” means “You may pay an additional [cost] any number of times as you cast this spell.” A multikicker cost is a kicker cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3161
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3162 702.32d If a spell’s controller declares the intention to pay any of that spell’s kicker costs, that spell has been “kicked.” If a spell has two kicker costs or has multikicker, it may be kicked multiple times. See rule 601.2b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3163
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3164 702.32e Objects with kicker or multikicker have additional abilities that specify what happens if they are kicked. These abilities are linked to the kicker or multikicker abilities printed on that object: they can refer only to those specific kicker or multikicker abilities. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3165
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3166 702.32f Objects with more than one kicker cost have abilities that each correspond to a specific kicker cost. They contain the phrases “if it was kicked with its [A] kicker” and “if it was kicked with its [B] kicker,” where A and B are the first and second kicker costs listed on the card, respectively. Each of those abilities is linked to the appropriate kicker ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3167
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3168 702.32g If part of a spell’s ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spell’s controller chooses those targets only if that spell was kicked. Otherwise, the spell is cast as if it did not have those targets. See rule 601.2c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3169
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3170 702.33. Flashback
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3171
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3172 702.33a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a player’s graveyard and another that functions while the card is on the stack. “Flashback [cost]” means “You may cast this card from your graveyard by paying [cost] rather than paying its mana cost” and “If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its flashback ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3173
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3174 702.34. Madness
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3175
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3176 702.34a Madness is a keyword that represents two abilities. The first is a static ability that functions while the card with madness is in a player’s hand. The second is a triggered ability that functions when the first ability is applied. “Madness [cost]” means “If a player would discard this card, that player discards it, but exiles it instead of putting it into his or her graveyard” and “When this card is exiled this way, its owner may cast it by paying [cost] rather than paying its mana cost. If that player doesn’t, he or she puts this card into his or her graveyard.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3177
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3178 702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3179
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3180 702.35. Fear
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3181
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3182 702.35a Fear is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3183
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3184 702.35b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3185
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3186 702.35c Multiple instances of fear on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3187
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3188 702.36. Morph
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3189
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3190 702.36a Morph is a static ability that functions in any zone from which you could play the card it’s on, and the morph effect works any time the card is face down. “Morph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost.” (See rule 707, “Face-Down Spells and Permanents.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3191
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3192 702.36b Megamorph is a variant of the morph ability. “Megamorph [cost]” means “You may cast this card as a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost by paying {3} rather than paying its mana cost” and “As this permanent is turned face up, put a +1/+1 counter on it if its megamorph cost was paid to turn it face up.” A megamorph cost is a morph cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3193
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3194 702.36c To cast a card using its morph ability, turn it face down. It becomes a 2/2 face-down creature card with no text, no name, no subtypes, and no mana cost. Any effects or prohibitions that would apply to casting a card with these characteristics (and not the face-up card’s characteristics) are applied to casting this card. These values are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 706, “Copying Objects.”) Put it onto the stack (as a face-down spell with the same characteristics), and pay {3} rather than pay its mana cost. This follows the rules for paying alternative costs. You can use a morph ability to cast a card from any zone from which you could normally play it. When the spell resolves, it enters the battlefield with the same characteristics the spell had. The morph effect applies to the face-down object wherever it is, and it ends when the permanent is turned face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3195
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3196 702.36d You can’t cast a card face down if it doesn’t have a morph ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3197
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3198 702.36e Any time you have priority, you may turn a face-down permanent you control with a morph ability face up. This is a special action; it doesn’t use the stack (see rule 115). To do this, show all players what the permanent’s morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldn’t have a morph cost if it were face up, it can’t be turned face up this way.) The morph effect on it ends, and it regains its normal characteristics. Any abilities relating to the permanent entering the battlefield don’t trigger when it’s turned face up and don’t have any effect, because the permanent has already entered the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3199
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3200 702.36f See rule 707, “Face-Down Spells and Permanents,” for more information on how to cast cards with a morph ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3201
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3202 702.37. Amplify
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3203
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3204 702.37a Amplify is a static ability. “Amplify N” means “As this object enters the battlefield, reveal any number of cards from your hand that share a creature type with it. This permanent enters the battlefield with N +1/+1 counters on it for each card revealed this way. You can’t reveal this card or any other cards that are entering the battlefield at the same time as this card.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3205
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3206 702.37b If a creature has multiple instances of amplify, each one works separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3207
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3208 702.38. Provoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3209
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3210 702.38a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3211
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3212 702.38b If a creature has multiple instances of provoke, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3213
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3214 702.39. Storm
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3215
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3216 702.39a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, put a copy of it onto the stack for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3217
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3218 702.39b If a spell has multiple instances of storm, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3219
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3220 702.40. Affinity
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3221
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3222 702.40a Affinity is a static ability that functions while the spell with affinity is on the stack. “Affinity for [text]” means “This spell costs you {1} less to cast for each [text] you control.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3223
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3224 702.40b The affinity ability reduces only the amount of generic mana a spell’s controller has to pay; it doesn’t reduce how much colored mana that player has to pay.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3225
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3226 702.40c If a spell has multiple instances of affinity, each of them applies.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3227
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3228 702.41. Entwine
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3229
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3230 702.41a Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just one. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3231
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3232 702.41b If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3233
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3234 702.42. Modular
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3235
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3236 702.42a Modular represents both a static ability and a triggered ability. “Modular N” means “This permanent enters the battlefield with N +1/+1 counters on it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3237
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3238 702.42b If a creature has multiple instances of modular, each one works separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3239
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3240 702.43. Sunburst
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3241
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3242 702.43a Sunburst is a static ability that functions as an object is entering the battlefield from the stack. “Sunburst” means “If this object is entering the battlefield from the stack as a creature, it enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. If this object is entering the battlefield from the stack and isn’t entering the battlefield as a creature, it enters the battlefield with a charge counter on it for each color of mana spent to cast it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3243
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3244 702.43b Sunburst applies only as the spell is resolving and only if one or more colored mana was spent on its costs. Mana paid for additional or alternative costs applies.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3245
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3246 702.43c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesn’t matter whether the ability is on a creature spell or on a noncreature spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3247 Example: The ability “Modular—Sunburst” means “This permanent enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it” and “When this permanent is put into a graveyard from the battlefield, you may put a +1/+1 counter on target artifact creature for each +1/+1 counter on this permanent.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3248
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3249 702.43d If an object has multiple instances of sunburst, each one works separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3250
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3251 702.44. Bushido
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3252
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3253 702.44a Bushido is a triggered ability. “Bushido N” means “Whenever this creature blocks or becomes blocked, it gets +N/+N until end of turn.” (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3254
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3255 702.44b If a creature has multiple instances of bushido, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3256
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3257 702.45. Soulshift
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3258
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3259 702.45a Soulshift is a triggered ability. “Soulshift N” means “When this permanent is put into a graveyard from the battlefield, you may return target Spirit card with converted mana cost N or less from your graveyard to your hand.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3260
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3261 702.45b If a permanent has multiple instances of soulshift, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3262
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3263 702.46. Splice
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3264
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3265 702.46a Splice is a static ability that functions while a card is in your hand. “Splice onto [subtype] [cost]” means “You may reveal this card from your hand as you cast a [subtype] spell. If you do, copy this card’s text box onto that spell and pay [cost] as an additional cost to cast that spell.” Paying a card’s splice cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3266 Example: Since the card with splice remains in the player’s hand, it can later be cast normally or spliced onto another spell. It can even be discarded to pay a “discard a card” cost of the spell it’s spliced onto.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3267
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3268 702.46b You can’t choose to use a splice ability if you can’t make the required choices (targets, etc.) for that card’s instructions. You can’t splice any one card onto the same spell more than once. If you’re splicing more than one card onto a spell, reveal them all at once and choose the order in which their instructions will be followed. The instructions on the main spell have to be followed first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3269
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3270 702.46c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text copied onto the spell that refers to a card by name refers to the spell on the stack, not the card from which the text was copied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3271 Example: Glacial Ray is a red card with splice onto Arcane that reads, “Glacial Ray deals 2 damage to target creature or player.” Suppose Glacial Ray is spliced onto Reach Through Mists, a blue spell. The spell is still blue, and Reach Through Mists deals the damage. This means that the ability can target a creature with protection from red and deal 2 damage to that creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3272
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3273 702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets will be countered if all of its targets are illegal on resolution.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3274
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3275 702.46e The spell loses any splice changes once it leaves the stack (for example, when it’s countered, it’s exiled, or it resolves).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3276
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3277 702.47. Offering
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3278
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3279 702.47a Offering is a static ability of a card that functions in any zone from which the card can be cast. “[Subtype] offering” means “You may cast this card any time you could cast an instant by sacrificing a [subtype] permanent. If you do, the total cost to cast this card is reduced by the sacrificed permanent’s mana cost.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3280
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3281 702.47b The permanent is sacrificed at the same time the spell is announced (see rule 601.2a). The total cost of the spell is reduced by the sacrificed permanent’s mana cost (see rule 601.2f).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3282
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3283 702.47c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the total cost to cast the card with offering. Colored mana in the sacrificed permanent’s mana cost reduces mana of the same color in the total cost to cast the card with offering. Colored mana in the sacrificed permanent’s mana cost that doesn’t match colored mana in the colored mana cost of the card with offering, or is in excess of the card’s colored mana cost, reduces that much generic mana in the total cost.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3284
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3285 702.48. Ninjutsu
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3286
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3287 702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a player’s hand. “Ninjutsu [cost]” means “[Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owner’s hand: Put this card onto the battlefield from your hand tapped and attacking.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3288
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3289 702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3290
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3291 702.48c A ninjutsu ability may be activated only while a creature on the battlefield is unblocked (see rule 509.1h). The creature with ninjutsu is put onto the battlefield unblocked. It will be attacking the same player or planeswalker as the creature that was returned to its owner’s hand.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3292
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3293 702.49. Epic
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3294
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3295 702.49a Epic represents two spell abilities, one of which creates a delayed triggered ability. “Epic” means “For the rest of the game, you can’t cast spells,” and “At the beginning of each of your upkeeps for the rest of the game, copy this spell except for its epic ability. If the spell has any targets, you may choose new targets for the copy.” See rule 706.10.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3296
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3297 702.49b A player can’t cast spells once a spell with epic he or she controls resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3298
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3299 702.50. Convoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3300
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3301 702.50a Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.” The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3302 Example: Heartless Summoning says, in part, “Creature spells you cast cost {2} less to cast.” You control Heartless Summoning and cast Siege Wurm, a spell with convoke that costs {5}{G}{G}. The total cost to cast Siege Wurm is {3}{G}{G}. After activating mana abilities, you pay that total cost. You may tap up to two green creatures and up to three creatures of any color to pay that cost, and the remainder is paid with mana.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3303
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3304 702.50b Multiple instances of convoke on the same spell are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3305
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3306 702.51. Dredge
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3307
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3308 702.51a Dredge is a static ability that functions only while the card with dredge is in a player’s graveyard. “Dredge N” means “As long as you have at least N cards in your library, if you would draw a card, you may instead put N cards from the top of your library into your graveyard and return this card from your graveyard to your hand.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3309
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3310 702.51b A player with fewer cards in his or her library than the number required by a dredge ability can’t put any of them into his or her graveyard this way.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3311
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3312 702.52. Transmute
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3313
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3314 702.52a Transmute is an activated ability that functions only while the card with transmute is in a player’s hand. “Transmute [cost]” means “[Cost], Discard this card: Search your library for a card with the same converted mana cost as the discarded card, reveal that card, and put it into your hand. Then shuffle your library. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3315
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3316 702.52b Although the transmute ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with transmute will be affected by effects that depend on objects having one or more activated abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3317
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3318 702.53. Bloodthirst
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3319
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3320 702.53a Bloodthirst is a static ability. “Bloodthirst N” means “If an opponent was dealt damage this turn, this permanent enters the battlefield with N +1/+1 counters on it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3321
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3322 702.53b “Bloodthirst X” is a special form of bloodthirst. “Bloodthirst X” means “This permanent enters the battlefield with X +1/+1 counters on it, where X is the total damage your opponents have been dealt this turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3323
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3324 702.53c If an object has multiple instances of bloodthirst, each applies separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3325
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3326 702.54. Haunt
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3327
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3328 702.54a Haunt is a triggered ability. “Haunt” on a permanent means “When this permanent is put into a graveyard from the battlefield, exile it haunting target creature.” “Haunt” on an instant or sorcery spell means “When this spell is put into a graveyard during its resolution, exile it haunting target creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3329
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3330 702.54b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3331
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3332 702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3333
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3334 702.55. Replicate
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3335
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3336 702.55a Replicate is a keyword that represents two abilities. The first is a static ability that functions while the spell with replicate is on the stack. The second is a triggered ability that functions while the spell with replicate is on the stack. “Replicate [cost]” means “As an additional cost to cast this spell, you may pay [cost] any number of times” and “When you cast this spell, if a replicate cost was paid for it, copy it for each time its replicate cost was paid. If the spell has any targets, you may choose new targets for any of the copies.” Paying a spell’s replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3337
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3338 702.55b If a spell has multiple instances of replicate, each is paid separately and triggers based on the payments made for it, not any other instance of replicate.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3339
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3340 702.56. Forecast
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3341
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
3342 702.56a A forecast ability is a special kind of activated ability that can be activated only from a player’s hand. It’s written “Forecast — [Activated ability].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3343
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3344 702.56b A forecast ability may be activated only during the upkeep step of the card’s owner and only once each turn. The controller of the forecast ability reveals the card with that ability from his or her hand as the ability is activated. That player plays with that card revealed in his or her hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3345
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3346 702.57. Graft
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3347
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3348 702.57a Graft represents both a static ability and a triggered ability. “Graft N” means “This permanent enters the battlefield with N +1/+1 counters on it” and “Whenever another creature enters the battlefield, if this permanent has a +1/+1 counter on it, you may move a +1/+1 counter from this permanent onto that creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3349
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3350 702.57b If a permanent has multiple instances of graft, each one works separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3351
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3352 702.58. Recover
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3353
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3354 702.58a Recover is a triggered ability that functions only while the card with recover is in a player’s graveyard. “Recover [cost]” means “When a creature is put into your graveyard from the battlefield, you may pay [cost]. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3355
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3356 702.59. Ripple
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3357
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3358 702.59a Ripple is a triggered ability that functions only while the card with ripple is on the stack. “Ripple N” means “When you cast this spell, you may reveal the top N cards of your library, or, if there are fewer than N cards in your library, you may reveal all the cards in your library. If you reveal cards from your library this way, you may cast any of those cards with the same name as this spell without paying their mana costs, then put all revealed cards not cast this way on the bottom of your library in any order.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3359
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3360 702.59b If a spell has multiple instances of ripple, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3361
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3362 702.60. Split Second
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3363
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3364 702.60a Split second is a static ability that functions only while the spell with split second is on the stack. “Split second” means “As long as this spell is on the stack, players can’t cast other spells or activate abilities that aren’t mana abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3365
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3366 702.60b Players may activate mana abilities and take special actions while a spell with split second is on the stack. Triggered abilities trigger and are put on the stack as normal while a spell with split second is on the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3367
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3368 702.60c Multiple instances of split second on the same spell are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3369
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3370 702.61. Suspend
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3371
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3372 702.61a Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, play it without paying its mana cost if able. If you can’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3373
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3374 702.61b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3375
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3376 702.61c Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3377
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3378 702.62. Vanishing
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3379
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3380 702.62a Vanishing is a keyword that represents three abilities. “Vanishing N” means “This permanent enters the battlefield with N time counters on it,” “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it,” and “When the last time counter is removed from this permanent, sacrifice it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3381
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3382 702.62b Vanishing without a number means “At the beginning of your upkeep, if this permanent has a time counter on it, remove a time counter from it” and “When the last time counter is removed from this permanent, sacrifice it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3383
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3384 702.62c If a permanent has multiple instances of vanishing, each works separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3385
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3386 702.63. Absorb
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3387
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3388 702.63a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3389
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3390 702.63b Each absorb ability can prevent only N damage from any one source at any one time. It will apply separately to damage from other sources, or to damage dealt by the same source at a different time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3391
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3392 702.63c If an object has multiple instances of absorb, each applies separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3393
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3394 702.64. Aura Swap
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3395
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3396 702.64a Aura swap is an activated ability of some Aura cards. “Aura swap [cost]” means “[Cost]: You may exchange this permanent with an Aura card in your hand.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3397
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3398 702.64b If either half of the exchange can’t be completed, the ability has no effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3399 Example: You activate the aura swap ability of an Aura. The only Aura card in your hand can’t enchant the permanent that’s enchanted by the Aura with aura swap. The ability has no effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3400 Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3401
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3402 702.65. Delve
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3403
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3404 702.65a Delve is a static ability that functions while the spell with delve is on the stack. “Delve” means “For each generic mana in this spell’s total cost, you may exile a card from your graveyard rather than pay that mana.” The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3405
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3406 702.65b Multiple instances of delve on the same spell are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3407
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3408 702.66. Fortify
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3409
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3410 702.66a Fortify is an activated ability of Fortification cards. “Fortify [cost]” means “[Cost]: Attach this Fortification to target land you control. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3411
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3412 702.66b For more information about Fortifications, see rule 301, “Artifacts.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3413
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3414 702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3415
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3416 702.67. Frenzy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3417
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3418 702.67a Frenzy is a triggered ability. “Frenzy N” means “Whenever this creature attacks and isn’t blocked, it gets +N/+0 until end of turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3419
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3420 702.67b If a creature has multiple instances of frenzy, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3421
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3422 702.68. Gravestorm
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3423
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3424 702.68a Gravestorm is a triggered ability that functions on the stack. “Gravestorm” means “When you cast this spell, put a copy of it onto the stack for each permanent that was put into a graveyard from the battlefield this turn. If the spell has any targets, you may choose new targets for any of the copies.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3425
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3426 702.68b If a spell has multiple instances of gravestorm, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3427
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3428 702.69. Poisonous
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3429
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3430 702.69a Poisonous is a triggered ability. “Poisonous N” means “Whenever this creature deals combat damage to a player, that player gets N poison counters.” (For information about poison counters, see rule 104.3d.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3431
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3432 702.69b If a creature has multiple instances of poisonous, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3433
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3434 702.70. Transfigure
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3435
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3436 702.70a Transfigure is an activated ability. “Transfigure [cost]” means “[Cost], Sacrifice this permanent: Search your library for a creature card with the same converted mana cost as this permanent and put it onto the battlefield. Then shuffle your library. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3437
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3438 702.71. Champion
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3439
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3440 702.71a Champion represents two triggered abilities. “Champion an [object]” means “When this permanent enters the battlefield, sacrifice it unless you exile another [object] you control” and “When this permanent leaves the battlefield, return the exiled card to the battlefield under its owner’s control.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3441
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3442 702.71b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3443
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3444 702.71c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3445
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3446 702.72. Changeling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3447
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3448 702.72a Changeling is a characteristic-defining ability. “Changeling” means “This object is every creature type.” This ability works everywhere, even outside the game. See rule 604.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3449
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3450 702.73. Evoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3451
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3452 702.73a Evoke represents two abilities: a static ability that functions in any zone from which the card with evoke can be cast and a triggered ability that functions on the battlefield. “Evoke [cost]” means “You may cast this card by paying [cost] rather than paying its mana cost” and “When this permanent enters the battlefield, if its evoke cost was paid, its controller sacrifices it.” Paying a card’s evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3453
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3454 702.74. Hideaway
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3455
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3456 702.74a Hideaway represents a static ability and a triggered ability. “Hideaway” means “This permanent enters the battlefield tapped” and “When this permanent enters the battlefield, look at the top four cards of your library. Exile one of them face down and put the rest on the bottom of your library in any order. The exiled card gains ‘Any player who has controlled the permanent that exiled this card may look at this card in the exile zone.’”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3457
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3458 702.75. Prowl
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3459
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3460 702.75a Prowl is a static ability that functions on the stack. “Prowl [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if a player was dealt combat damage this turn by a source that, at the time it dealt that damage, was under your control and had any of this spell’s creature types.” Paying a spell’s prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3461
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3462 702.76. Reinforce
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3463
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3464 702.76a Reinforce is an activated ability that functions only while the card with reinforce is in a player’s hand. “Reinforce N—[cost]” means “[Cost], Discard this card: Put N +1/+1 counters on target creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3465
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3466 702.76b Although the reinforce ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with reinforce will be affected by effects that depend on objects having one or more activated abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3467
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3468 702.77. Conspire
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3469
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3470 702.77a Conspire is a keyword that represents two abilities. The first is a static ability that functions while the spell with conspire is on the stack. The second is a triggered ability that functions while the spell with conspire is on the stack. “Conspire” means “As an additional cost to cast this spell, you may tap two untapped creatures you control that each share a color with it” and “When you cast this spell, if its conspire cost was paid, copy it. If the spell has any targets, you may choose new targets for the copy.” Paying a spell’s conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3471
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3472 702.77b If a spell has multiple instances of conspire, each is paid separately and triggers based on its own payment, not any other instance of conspire.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3473
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3474 702.78. Persist
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3475
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3476 702.78a Persist is a triggered ability. “Persist” means “When this permanent is put into a graveyard from the battlefield, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3477
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3478 702.79. Wither
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3479
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3480 702.79a Wither is a static ability. Damage dealt to a creature by a source with wither isn’t marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3481
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3482 702.79b If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had wither.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3483
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3484 702.79c The wither rules function no matter what zone an object with wither deals damage from.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3485
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3486 702.79d Multiple instances of wither on the same object are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3487
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3488 702.80. Retrace
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3489
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3490 702.80a Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a player’s graveyard. “Retrace” means “You may cast this card from your graveyard by discarding a land card as an additional cost to cast it.” Casting a spell using its retrace ability follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3491
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3492 702.81. Devour
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3493
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3494 702.81a Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3495
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3496 702.81b Some objects have abilities that refer to the number of creatures the permanent devoured. “It devoured” means “sacrificed as a result of its devour ability as it entered the battlefield.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3497
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3498 702.82. Exalted
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3499
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3500 702.82a Exalted is a triggered ability. “Exalted” means “Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3501
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3502 702.82b A creature “attacks alone” if it’s the only creature declared as an attacker in a given combat phase. See rule 506.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3503
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3504 702.83. Unearth
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3505
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3506 702.83a Unearth is an activated ability that functions while the card with unearth is in a graveyard. “Unearth [cost]” means “[Cost]: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3507
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3508 702.84. Cascade
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3509
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3510 702.84a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell’s converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3511
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3512 702.84b If a spell has multiple instances of cascade, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3513
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3514 702.85. Annihilator
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3515
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3516 702.85a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3517
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3518 702.85b If a creature has multiple instances of annihilator, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3519
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3520 702.86. Level Up
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3521
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3522 702.86a Level up is an activated ability. “Level up [cost]” means “[Cost]: Put a level counter on this permanent. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3523
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3524 702.86b Each card printed with a level up ability is known as a leveler card. It has a nonstandard layout and includes two level symbols that are themselves keyword abilities. See rule 710, “Leveler Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3525
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3526 702.87. Rebound
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3527
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3528 702.87a Rebound appears on some instants and sorceries. It represents a static ability that functions while the spell is on the stack and may create a delayed triggered ability. “Rebound” means “If this spell was cast from your hand, instead of putting it into your graveyard as it resolves, exile it and, at the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3529
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3530 702.87b Casting a card without paying its mana cost as the result of a rebound ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3531
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3532 702.87c Multiple instances of rebound on the same spell are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3533
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3534 702.88. Totem Armor
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3535
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3536 702.88a Totem armor is a static ability that appears on some Auras. “Totem armor” means “If enchanted permanent would be destroyed, instead remove all damage marked on it and destroy this Aura.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3537
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3538 702.89. Infect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3539
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3540 702.89a Infect is a static ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3541
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3542 702.89b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes the player to get that many poison counters. See rule 119.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3543
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3544 702.89c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that many -1/-1 counters to be put on that creature. See rule 119.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3545
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3546 702.89d If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had infect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3547
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3548 702.89e The infect rules function no matter what zone an object with infect deals damage from.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3549
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3550 702.89f Multiple instances of infect on the same object are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3551
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3552 702.90. Battle Cry
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3553
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3554 702.90a Battle cry is a triggered ability. “Battle cry” means “Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3555
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3556 702.90b If a creature has multiple instances of battle cry, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3557
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3558 702.91. Living Weapon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3559
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3560 702.91a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters the battlefield, put a 0/0 black Germ creature token onto the battlefield, then attach this Equipment to it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3561
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3562 702.92. Undying
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3563
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3564 702.92a Undying is a triggered ability. “Undying” means “When this permanent is put into a graveyard from the battlefield, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3565
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3566 702.93. Miracle
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3567
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3568 702.93a Miracle is a static ability linked to a triggered ability (see rule 603.10). “Miracle [cost]” means “You may reveal this card from your hand as you draw it if it’s the first card you’ve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3569
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3570 702.93b If a player chooses to reveal a card using its miracle ability, he or she plays with that card revealed until that card leaves his or her hand, that ability resolves, or that ability otherwise leaves the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3571
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3572 702.94. Soulbond
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3573
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3574 702.94a Soulbond is a keyword that represents two triggered abilities. “Soulbond” means “When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control” and “Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3575
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3576 702.94b A creature becomes “paired” with another as the result of a soulbond ability. Abilities may refer to a paired creature, the creature another creature is paired with, or whether a creature is paired. An “unpaired” creature is one that is not paired.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3577
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3578 702.94c When the soulbond ability resolves, if either object that would be paired is no longer a creature, no longer on the battlefield, or no longer under the control of the player who controls the soulbond ability, neither object becomes paired.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3579
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3580 702.94d A creature can be paired with only one other creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3581
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3582 702.94e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature it’s paired with; it or the creature it’s paired with stops being a creature; or it or the creature it’s paired with leaves the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3583
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3584 702.95. Overload
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3585
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3586 702.95a Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Using the overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3587
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3588 702.95b If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3589
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3590 702.95c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3591
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3592 702.96. Scavenge
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3593
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3594 702.96a Scavenge is an activated ability that functions only while the card with scavenge is in a graveyard. “Scavenge [cost]” means “[Cost], Exile this card from your graveyard: Put a number of +1/+1 counters equal to the power of the card you exiled on target creature. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3595
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3596 702.97. Unleash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3597
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3598 702.97a Unleash is a keyword that represents two static abilities. “Unleash” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it” and “This permanent can’t block as long as it has a +1/+1 counter on it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3599
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3600 702.98. Cipher
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3601
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3602 702.98a Cipher appears on some instants and sorceries. It represents two abilities. The first is a spell ability that functions while the spell with cipher is on the stack. The second is a static ability that functions while the card with cipher is in the exile zone. “Cipher” means “If this spell is represented by a card, you may exile this card encoded on a creature you control” and “For as long as this card is encoded on that creature, that creature has ‘Whenever this creature deals combat damage to a player, you may copy the encoded card and you may cast the copy without paying its mana cost.’”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3603
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3604 702.98b The term “encoded” describes the relationship between the card with cipher while in the exile zone and the creature chosen when the spell represented by that card resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3605
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3606 702.98c The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield. The card remains encoded on that object even if it changes controller or stops being a creature, as long as it remains on the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3607
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3608 702.99. Evolve
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3609
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3610 702.99a Evolve is a triggered ability. “Evolve” means “Whenever a creature enters the battlefield under your control, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3611
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3612 702.99b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3613
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3614 702.99c A creature can’t have a greater power or toughness than a noncreature permanent.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3615
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3616 702.99d If a creature has multiple instances of evolve, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3617
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3618 702.100. Extort
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3619
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3620 702.100a Extort is a triggered ability. “Extort” means “Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain life equal to the total life lost this way.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3621
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3622 702.100b If a permanent has multiple instances of extort, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3623
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3624 702.101. Fuse
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3625
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3626 702.101a Fuse is a static ability found on some split cards (see rule 708, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from his or her hand, the player may choose to cast both halves of that split card. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3627
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3628 702.101b A fused split spell has two sets of characteristics and one converted mana cost. The converted mana cost of the spell is a number equal to the total amount of mana in its two mana costs, regardless of color.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3629
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3630 702.101c The total cost of a fused split spell includes the mana cost of each half. (See rule 601.2f.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3631
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3632 702.101d As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3633
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3634 702.102. Bestow
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3635
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3636 702.102a Bestow represents two static abilities, one that functions while the card with bestow is on the stack and another that functions both while it’s on the stack and while it’s on the battlefield. “Bestow [cost]” means “You may cast this card by paying [cost] rather than its mana cost.” and “If you chose to pay this spell’s bestow cost, it becomes an Aura enchantment and gains enchant creature. These effects last until one of two things happens: this spell has an illegal target as it resolves or the permanent this spell becomes, becomes unattached.” Paying a card’s bestow cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3637
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3638 702.102b If a spell’s controller chooses to pay its bestow cost, that player chooses a legal target for that Aura spell as defined by its enchant creature ability and rule 601.2c. See also rule 303.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3639
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3640 702.102c The check for whether a spell can legally be cast happens after its controller has chosen whether to pay its bestow cost; see rule 601.2e.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3641 Example: Æther Storm is an enchantment with the ability “Creature spells can’t be cast.” This effect doesn’t stop a creature card with bestow from being cast for its bestow cost because the spell is an Aura enchantment spell, not an enchantment creature spell, when the game checks whether the spell is illegal.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3642
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3643 702.102d As an Aura spell with bestow begins resolving, if its target is illegal, the effect making it an Aura spell ends. It continues resolving as a creature spell and will be put onto the battlefield under the control of the spell’s controller. This is an exception to rule 608.3a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3644
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3645 702.102e If an Aura with bestow is attached to an illegal object or player, it becomes unattached. This is an exception to rule 704.5n.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3646
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3647 702.103. Tribute
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3648
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3649 702.103a Tribute is a static ability that functions as the creature with tribute is entering the battlefield. “Tribute N” means “As this creature enters the battlefield, choose an opponent. That player may have this creature enter the battlefield with an additional N +1/+1 counters on it.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3650
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3651 702.103b Objects with tribute have triggered abilities that check “if tribute wasn’t paid.” This condition is true if the opponent chosen as a result of the tribute ability didn’t have the creature enter the battlefield with +1/+1 counters as specified by the creature’s tribute ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3652
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3653 702.104. Dethrone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3654
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3655 702.104a Dethrone is a triggered ability. “Dethrone” means “Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on this creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3656
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3657 702.104b If a creature has multiple instances of dethrone, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3658
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3659 702.105. Hidden Agenda
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3660
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3661 702.105a Hidden agenda is a static ability that functions as a conspiracy card with hidden agenda is put into the command zone. “Hidden agenda” means “As you put this conspiracy card into the command zone, turn it face down and secretly name a card.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3662
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3663 702.105b To secretly name a card, note that name on a piece of paper kept with the face-down conspiracy card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3664
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3665 702.105c Any time you have priority, you may turn a face-down conspiracy card you control in the command zone face up. This is a special action. Doing so will reveal the chosen name. See rule 115.2g.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3666
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3667 702.105d Hidden agenda and another ability of the object with hidden agenda that refers to “the chosen name” are linked. The second ability refers only to the card name chosen as a result of that object’s hidden agenda ability. See rule 607.2d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3668
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3669 702.105e If a player leaves the game, all face-down conspiracy cards controlled by that player must be revealed to all players. At the end of each game, all face-down conspiracy cards must be revealed to all players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3670
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3671 702.106. Outlast
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3672
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3673 702.106a Outlast is an activated ability. “Outlast [cost]” means “[Cost], {T}: Put a +1/+1 counter on this creature. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3674
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3675 702.107. Prowess
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3676
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3677 702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3678
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3679 702.107b If a creature has multiple instances of prowess, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3680
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3681 702.108. Dash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3682
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3683 702.108a Dash represents three abilities: two static abilities that function while the card with dash is on the stack, one of which may create a delayed triggered ability, and a static ability that functions while the object with dash is on the battlefield. “Dash [cost]” means “You may cast this card by paying [cost] rather that its mana cost,” “If this spell’s dash cost was paid, return the permanent this spell becomes to its owner’s hand at the beginning of the next end step,” and “As long as this permanent’s dash cost was paid, it has haste.” Paying a card’s dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3684
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3685 702.109. Exploit
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3686
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3687 702.109a Exploit is a triggered ability. “Exploit” means “When this creature enters the battlefield, you may sacrifice a creature.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3688
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3689 702.109b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3690
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3691 702.110. Menace
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3692
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3693 702.110a Menace is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3694
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3695 702.110b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3696
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3697 702.110c Multiple instances of menace on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3698
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3699 702.111. Renown
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3700
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3701 702.111a Renown is a triggered ability. “Renown N” means “When this creature deals combat damage to a player, if it isn’t renowned, put N +1/+1 counters on it and it becomes renowned.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3702
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3703 702.111b Renowned is a designation that has no rules meaning other than to act as a marker that the renown ability and other spells and abilities can identify. Only permanents can be or become renowned. Once a permanent becomes renowned, it stays renowned until it leaves the battlefield. Renowned is neither an ability nor part of the permanent’s copiable values.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3704
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3705 702.111c If a creature has multiple instances of renown, each triggers separately. The first such ability to resolve will cause the creature to become renowned, and subsequent abilities will have no effect. (See rule 603.4)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3706
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3707 702.112. Awaken
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3708
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3709 702.112a Awaken appears on some instants and sorceries. It represents two abilities: a static ability that functions while the spell with awaken is on the stack and a spell ability. “Awaken N—[cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell” and “If this spell’s awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It’s still a land.” Paying a spell’s awaken cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3710
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3711 702.112b The controller of a spell with awaken chooses the target of the awaken spell ability only if that player chose to pay the spell’s awaken cost. Otherwise the spell is cast as if it didn’t have that target.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3712
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3713 702.113. Devoid
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3714
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3715 702.113a Devoid is a characteristic-defining ability. “Devoid” means “This object is colorless.” This ability functions everywhere, even outside the game. See rule 604.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3716
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3717 702.114. Ingest
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3718
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3719 702.114a Ingest is a triggered ability. “Ingest” means “Whenever this creature deals combat damage to a player, that player exiles the top card of his or her library.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3720
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3721 702.114b If a creature has multiple instances of ingest, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3722
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3723 702.115. Myriad
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3724
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3725 702.115a Myriad is a triggered ability that may also create a delayed triggered ability. “Myriad” means “Whenever this creature attacks, for each opponent other than defending player, you may put a token that’s a copy of this creature onto the battlefield tapped and attacking that player or a planeswalker he or she controls. If you put one or more tokens onto the battlefield this way, exile the tokens at end of combat.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3726
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3727 702.115b If a creature has multiple instances of myriad, each triggers separately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3728
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3729 702.116. Surge
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3730
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3731 702.116a Surge is a static ability that functions while the spell with surge is on the stack. “Surge [cost]” means “You may pay [cost] rather than pay this spell’s mana cost as you cast this spell if you or one of your teammates has cast another spell this turn.” Paying a spell’s surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3732
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3733 702.117. Skulk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3734
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3735 702.117a Skulk is an evasion ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3736
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3737 702.117b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3738
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3739 702.117c Multiple instances of skulk on the same creature are redundant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3740
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3741 703. Turn-Based Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3742
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3743 703.1. Turn-based actions are game actions that happen automatically when certain steps or phases begin, or when each step and phase ends. Turn-based actions don’t use the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3744
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3745 703.1a Abilities that watch for a specified step or phase to begin are triggered abilities, not turn-based actions. (See rule 603, “Handling Triggered Abilities.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3746
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3747 703.2. Turn-based actions are not controlled by any player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3748
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3749 703.3. Whenever a step or phase begins, if it’s a step or phase that has any turn-based action associated with it, those turn-based actions are automatically dealt with first. This happens before state-based actions are checked, before triggered abilities are put on the stack, and before players receive priority.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3750
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3751 703.4. The turn-based actions are as follows:
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3752
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3753 703.4a Immediately after the untap step begins, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. This all happens simultaneously. See rule 502.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3754
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3755 703.4b Immediately after the phasing action has been completed during the untap step, the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously. See rule 502.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3756
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3757 703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3758
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3759 703.4d In an Archenemy game (see rule 904), immediately after the archenemy’s precombat main phase begins, that player sets the top card of his or her scheme deck in motion. See rule 701.22.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3760
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3761 703.4e Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of his or her opponents. That player becomes the defending player. See rule 507.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3762
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3763 703.4f Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3764
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3765 703.4g Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3766
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3767 703.4h Immediately after blockers have been declared during the declare blockers step, for each attacking creature that’s become blocked by multiple creatures, the active player announces the damage assignment order among the blocking creatures. See rule 509.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3768
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3769 703.4i Immediately after the active player has announced damage assignment orders (if necessary) during the declare blockers step, for each creature that’s blocking multiple creatures, the defending player announces the damage assignment order among the attacking creatures. See rule 509.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3770
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3771 703.4j Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature he or she controls assigns its combat damage. See rule 510.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3772
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3773 703.4k Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3774
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3775 703.4m Immediately after the cleanup step begins, if the active player’s hand contains more cards than his or her maximum hand size (normally seven), he or she discards enough cards to reduce his or her hand size to that number. See rule 514.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3776
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3777 703.4n Immediately after the active player has discarded cards (if necessary) during the cleanup step, all damage is removed from permanents and all “until end of turn” and “this turn” effects end. These actions happen simultaneously. See rule 514.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3778
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3779 703.4p When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3780
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3781 704. State-Based Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3782
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3783 704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions don’t use the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3784
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3785 704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3786
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3787 704.2. State-based actions are checked throughout the game and are not controlled by any player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3788
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3789 704.3. Whenever a player would get priority (see rule 116, “Timing and Priority”), the game checks for any of the listed conditions for state-based actions, then performs all applicable state-based actions simultaneously as a single event. If any state-based actions are performed as a result of a check, the check is repeated; otherwise all triggered abilities that are waiting to be put on the stack are put on the stack, then the check is repeated. Once no more state-based actions have been performed as the result of a check and no triggered abilities are waiting to be put on the stack, the appropriate player gets priority. This process also occurs during the cleanup step (see rule 514), except that if no state-based actions are performed as the result of the step’s first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3790
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3791 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3792 Example: A player controls a creature with the ability “This creature’s power and toughness are each equal to the number of cards in your hand” and casts a spell whose effect is “Discard your hand, then draw seven cards.” The creature will temporarily have toughness 0 in the middle of the spell’s resolution but will be back up to toughness 7 when the spell finishes resolving. Thus the creature will survive when state-based actions are checked. In contrast, an ability that triggers when the player has no cards in hand goes on the stack after the spell resolves, because its trigger event happened during resolution.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3793
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3794 704.5. The state-based actions are as follows:
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3795
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3796 704.5a If a player has 0 or less life, he or she loses the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3797
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3798 704.5b If a player attempted to draw a card from a library with no cards in it since the last time state-based actions were checked, he or she loses the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3799
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3800 704.5c If a player has ten or more poison counters, he or she loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3801
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3802 704.5d If a token is phased out, or is in a zone other than the battlefield, it ceases to exist.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3803
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3804 704.5e If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3805
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3806 704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3807
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3808 704.5g If a creature has toughness greater than 0, and the total damage marked on it is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed. Regeneration can replace this event.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3809
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3810 704.5h If a creature has toughness greater than 0, and it’s been dealt damage by a source with deathtouch since the last time state-based actions were checked, that creature is destroyed. Regeneration can replace this event.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3811
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3812 704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3813
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3814 704.5j If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3815
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3816 704.5k If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3817
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3818 704.5m If two or more permanents have the supertype world, all except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. In the event of a tie for the shortest amount of time, all are put into their owners’ graveyards. This is called the “world rule.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3819
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3820 704.5n If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3821
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3822 704.5p If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3823
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3824 704.5q If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent that’s neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3825
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3826 704.5r If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3827
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3828 704.5s If a permanent with an ability that says it can’t have more than N counters of a certain kind on it has more than N counters of that kind on it, all but N of those counters are removed from it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3829
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3830 704.5t In a Two-Headed Giant game, if a team has 0 or less life, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3831
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3832 704.5u In a Two-Headed Giant game, if a team has fifteen or more poison counters, that team loses the game. See rule 810, “Two-Headed Giant Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3833
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3834 704.5v In a Commander game, a player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3835
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3836 704.5w In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3837
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3838 704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3839
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3840 704.6. If multiple state-based actions would have the same result at the same time, a single replacement effect will replace all of them.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3841 Example: You control Lich’s Mirror, which says “If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.” There’s one card in your library and your life total is 1. A spell causes you to draw two cards and lose 2 life. The next time state-based actions are checked, you’d lose the game due to rule 704.5a and rule 704.5b. Instead, Lich’s Mirror replaces that game loss and you keep playing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3842
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3843 704.7. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3844 Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3845
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3846 705. Flipping a Coin
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3847
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3848 705.1. To flip a coin for an object that cares whether a player wins or loses the flip, the affected player flips the coin and calls “heads” or “tails.” If the call matches the result, that player wins the flip. Otherwise, the player loses the flip. Only the player who flips the coin wins or loses the flip; no other players are involved.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3849
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3850 705.2. To flip a coin for an object that cares whether the coin comes up heads or tails, each affected player flips a coin without making a call. No player wins or loses this kind of flip.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3851
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3852 705.3. A coin used in a flip must be a two-sided object with easily distinguished sides and equal likelihood that either side lands face up. If the coin that’s being flipped doesn’t have an obvious “heads” or “tails,” designate one side to be “heads,” and the other side to be “tails.” Other methods of randomization may be substituted for flipping a coin as long as there are two possible outcomes of equal likelihood and all players agree to the substitution. For example, the player may roll an even-sided die and call “odds” or “evens,” or roll an even-sided die and designate that “odds” means “heads” and “evens” means “tails.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3853
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3854 706. Copying Objects
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3855
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3856 706.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects put a token onto the battlefield that’s a copy of another object. (Certain older cards were printed with the phrase “search for a copy.” This section doesn’t cover those cards, which have received new text in the Oracle card reference.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3857
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3858 706.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The “copiable values” are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters the battlefield” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3859 Example: Chimeric Staff is an artifact that reads “{X}: Chimeric Staff becomes an X/X artifact creature until end of turn.” Clone is a creature that reads, “You may have Clone enter the battlefield as a copy of any creature on the battlefield.” After a Staff has become a 5/5 artifact creature, a Clone enters the battlefield as a copy of it. The Clone is an artifact, not a 5/5 artifact creature. (The copy has the Staff’s ability, however, and will become a creature if that ability is activated.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3860 Example: Clone enters the battlefield as a copy of a face-down Grinning Demon (a creature with morph {2}{B}{B}). The Clone is a colorless 2/2 creature with no name, no types, no abilities, and no mana cost. It will still be face up. Its controller can’t pay {2}{B}{B} to turn it face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3861
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3862 706.2a A copy acquires the color of the object it’s copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object it’s copying because those values are derived from its rules text. A copy doesn’t wind up with two values of each ability (that is, it doesn’t copy the object’s abilities and its rules text, then have that rules text define a new set of abilities).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3863
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3864 706.3. The copy’s copiable values become the copied information, as modified by the copy’s status (see rule 110.6). Objects that copy the object will use the new copiable values.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3865 Example: Vesuvan Doppelganger reads, “You may have Vesuvan Doppelganger enter the battlefield as a copy of any creature on the battlefield except it doesn’t copy that creature’s color and it gains ‘At the beginning of your upkeep, you may have this creature become a copy of target creature except it doesn’t copy that creature’s color. If you do, this creature gains this ability.’” A Vesuvan Doppelganger enters the battlefield as a copy of Runeclaw Bear (a 2/2 green Bear creature with no abilities). Then a Clone enters the battlefield as a copy of the Doppelganger. The Clone is a 2/2 blue Bear named Runeclaw Bear that has the Doppelganger’s upkeep-triggered ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3866 Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoya’s characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3867 Example: A face-down Grinning Demon (a creature with morph) becomes a copy of a face-up Branchsnap Lorian (a 4/1 green creature with trample and morph {G}). The Demon’s characteristics become the characteristics of Branchsnap Lorian. However, since the creature is face down, it remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. It can be turned face up for {G}. If it’s turned face up, it will have the characteristics of Branchsnap Lorian.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3868 Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesn’t have morph). It will be a face-down Wandering Ones. It remains a 2/2 colorless creature with no name, types, or abilities, and no mana cost. Its controller can’t turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3869
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3870 706.4. Some effects cause a permanent that’s copying a permanent to copy a different object while remaining on the battlefield. The change doesn’t trigger enters-the-battlefield or leaves-the-battlefield abilities. This also doesn’t change any noncopy effects presently affecting the permanent.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3871 Example: Unstable Shapeshifter reads, “Whenever a creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability.” It’s affected by Giant Growth, which reads “Target creature gets +3/+3 until end of turn.” If a creature enters the battlefield later this turn, Unstable Shapeshifter will become a copy of that creature, but it will still get +3/+3 from the Giant Growth.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3872
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3873 706.5. An object that enters the battlefield “as a copy” or “that’s a copy” of another object becomes a copy as it enters the battlefield. It doesn’t enter the battlefield, and then become a copy of that permanent. If the text that’s being copied includes any abilities that replace the enters-the-battlefield event (such as “enters the battlefield with” or “as [this] enters the battlefield” abilities), those abilities will take effect. Also, any enters-the-battlefield triggered abilities of the copy will have a chance to trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3874 Example: Skyshroud Behemoth reads, “Fading 2 (This creature enters the battlefield with two fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can’t, sacrifice it.)” and “Skyshroud Behemoth enters the battlefield tapped.” A Clone that enters the battlefield as a copy of a Skyshroud Behemoth will also enter the battlefield tapped with two fade counters on it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3875 Example: Wall of Omens reads, “When Wall of Omens enters the battlefield, draw a card.” A Clone enters the battlefield as a copy of Wall of Omens. The Clone has the Wall’s enters-the-battlefield triggered ability, so the Clone’s controller draws a card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3876
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3877 706.6. When copying a permanent, any choices that have been made for that permanent aren’t copied. Instead, if an object enters the battlefield as a copy of another permanent, the object’s controller will get to make any “as [this] enters the battlefield” choices for it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3878 Example: A Clone enters the battlefield as a copy of Adaptive Automaton. Adaptive Automaton reads, in part, “As Adaptive Automaton enters the battlefield, choose a creature type.” The Clone won’t copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3879
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3880 706.7. If a pair of linked abilities are copied, those abilities will be similarly linked to one another on the object that copied them. One ability refers only to actions that were taken or objects that were affected by the other. They can’t be linked to any other ability, regardless of what other abilities the copy may currently have or may have had in the past. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3881
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3882 706.7a If an ability causes a player to “choose a [value]” or “name a card,” and a second, linked ability refers to that choice, the second ability is the only ability that can refer to that choice. An object doesn’t “remember” that choice and use it for other abilities it may copy later. If an object copies an ability that refers to a choice, but either (a) doesn’t copy that ability’s linked ability or (b) does copy the linked ability but no choice is made for it, then the choice is considered to be “undefined.” If an ability refers to an undefined choice, that part of the ability won’t do anything.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3883 Example: Voice of All enters the battlefield and Unstable Shapeshifter copies it. Voice of All reads, in part, “As Voice of All enters the battlefield, choose a color.” and “Voice of All has protection from the chosen color.” Unstable Shapeshifter never had a chance for a color to be chosen for it, because it didn’t enter the battlefield as a Voice of All card, so the protection ability doesn’t protect it from anything at all.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3884 Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelganger’s controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, “{T}: Add one mana of the chosen color to your mana pool.” Even though a color was chosen for the Doppelganger, it wasn’t chosen for the ability linked to the mana ability copied from the Elves. If that mana ability of the Doppelganger is activated, it will not produce mana.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3885
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3886 706.8. When copying a double-faced permanent, only the copiable values of the face that’s currently up are copied. (See rule 711, “Double-Faced Cards.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3887
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3888 706.9. Copy effects may include modifications or exceptions to the copying process.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3889
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3890 706.9a Some copy effects cause the copy to gain an ability as part of the copying process. This ability becomes part of the copiable values for the copy, along with any other abilities that were copied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3891 Example: Quirion Elves enters the battlefield and an Unstable Shapeshifter copies it. The copiable values of the Shapeshifter now match those of the Elves, except that the Shapeshifter also has the ability “Whenever a creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability.” Then a Clone enters the battlefield as a copy of the Unstable Shapeshifter. The Clone copies the new copiable values of the Shapeshifter, including the ability that the Shapeshifter gave itself when it copied the Elves.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3892
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3893 706.9b Some copy effects specifically state that they don’t copy certain characteristics and instead retain their original values. These effects use the phrase “except its [characteristic] is still [value]” or “except it’s still [value(s)].” They may also simply state that certain characteristics are not copied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3894
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3895 706.9c Some copy effects modify a characteristic as part of the copying process. The final value(s) for that characteristic becomes part of the copiable values for the copy.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3896 Example: Copy Artifact is an enchantment that reads, “You may have Copy Artifact enter the battlefield as a copy of any artifact on the battlefield, except it’s an enchantment in addition to its other types.” It enters the battlefield as a copy of Juggernaut. The copiable values of the Copy Artifact now match those of Juggernaut with one modification: its types are now artifact, creature, and enchantment.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3897
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3898 706.9d When applying a copy effect that doesn’t copy a certain characteristic, retains an original value for a certain characteristic, or modifies the final value of a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3899 Example: Quicksilver Gargantuan is a creature that reads, “You may have Quicksilver Gargantuan enter the battlefield as a copy of any creature on the battlefield, except it’s still 7/7.” Quicksilver Gargantuan enters the battlefield as a copy of Tarmogoyf, which has a characteristic-defining ability that defines its power and toughness. Quicksilver Gargantuan does not have that ability. It will be 7/7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3900
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3901 706.10. To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn’t cast and a copy of an activated ability isn’t activated. A copy of a spell or ability copies both the characteristics of the spell or ability and all decisions made for it, including modes, targets, the value of X, and additional or alternative costs. (See rule 601, “Casting Spells.”) Choices that are normally made on resolution are not copied. If an effect of the copy refers to objects used to pay its costs, it uses the objects used to pay the costs of the original spell or ability. A copy of a spell is owned by the player under whose control it was put on the stack. A copy of a spell or ability is controlled by the player under whose control it was put on the stack. A copy of a spell is itself a spell, even though it has no spell card associated with it. A copy of an ability is itself an ability.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3902 Example: A player casts Fork, targeting an Emerald Charm. Fork reads, “Copy target instant or sorcery spell, except that the copy is red. You may choose new targets for the copy.” Emerald Charm is a green instant that reads, “Choose one — Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn.” When the Fork resolves, it puts a copy of the Emerald Charm on the stack except the copy is red, not green. The copy has the same mode that was chosen for the original Emerald Charm. It does not necessarily have the same target, but only because Fork allows choosing of new targets.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3903 Example: Fling is an instant that reads, “As an additional cost to cast Fling, sacrifice a creature” and “Fling deals damage equal to the sacrificed creature’s power to target creature or player.” When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3904
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3905 706.10a If a copy of a spell is in a zone other than the stack, it ceases to exist. If a copy of a card is in any zone other than the stack or the battlefield, it ceases to exist. These are state-based actions. See rule 704.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3906
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3907 706.10b A copy of an ability has the same source as the original ability. If the ability refers to its source by name, the copy refers to that same object and not to any other object with the same name. The copy is considered to be the same ability by effects that count how many times that ability has resolved during the turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3908
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3909 706.10c Some effects copy a spell or ability and state that its controller may choose new targets for the copy. The player may leave any number of the targets unchanged, even if those targets would be illegal. If the player chooses to change some or all of the targets, the new targets must be legal. Once the player has decided what the copy’s targets will be, the copy is put onto the stack with those targets.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3910
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3911 706.11. If an effect refers to a permanent by name, the effect still tracks that permanent even if it changes names or becomes a copy of something else.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3912 Example: An Unstable Shapeshifter copies a Crazed Armodon. Crazed Armodon reads, “{G}: Crazed Armodon gets +3/+0 and gains trample until end of turn. Destroy Crazed Armodon at the beginning of the next end step. Activate this ability only once each turn.” If this ability of the Shapeshifter is activated, the Shapeshifter will be destroyed at the beginning of the next end step, even if it’s no longer a copy of Crazed Armodon at that time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3913
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3914 706.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, except that the copy is created in the same zone the object is in and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3915
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3916 707. Face-Down Spells and Permanents
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3917
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3918 707.1. Some cards allow spells and permanents to be face down.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3919
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3920 707.2. Face-down spells and face-down permanents have no characteristics other than those listed by the ability or rules that allowed the spell or permanent to be face down. Any listed characteristics are the copiable values of that object’s characteristics. (See rule 613, “Interaction of Continuous Effects,” and rule 706, “Copying Objects.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3921
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3922 707.2a If a face-up permanent is turned face down by a spell or ability, it becomes a 2/2 face-down creature with no text, no name, no subtypes, and no mana cost. A permanent that enters the battlefield face down that wasn’t cast as a face-down spell also has these characteristics. These values are the copiable values of that object’s characteristics.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3923
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3924 707.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanent’s enters-the-battlefield abilities won’t trigger (if triggered) or have any effect (if static).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3925
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3926 707.4. Objects that are cast face down are turned face down before they are put onto the stack, so effects that care about the characteristics of a spell will see only the face-down spell’s characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up object’s characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3927
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3928 707.5. At any time, you may look at a face-down spell you control on the stack or a face-down permanent you control (even if it’s phased out). You can’t look at face-down cards in any other zone or face-down spells or permanents controlled by another player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3929
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3930 707.6. If you control multiple face-down spells or face-down permanents, you must ensure at all times that your face-down spells and permanents can be easily differentiated from each other. This includes, but is not limited to, knowing what ability or rules caused the permanents to be face down, the order spells were cast, the order that face-down permanents entered the battlefield, which creature(s) attacked last turn, and any other differences between face-down spells or permanents. Common methods for distinguishing between face-down objects include using counters or dice to mark the different objects, or clearly placing those objects in order on the table.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3931
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3932 707.7. The ability or rules that allow a permanent to be face down may also allow the permanent’s controller to turn it face up. Spells normally can’t be turned face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3933
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3934 707.8. As a face-down permanent is turned face up, its copiable values revert to its normal copiable values. Any effects that have been applied to the face-down permanent still apply to the face-up permanent. Any abilities relating to the permanent entering the battlefield don’t trigger and don’t have any effect, because the permanent has already entered the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3935
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3936 707.9. If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it to all players as he or she moves it. If a face-down spell moves from the stack to any zone other than the battlefield, its owner must reveal it to all players as he or she moves it. If a player leaves the game, all face-down permanents and spells owned by that player must be revealed to all players. At the end of each game, all face-down permanents and spells must be revealed to all players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3937
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3938 707.10. If a face-down permanent becomes a copy of another permanent, its copiable values become the copiable values of that permanent, as modified by its face-down status. Its characteristics therefore remain the same: the characteristics listed by the ability or rules that allowed it to be turned face down. However, if it is turned face up, its copiable values become the values it copied from the other permanent. See rule 706.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3939
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3940 707.11. If a face-down permanent would have an “As [this permanent] is turned face up . . .” ability after it’s turned face up, that ability is applied while that permanent is being turned face up, not afterward.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3941
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3942 708. Split Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3943
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3944 708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3945
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
3946 708.2. In every zone except the stack, split cards have two sets of characteristics and two converted mana costs. As long as a split card is a spell on the stack and wasn’t cast using fuse (see rule 702.101, “Fuse”), only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist. A split card that’s a spell on the stack and was cast using fuse has two sets of characteristics and one converted mana cost. Its converted mana cost is equal to the total amount of mana in its two mana costs, regardless of color.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3947
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3948 708.2a If a player casts a split card without using fuse, that player chooses which half of that split card he or she is casting before putting it onto the stack. Only that half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3949
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3950 708.2b If a player casts a split card with fuse from his or her hand, in addition to choosing either half as described above, the player may choose to cast both halves, resulting in a fused split spell. Both halves are evaluated to see if the spell can be cast. If either half can’t be cast, then both halves can’t be cast as a single spell.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3951
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3952 708.3. Each split card that consists of two halves with different colored mana symbols in their mana costs is a multicolored card while it’s not a spell on the stack. While it’s a spell on the stack, it’s only the color or colors of the half or halves being cast.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3953
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3954 708.4. Although split cards have two castable halves, each split card is only one card. For example, a player who has drawn or discarded a split card has drawn or discarded one card, not two.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3955
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3956 708.5. Anything that asks for a particular characteristic of a split card while it’s in a zone other than the stack gets two answers (one for each of the split card’s two halves). Anything that asks for a particular characteristic of a fused split spell gets two answers. Anything that asks for a particular characteristic of a split card while it’s a spell on the stack or that asks for the converted mana cost of a fused split spell gets one answer.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3957 Example: Spell Blast says “Counter target spell with converted mana cost X.” If a player wants to cast Spell Blast and choose the fused split spell Breaking/Entering, which has mana costs {U}{B} and {4}{B}{R}, as the target, that player must choose 8 as the value of X.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3958
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3959 708.5a If a spell or ability uses the converted mana cost of a split card not on the stack to determine part of its effect, but it doesn’t perform a comparison using those values, it uses the sum of the two converted mana costs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3960 Example: Infernal Genesis has an ability that reads, “At the beginning of each player’s upkeep, that player puts the top card of his or her library into his or her graveyard. Then he or she puts X 1/1 black Minion creature tokens onto the battlefield, where X is that card’s converted mana cost.” If the top card of your library is Assault/Battery, which has converted mana costs of 1 and 4, when this ability resolves, you put five creature tokens onto the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3961 Example: Living Lore has an ability that exiles an instant or sorcery card and another ability that reads, “Living Lore’s power and toughness are each equal to the exiled card’s converted mana cost.” If Assault/Battery is exiled with the first ability, Living Lore’s power and toughness are 5/5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3962
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
3963 708.6. Some effects perform comparisons involving one or more split cards in a zone other than the stack or involving one or more fused split spells.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3964
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3965 708.6a Anything that performs a positive comparison (such as asking if a card is red) or a relative comparison (such as asking if a card’s converted mana cost is 3 or less) involving one or more split cards in any zone other than the stack or involving one or more fused split spells gets only one answer. This answer is “yes” if either side of each split card in the comparison would return a “yes” answer if compared individually.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3966 Example: Void reads, “Choose a number. Destroy all artifacts and creatures with converted mana cost equal to that number. Then target player reveals his or her hand and discards all nonland cards with converted mana cost equal to the number.” If a player casts Void and chooses 1, his or her opponent would discard Assault/Battery because its converted mana costs are 1 and 4. The same is true if the player chooses 4. If the player chooses 5, however, Assault/Battery would be unaffected.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3967
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3968 708.6b Anything that performs a negative comparison (such as asking if cards have different names) involving one or more split cards in any zone other than the stack or involving one or more fused split spells also gets only one answer. This answer is “yes” if performing the analogous positive comparison would return a “no” answer.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3969
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3970 708.6c If anything performs a comparison involving multiple characteristics or values of one or more split cards in any zone other than the stack or involving multiple characteristics or values of one or more fused split spells, each characteristic or value is compared separately. If each of the individual comparisons would return a “yes” answer, the whole comparison returns a “yes” answer. The individual comparisons may involve different halves of the same split card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3971 Example: Sunforger has an ability that reads, “{R}{W},Unattach Sunforger: Search your library for a red or white instant card with converted mana cost 4 or less and cast that card without paying its mana cost. Then shuffle your library.” This ability can be used to cast either half of Research/Development, as Research has converted mana cost 2 (even though Development has converted mana cost 5) and Development is red (even though Research is neither red nor white).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3972
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3973 708.7. Each split card has two names. If an effect instructs a player to name a card and the player wants to name a split card, the player must name one of those names and not both. An object has the chosen name if one of its names is the chosen name.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3974
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3975 709. Flip Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3976
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3977 709.1. Flip cards have a two-part card frame on a single card. The text that appears right side up on the card defines the card’s normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3978
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3979 709.1a The top half of a flip card contains the card’s normal name, text box, type line, power, and toughness. The text box usually contains an ability that causes the permanent to “flip” if certain conditions are met.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3980
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3981 709.1b The bottom half of a flip card contains an alternative name, text box, type line, power, and toughness. These characteristics are used only if the permanent is on the battlefield and only if the permanent is flipped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3982
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3983 709.1c A flip card’s color and mana cost don’t change if the permanent is flipped. Also, any changes to it by external effects will still apply.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3984
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3985 709.2. In every zone other than the battlefield, and also on the battlefield before the permanent flips, a flip card has only the normal characteristics of the card. Once a permanent is flipped, its normal name, text box, type line, power, and toughness don’t apply and the alternative versions of those characteristics apply instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3986 Example: Akki Lavarunner is a nonlegendary creature that flips into a legendary creature named Tok-Tok, Volcano Born. An effect that says “Search your library for a legendary card” can’t find this flip card. An effect that says “Legendary creatures get +2/+2” doesn’t affect Akki Lavarunner, but it does affect Tok-Tok.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3987
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3988 709.3. You must ensure that it’s clear at all times whether a permanent you control is flipped or not, both when it’s untapped and when it’s tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3989
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3990 709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, it’s impossible for it to become unflipped. However, if a flipped permanent leaves the battlefield, it retains no memory of its status. See rule 110.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3991
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3992 709.5. If an effect instructs a player to name a card and the player wants to name a flip card’s alternative name, the player may do so.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3993
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3994 710. Leveler Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3995
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3996 710.1. Each leveler card has a striated text box and three power/toughness boxes. The text box of a leveler card contains two level symbols.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3997
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3998 710.2. A level symbol is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
3999
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4000 710.2a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4001
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4002 710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it’s [P/T] and has [abilities].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4003
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4004 710.3. The text box striations have no game significance other than clearly demarcating which abilities and which power/toughness box are associated with which level symbol. Leveler cards each contain only one text box.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4005
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4006 710.4. Any ability a leveler card has that isn’t preceded by a level symbol is treated normally. In particular, each leveler permanent has its level up ability (see rule 702.86) at all times; it may be activated regardless of how many level counters are on that permanent.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4007
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4008 710.5. If the number of level counters on a leveler creature is less than N1 (the first number printed in its {LEVEL N1-N2} symbol), it has the power and toughness denoted by its uppermost power/toughness box.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4009
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4010 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4011
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4012 711. Double-Faced Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4013
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4014 711.1. A double-faced card has a Magic card face on each side rather than a Magic card face on one side and a Magic card back on the other. Each face may have abilities that allow the card to “transform,” or turn over to its other face. Tokens and cards with a Magic card back can’t transform. (See rule 701.25, “Transform.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4015
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4016 711.1a A double-faced card’s front face is marked by a front-face symbol in its upper left corner. On cards in the Innistrad block and Shadows over Innistrad set, the front-face symbol is a sun. On Magic Origins double-faced cards, the front-face symbol is a modified Planeswalker icon.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4017
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4018 711.1b A double-faced card’s back face is marked by a back-face symbol in its upper left corner. On cards in the Innistrad block and Shadows over Innistrad set, the back-face symbol is a crescent moon. On Magic Origins double-faced cards, the back-face symbol is a full Planeswalker icon.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4019
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4020 711.1c If the back face of a double-faced card is a creature, the front face of that card will have the back face’s power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4021
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4022 711.2. Players who are allowed to look at a double-faced card may look at both faces.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4023
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4024 711.3. Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone. To do this, the owner of a double-faced card may use completely opaque card sleeves or substitute a checklist card. Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4025
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4026 711.3a A checklist card has a normal Magic card back. The face of a checklist card is divided into sections. Each section lists the name and mana cost of each double-faced card it could represent and includes a fill-in circle. Before a checklist card can be used, exactly one of the fill-in circles must be marked to denote which double-faced card the checklist card represents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4027
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4028 711.3b If a checklist card is used in a deck, the double-faced card it represents is set aside prior to the beginning of the game (see rule 103.1a) and must remain available throughout the game. A checklist card can’t be included in a deck unless it is representing a double-faced card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4029
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4030 711.3c For all game purposes, the checklist card is considered to be the double-faced card it’s representing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4031
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4032 711.3d If the checklist card is face up in a public zone, it should be set aside and the double-faced card used instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4033
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4034 711.4. Each face of a double-faced card has its own set of characteristics.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4035
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4036 711.4a While a double-faced card is outside the game, in a zone other than the battlefield, or on the battlefield with its front face up, it has only the characteristics of its front face.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4037
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4038 711.4b While a double-faced permanent’s back face is up, it has only the characteristics of its back face. However, its converted mana cost is calculated using the mana cost of its front face. This is a change from previous rules. If a permanent is copying the back face of a double-faced card (even if the card representing that copy is itself a double-faced card), the converted mana cost of that permanent is 0.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4039
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4040 711.5. Only permanents represented by double-faced cards can transform. (See rule 701.25, “Transform.”) If a spell or ability instructs a player to transform any permanent that isn’t represented by a double-faced card, nothing happens.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4041 Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4042 Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4043
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4044 711.6. If a spell or ability instructs a player to transform a permanent, and the face that permanent would transform into is represented by an instant or sorcery card face, nothing happens.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4045
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4046 711.7. If a double-faced card is cast as a spell, it’s put on the stack with its front face up. See rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4047
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4048 711.8. A double-faced card enters the battlefield with its front face up by default. If a spell or ability puts it onto the battlefield “transformed,” it enters the battlefield with its back face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4049
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4050 711.8a If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed, that card stays in its current zone. This is a change from previous rules.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4051
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4052 711.9. If an effect allows a player to cast a double-faced card as a face-down creature spell, or if a double-faced card enters the battlefield face down, it will have the characteristics given to it by the rule or effect that caused it to be face down. That card remains hidden, using either a face-down checklist card or opaque sleeves. See rule 707, “Face-Down Spells and Permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4053
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4054 711.9a While face down, a double-faced permanent can’t transform. If it is turned face up, it will have its front face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4055
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4056 711.10. Double-faced permanents can’t be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4057
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4058 711.11. A double-faced card that is exiled face down remains hidden, using either a face-down checklist card or opaque sleeves. See rule 711.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4059
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4060 711.12. When a double-faced permanent transforms, it doesn’t become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4061 Example: An effect gives Village Ironsmith (the front face of a double-faced card) +2/+2 until end of turn and then Village Ironsmith transforms into Ironfang. Ironfang will continue to get +2/+2 until end of turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4062
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4063 711.13. If an effect instructs a player to name a card, the player may name either face of a double-faced card but not both.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4064
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4065 712. Controlling Another Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4066
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4067 712.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4068
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4069 712.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4070
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4071 712.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4072
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4073 712.2. One card (Word of Command) allows a player to control another player for a limited duration.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4074
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4075 712.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during his or her turn is still the active player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4076
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4077 712.4. If information about an object would be visible to the player being controlled, it’s visible to both that player and the controller of the player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4078 Example: The controller of a player can see that player’s hand and the face of any face-down creatures he or she controls.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4079
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4080 712.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4081 Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.
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4082 Example: The controller of another player during his or her turn decides which of that player’s creatures attack, which player or planeswalker each one attacks, what the damage assignment order of the creatures that block them is (if any of the attacking creatures are blocked by multiple creatures), and how those attacking creatures assign their combat damage.
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diff changeset
4083
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4084 712.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.
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4085 Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.
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4086
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4087 712.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.
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4088 Example: The player who’s being controlled still chooses whether he or she leaves to visit the restroom, trades a card to someone else, agrees to an intentional draw, or calls a judge about an error or infraction.
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4089
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4090 712.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if he or she is controlled by another player. See rule 104.3a.
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4091
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4092 712.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.
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4093
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diff changeset
4094 712.8. A player who controls another player also continues to make his or her own choices and decisions.
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4095
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4096 712.9. A player may gain control of himself or herself. That player will make his or her own decisions and choices as normal.
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diff changeset
4097
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diff changeset
4098 713. Ending the Turn
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diff changeset
4099
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4100 713.1. Three cards (Time Stop, Sundial of the Infinite, and Day’s Undoing) end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).
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4101
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4102 713.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 713.2).
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4103
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4104 713.1b Exile every object on the stack, including the object that’s resolving. Remove all creatures and planeswalkers (including those that are phased out) from combat. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).
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4105
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4106 713.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
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diff changeset
4107
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4108 713.1d The current phase and/or step ends. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.
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4109
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4110 713.2. No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”
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4111
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4112 713.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
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4113
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diff changeset
4114 714. Restarting the Game
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diff changeset
4115
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4116 714.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:
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4117
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4118 714.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
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4119
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4120 714.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.
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4121 Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.
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diff changeset
4122
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4123 714.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in his or her library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
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4124
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4125 714.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions, those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.
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4126
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4127 714.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.
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4128
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4129 714.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”
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diff changeset
4130
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4131 714.6. If a Magic subgame (see rule 715) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.
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4132
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4133 714.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.
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4134
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diff changeset
4135 715. Subgames
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4136
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4137 715.1. One card (Shahrazad) allows players to play a Magic subgame.
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diff changeset
4138
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4139 715.1a A “subgame” is a completely separate Magic game created by an effect. Essentially, it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.
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4140
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4141 715.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.
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4142
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4143 715.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in his or her main-game library, moves them to his or her subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 715.2a–d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”
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4144
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4145 715.2a As a subgame of a Planechase game starts, each player moves his or her planar deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up plane and phenomenon cards remain in the main-game command zone.)
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4146
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4147 715.2b As a subgame of a Vanguard game starts, each player moves his or her vanguard card from the main-game command zone to the subgame command zone.
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4148
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4149 715.2c As a subgame of a Commander game starts, each player moves his or her commander from the main-game command zone (if it’s there) to the subgame command zone.
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4150
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4151 715.2d As a subgame of an Archenemy game starts, the archenemy moves his or her scheme deck from the main-game command zone to the subgame command zone and shuffles it. (Face-up scheme cards remain in the main-game command zone.)
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4152
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4153 715.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in his or her deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)
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4154
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4155 715.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.
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4156
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4157 715.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.
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4158
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4159 715.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.
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4160
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4161 715.5. At the end of a subgame, each player takes all cards he or she owns that are in the subgame other than those in the subgame command zone, puts them into his or her main-game library, then shuffles them. This includes cards in the subgame’s exile zone. Except as specified in rules 715.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued: First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.
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4162 Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.
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4163
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4164 715.5a At the end of a subgame of a Planechase game, each face-up plane card or phenomenon card is turned face down and put on the bottom of its owner’s planar deck. Then each player moves his or her planar deck from the subgame command zone to the main-game command zone and shuffles it.
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4165
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4166 715.5b At the end of a subgame of a Vanguard game, each player moves his or her vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 311.2.
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4167
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4168 715.5c At the end of a subgame of a Commander game, each player moves his or her commander from the subgame command zone (if it’s there) to the main-game command zone.
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4169
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4170 715.5d At the end of a subgame of an Archenemy game, any face-up scheme cards in the subgame command zone are turned face down and put on the bottom of their owner’s scheme deck. Then the archenemy moves his or her scheme deck from the subgame command zone to the main-game command zone and shuffles it.
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4171
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4172 715.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
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4173
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4174 716. Taking Shortcuts
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diff changeset
4175
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4176 716.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.
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4177
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4178 716.1a The rules for taking shortcuts are largely unformalized. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.
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4179
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4180 716.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.
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4181
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4182 716.2. Taking a shortcut follows the following procedure.
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4183
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4184 716.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
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4185 Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Put a 1/1 green Elf Warrior creature token onto the battlefield,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters the battlefield, untap all creatures.” When the player has priority, he may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and put a token onto the battlefield (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.
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4186
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4187 716.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where he or she will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.
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4188 Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.
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4189
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4190 716.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.
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4191
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4192 716.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.
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4193 Example: In a two-player game, the active player controls a creature with the ability “{0}: [This creature] gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4194
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diff changeset
4195 716.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
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diff changeset
4196
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diff changeset
4197 716.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.
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diff changeset
4198 Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.
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diff changeset
4199
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diff changeset
4200 716.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.
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diff changeset
4201
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4202 717. Handling Illegal Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4203
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4204 717.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4205
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diff changeset
4206 717.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.
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diff changeset
4207
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diff changeset
4208 8. Multiplayer Rules
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4209
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diff changeset
4210 800. General
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diff changeset
4211
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diff changeset
4212 800.1. A multiplayer game is a game that begins with more than two players. This section contains additional optional rules that can be used for multiplayer play.
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diff changeset
4213
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diff changeset
4214 800.2. These rules consist of a series of options that can be added to a multiplayer game and a number of variant styles of multiplayer play. A single game may use multiple options but only one variant.
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diff changeset
4215
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diff changeset
4216 800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.Wizards.com/en/resources/rules-documents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4217
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diff changeset
4218 800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.
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diff changeset
4219
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diff changeset
4220 800.4a When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist. Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time he or she left, priority passes to the next player in turn order who’s still in the game.
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diff changeset
4221 Example: Alex casts Mind Control, an Aura that reads, “You control enchanted creature,” on Bianca’s Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Bianca’s control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alex’s graveyard.
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diff changeset
4222 Example: Alex casts Act of Treason, which reads, in part, “Gain control of target creature until end of turn,” targeting Bianca’s Runeclaw Bears. If Alex leaves the game, Act of Treason’s change-of-control effect ends and Runeclaw Bears reverts to Bianca’s control.
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parents:
diff changeset
4223 Example: Alex casts Bribery, which reads, “Search target opponent’s library for a creature card and put that card onto the battlefield under your control. Then that player shuffles his or her library,” targeting Bianca. Alex puts Serra Angel onto the battlefield from Bianca’s library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.
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diff changeset
4224 Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature’s controller puts a 1/1 colorless Myr artifact creature token onto the battlefield.” If Alex leaves the game, all such Myr tokens that entered the battlefield under Alex’s control leave the game, and all such Myr tokens that entered the battlefield under any other player’s control remain in the game.
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diff changeset
4225
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diff changeset
4226 800.4b If an object would change to the control of a player who has left the game, it doesn’t. If a token would enter the battlefield under the control of a player who has left the game, no token is created. If a player would be controlled by a player who has left the game, he or she isn’t.
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diff changeset
4227
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diff changeset
4228 800.4c If an effect that gives a player still in the game control of an object ends, there is no other effect giving control of that object to another player in the game, and the object entered the battlefield under the control of a player who has left the game, the object is exiled. This is not a state-based action. It happens as soon as the control-changing effect ends.
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diff changeset
4229
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diff changeset
4230 800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isn’t created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isn’t put on the stack.
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diff changeset
4231 Example: Astral Slide is an enchantment that reads, “Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield under its owner’s control at the beginning of the next end step.” During Alex’s turn, Bianca uses Astral Slide’s ability to exile Alex’s Hypnotic Specter. Before the end of that turn, Bianca leaves the game. At the beginning of the end step, the delayed triggered ability generated by Astral Slide that would return Hypnotic Specter to the battlefield triggers, but it isn’t put on the stack. Hypnotic Specter never returns to the battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4232
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diff changeset
4233 800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.
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diff changeset
4234
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diff changeset
4235 800.4f If an object requires a player who has left the game to make a choice, the controller of the object chooses another player to make that choice. If the original choice was to be made by an opponent of the controller of the object, that player chooses another opponent if possible.
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diff changeset
4236
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diff changeset
4237 800.4g If an effect requires information about a specific player, the effect uses the current information about that player if he or she is still in the game; otherwise, the effect uses the last known information about that player before he or she left the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4238
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diff changeset
4239 800.4h If a player leaves the game during his or her turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4240
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diff changeset
4241 800.4i When a player leaves the game, any continuous effects with durations that last until that player’s next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4242
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diff changeset
4243 800.4j When a player leaves the game, objects that player owns in the ante zone do not leave the game. This is an exception to rule 800.4a. See rule 407, “Ante.”
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diff changeset
4244
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diff changeset
4245 800.4k In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 309.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4246
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4247 800.5. In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of as many cards as he or she had before. Subsequent hands decrease by one card as normal.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4248
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4249 800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of his or her first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4250
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diff changeset
4251 800.7. In a multiplayer game not using the limited range of influence option (see rule 801), if an effect states that a player wins the game, all of that player’s opponents lose the game instead.
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diff changeset
4252
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diff changeset
4253 801. Limited Range of Influence Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4254
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diff changeset
4255 801.1. Limited range of influence is an option that can be applied to most multiplayer games. It’s always used in the Emperor variant (see rule 809), and it’s often used for games involving five or more players.
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diff changeset
4256
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4257 801.2. A player’s range of influence is the maximum distance from that player, measured in player seats, that the player can affect. Players within that many seats of the player are within that player’s range of influence. Objects controlled by players within a player’s range of influence are also within that player’s range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4258
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4259 801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4260 Example: A range of influence of 1 means that only you and the players seated directly next to you are within your range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4261 Example: A range of influence of 2 means that you and the two players to your left and the two players to your right are within your range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4262
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4263 801.2b A player is always within his or her own range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4264
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4265 801.2c The particular players within each player’s range of influence are determined as each turn begins.
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parents:
diff changeset
4266 Example: In a game with a range of influence of 1, Alex is seated to the left of Rob, and Carissa is seated to the right of Rob. Carissa is not in Alex’s range of influence. If Rob leaves the game, Carissa will enter Alex’s range of influence at the start of the next turn.
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diff changeset
4267
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diff changeset
4268 801.2d An object is within a player’s range of influence if it’s controlled by that player or by another player within that many seats of that player.
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parents:
diff changeset
4269
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diff changeset
4270 801.3. Creatures can attack only opponents within their controller’s range of influence or planeswalkers controlled by those opponents. If no opponents are within a player’s range of influence, creatures that player controls can’t attack.
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parents:
diff changeset
4271
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diff changeset
4272 801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.
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parents:
diff changeset
4273
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diff changeset
4274 801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.
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parents:
diff changeset
4275
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diff changeset
4276 801.5a If a player is asked to choose an object or player, he or she must choose one within his or her range of influence.
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parents:
diff changeset
4277 Example: In a game with a range of influence of 1, Alex is seated to the left of Rob. Alex activates the ability of Cuombajj Witches, which reads, “Cuombajj Witches deals 1 damage to target creature or player and 1 damage to target creature or player of an opponent’s choice,” targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target that’s in both his range of influence and in the range of influence of the controller of Cuombajj Witches. He must therefore choose himself, Alex, or a creature controlled by either himself or Alex.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4278
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diff changeset
4279 801.5b If a player is asked to choose between one or more options (and not between one or more objects or players), he or she can choose between those options even if those options refer to objects or players outside the player’s range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4280 Example: Alex, who has a range of influence of 2, is seated to the left of Rob, and Carissa, who has a range of influence of 1, is seated to the right of Rob. Alex casts a spell that reads, “An opponent chooses one — You draw 2 cards; or each creature you control gets +2/+2 until end of turn,” and chooses Carissa to make that choice. Carissa can choose the mode even though Alex is out of her range.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4281
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4282 801.5c If an effect requires a choice and there’s no player who can make that choice within its controller’s range of influence, the closest appropriate player to its controller’s left makes that choice.
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diff changeset
4283 Example: In an Emperor game in which all players have range of influence 1, an emperor casts Fact or Fiction, which reads, “Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.” Since no opponent is within the emperor’s range of influence, the nearest opponent to the emperor’s left separates the cards into piles.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4284
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diff changeset
4285 801.6. A player can’t activate the activated abilities of an object outside of his or her range of influence.
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parents:
diff changeset
4286
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diff changeset
4287 801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.
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diff changeset
4288 Example: In a game in which all players have range of influence 1, Alex is seated to the left of Rob. Rob controls two Auras attached to Alex’s Runeclaw Bear: One with the trigger condition “Whenever enchanted creature becomes blocked,” and one with the trigger condition “Whenever enchanted creature becomes blocked by a creature.” Alex’s Runeclaw Bear attacks the player to Alex’s left and becomes blocked. The ability of Rob’s first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Rob’s range of influence. The ability of Rob’s second Aura doesn’t trigger, however, because that event includes the blocking creature, which is out of Rob’s range.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4289
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diff changeset
4290 801.7a If a trigger event includes an object moving out of or into a player’s range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rule 603.6.
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diff changeset
4291 Example: Carissa and Alex are outside each other’s range of influence. Carissa controls a Runeclaw Bear owned by Alex and they each control an Extractor Demon, a creature which reads, in part, “Whenever another creature leaves the battlefield, you may have target player put the top two cards of his or her library into his or her graveyard.” The Runeclaw Bear is destroyed and is put into Alex’s graveyard. The ability of Alex’s Extractor Demon doesn’t trigger because the leaves-the-battlefield event was outside Alex’s range of influence. The ability of Carissa’s Extractor Demon does trigger, even though the creature is going to a graveyard outside her range, because the leaves-the-battlefield event was within her range.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4292
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diff changeset
4293 801.8. An Aura can’t enchant an object or player outside its controller’s range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owner’s graveyard as a state-based action. See rule 704.
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4294
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diff changeset
4295 801.9. An Equipment can’t equip an object outside its controller’s range of influence, and a Fortification can’t fortify an object outside its controller’s range of influence. If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent but remains on the battlefield. This is a state-based action. See rule 704.
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diff changeset
4296
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4297 801.10. Spells and abilities can’t affect objects or players outside their controller’s range of influence. The parts of the effect that attempt to affect an out-of-range object or player will do nothing. The rest of the effect will work normally.
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4298 Example: In a six-player game in which each player has range of influence 1, Alex casts Pyroclasm, which reads, “Pyroclasm deals 2 damage to each creature.” Pyroclasm deals 2 damage to each creature controlled by Alex, the player to Alex’s left, and the player to Alex’s right. No other creatures are dealt damage.
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4299
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parents:
diff changeset
4300 801.11. If a spell or ability requires information from the game, it gets only information from within its controller’s range of influence. It doesn’t see objects or events outside its controller’s range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4301 Example: In a six-player game where each player has range of influence 1, Alex controls Coat of Arms, which reads, “Each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it.” Coat of Arms will boost Alex’s creatures based only on what creatures are controlled by Alex, the player to Alex’s left, and the player to Alex’s right. It won’t take other creatures into account.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4302 Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Rob’s creatures based on what creatures are controlled by players within Alex’s range of influence, including the player sitting to Alex’s left, who’s out of Rob’s range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4303
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4304 801.12. The “world rule” (see rule 704.5m) applies to a permanent only if other world permanents are within its controller’s range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4305
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4306 801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4307
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4308 801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4309 Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player”) targeting Rob. In response, Rob casts Captain’s Maneuver (“The next X damage that would be dealt to target creature or player this turn is dealt to another target creature or player instead”) with X equal to 3, targeting Carissa. Carissa isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4310
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4311 801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4312 Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4313 Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa casts Lightning Blast (“Lightning Blast deals 4 damage to target creature or player”) targeting Rob. In response, Alex casts Mending Hands (“Prevent the next 4 damage that would be dealt to target creature or player this turn”) targeting Rob. The damage to Rob is prevented.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4314 Example: Rob is within Alex’s range of influence, but Carissa is not. Carissa attacks Rob with a creature, and Rob blocks with a creature. Alex casts Fog (“Prevent all combat damage that would be dealt this turn.”) Carissa and Rob’s creatures deal combat damage to each other.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4315
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4316 801.14. If an effect states that a player wins the game, all of that player’s opponents within his or her range of influence lose the game instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4317
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4318 801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within his or her range of influence. They leave the game. All remaining players continue to play the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4319
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4320 801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4321
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4322 801.17. Effects that restart the game (see rule 714) are exempt from the limited range of influence option. All players in the game will be involved in the new game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4323
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4324 801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4325
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4326 802. Attack Multiple Players Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4327
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4328 802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4329
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4330 802.2. As the combat phase starts, the attacking player doesn’t choose an opponent to become the defending player. Instead, all the attacking player’s opponents are defending players during the combat phase.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4331
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4332 802.2a Any rule, object, or effect that refers to a “defending player” refers to one specific defending player, not to all of the defending players. If an ability of an attacking creature refers to a defending player, or a spell or ability refers to both an attacking creature and a defending player, then unless otherwise specified, the defending player it’s referring to is the player that creature was attacking at the time it became an attacking creature that combat, or the controller of the planeswalker that creature was attacking at the time it became an attacking creature that combat. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4333 Example: Rob attacks Alex with Runeclaw Bear and attacks Carissa with a creature with mountainwalk. Whether the creature with mountainwalk can be blocked depends only on whether Carissa controls a Mountain.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4334
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4335 802.3. As the attacking player declares each attacking creature, he or she chooses a defending player or a planeswalker controlled by a defending player for it to attack. See rule 508, “Declare Attackers Step.”
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parents:
diff changeset
4336
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4337 802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4338
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4339 802.3b Creatures in a band can’t attack different players. See rule 702.21, “Banding.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4340
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4341 802.4. If more than one player is being attacked or controls a planeswalker that’s being attacked, each defending player in APNAP order declares blockers as the declare blockers step begins. (See rule 101.4 and rule 509, “Declare Blockers Step.”) The first defending player declares all his or her blocks, then the second defending player, and so on.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4342
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4343 802.4a A defending player can block only with creatures he or she controls. Those creatures can block only creatures attacking that player or a planeswalker that player controls.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4344
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4345 802.4b When determining whether a defending player’s blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4346
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4347 802.5. After blockers have been declared, if any creatures are blocking multiple creatures, each defending player in APNAP order announces the damage assignment order among the attacking creatures for each blocking creature he or she controls. See rule 510, “Combat Damage Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4348
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4349 802.6. Combat damage is assigned in APNAP order. Other than that, the combat damage step proceeds just as in a two-player game. See rule 510, “Combat Damage Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4350
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4351 803. Attack Left and Attack Right Options
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4352
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4353 803.1. Some multiplayer games use the optional attack left or attack right rules.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4354
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4355 803.1a If the attack left option is used, a player can attack only an opponent seated immediately to his or her left. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4356
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4357 803.1b If the attack right option is used, a player can attack only an opponent seated immediately to his or her right. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4358
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4359 804. Deploy Creatures Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4360
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4361 804.1. The Emperor variant always uses the deploy creatures option, and it can be used in other variants that allow players to compete in teams. Multiplayer formats in which players compete as individuals usually don’t use this option.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4362
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4363 804.2. Each creature has the ability “{T}: Target teammate gains control of this creature. Activate this ability only any time you could cast a sorcery.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4364
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4365 805. Shared Team Turns Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4366
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4367 805.1. Some multiplayer games between teams use the shared team turns option. It’s always used in the Two-Headed Giant variant (see rule 810) and the Archenemy casual variant (see rule 904). It can be used only if the members of each team are sitting in adjacent seats.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4368
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4369 805.2. Within each team, the player seated in the rightmost seat from that team’s perspective is the primary player. If the players on a team can’t agree on a choice, such as which creatures attack or what order triggered abilities are put on the stack, the primary player makes that choice.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4370
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4371 805.3. The methods described in rule 103.2 are used to determine which team will take the first turn. The team determined this way is the starting team.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4372
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4373 805.3a The process for handling mulligans is altered accordingly. First, each player on the starting team, in whatever order that team likes, declares whether or not he or she will take a mulligan. Then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after his or her teammate has decided to keep his or her opening hand. After all players have kept an opening hand, any player on the starting team whose hand contains fewer cards than that player’s starting hand size may look at the top card of his or her library. That player’s teammates may also look at that card. The player may put that card on the bottom of his or her library. This process is repeated for each other team in turn order. See rule 103.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4374
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4375 805.3b The process for handling cards that allow a player to begin the game with them on the battlefield is altered accordingly. First, each player on the starting team, in whatever order that team likes, may put any or all such cards onto the battlefield from his or her opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4376
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4377 805.4. Each team takes turns rather than each player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4378
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4379 805.4a The team whose turn it is is the active team. Each other team is a nonactive team.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4380
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4381 805.4b Each player on a team draws a card during that team’s draw step.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4382
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4383 805.4c Each player on a team may play a land during each of that team’s turns.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4384
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4385 805.5. Teams have priority, not individual players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4386
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4387 805.5a A player may cast a spell, activate an ability, or take a special action when his or her team has priority.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4388
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4389 805.5b If a team has priority and no player on that team wishes to do anything, that team passes. If all teams pass in succession (that is, if all teams pass without any player taking any actions in between passing), the top object on the stack resolves, then the active team receives priority. If the stack is empty when all teams pass in succession, the phase or step ends and the next one begins.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4390
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4391 805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4392
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4393 805.6a If an effect instructs more than one player to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs his or her draws, then each player on each nonactive team in turn order does the same.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4394
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4395 805.7. If multiple triggered abilities have triggered since the last time a team received priority, the members of the active team put all triggered abilities any of them controls on the stack in any order they choose, then the members of each nonactive team in turn order do the same.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4396
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4397 805.8. If an effect gives a player an extra turn or adds a phase or step to that player’s turn, that player’s team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that player’s team does so. If a single effect causes more than one player on the same team to add or skip the same step, phase, or turn, that team adds or skips only that step, phase, or turn. If an effect causes a player to control another player, the controller of that effect controls the affected player’s team.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4398
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4399 805.9. Any ability that refers to the “active player” refers to one specific active player, not to all of the active players. The ability’s controller chooses which one the ability refers to at the time its effect is applied.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4400
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4401 806. Free-for-All Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4402
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4403 806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4404
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4405 806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4406
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4407 806.2a The limited range of influence option usually isn’t used in Free-for-All games. If it is, each player has the same range of influence, which is determined before play begins. See rule 801, “Limited Range of Influence Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4408
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4409 806.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4410
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4411 806.2c The deploy creatures option isn’t used in the Free-for-All variant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4412
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4413 806.3. The players are randomly seated around the table.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4414
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4415 807. Grand Melee Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4416
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parents:
diff changeset
4417 807.1. The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4418
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4419 807.2. Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4420
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4421 807.2a Each player has a range of influence of 1 (see rule 801).
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parents:
diff changeset
4422
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4423 807.2b The attack left option is used (see rule 803).
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parents:
diff changeset
4424
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4425 807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4426
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4427 807.3. The players are seated at random.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4428
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4429 807.4. The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player’s turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4430
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4431 807.4a There is one turn marker for each full four players in the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4432 Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4433
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4434 807.4b The starting player in the game gets the first turn marker. The player four seats to that player’s left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4435
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4436 807.4c After a player ends his or her turn, that player passes the turn marker to the player on his or her left. If a player with a turn marker leaves the game during his or her turn, the player to his or her left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before his or her turn begins, the player to his or her left takes the turn marker immediately.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4437
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4438 807.4d A player who receives a turn marker can’t begin his or her turn if any player in the three seats to his or her left has a turn marker. If this is the case, that player waits until the player four seats to his or her left takes the other turn marker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4439
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4440 807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4441
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4442 807.4f For the purposes of determining if one or more players leaving the game would reduce the number of turn markers in the game (see rule 807.4e), disregard turn markers already designated for removal.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4443
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4444 807.4g If a player who’s taking a turn has a turn marker that’s been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player who’s not taking a turn has a turn marker that’s been designated for removal, that turn marker is removed immediately. If a removed turn marker had been designated for removal multiple times, the turn marker to its right becomes designated for removal that many times minus one.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4445
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4446 807.4h If one or more consecutively seated players leave the game, the players that were on either side of those seats don’t enter one another’s range of influence until the next turn begins.
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parents:
diff changeset
4447
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4448 807.4i If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts his or her next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player’s left, the extra turn waits to begin until the player four seats to his or her left takes the other turn marker. If a turn marker is within three seats on the player’s right, the player passes the turn marker to his or her left when the turn ends rather than keeping it, and the player will take the extra turn immediately before his or her next turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4449
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4450 807.4j If an effect would cause a player to take an extra turn after the current turn, but that player wouldn’t have a turn marker at the start of that turn, that player will take the extra turn immediately before his or her next turn instead.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4451 Example: During Alex’s turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alex’s left leaves the game, which causes the number of turn markers to be reduced. After Alex’s current turn ends, his turn marker is removed. He won’t take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4452
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4453 807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4454
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4455 807.5a A player gets priority for a particular turn marker’s stack only if the turn marker is within his or her range of influence or an object on that stack is controlled by a player within his or her range of influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4456
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4457 807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability he or she controls triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to cast a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can’t target objects on multiple stacks.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4458
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4459 808. Team vs. Team Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4460
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4461 808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.
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parents:
diff changeset
4462
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4463 808.2. Each team sits together on one side of the table. Each team decides the order in which its players sit.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4464
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4465 808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.
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parents:
diff changeset
4466
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4467 808.3a The attack multiple players option is used (see rule 802).
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parents:
diff changeset
4468
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4469 808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4470
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4471 808.4. To determine which player goes first, randomly choose a team. If that team has an odd number of players, the player in its center seat goes first. If that team has an even number of players, the player to the left of its midpoint goes first. Turn order goes to the players’ left.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4472
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4473 808.5. In the Team vs. Team variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4474
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4475 809. Emperor Variant
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parents:
diff changeset
4476
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4477 809.1. The Emperor variant involves two or more teams of three players each.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4478
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4479 809.2. Each team sits together on one side of the table. Each team decides the order in which it’s seated. Each team has one emperor, who sits in the middle of the team. The remaining players on the team are generals whose job is to protect the emperor.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4480
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4481 809.3. The Emperor variant uses the following default options.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4482
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4483 809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”
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parents:
diff changeset
4484
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4485 809.3b Emperor games use the deploy creatures option (see rule 804).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4486
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4487 809.3c A player can attack only an opponent seated immediately next to him or her.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4488 Example: At the start of an Emperor game, neither emperor can attack any opponents, even though both of the opposing generals are within their spell range.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4489
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parents:
diff changeset
4490 809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.
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parents:
diff changeset
4491
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4492 809.5. The Emperor variant includes the following specifications for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
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parents:
diff changeset
4493
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4494 809.5a A team wins the game if its emperor wins.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4495
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4496 809.5b A team loses the game if its emperor loses.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4497
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parents:
diff changeset
4498 809.5c The game is a draw for a team if the game is a draw for its emperor.
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parents:
diff changeset
4499
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parents:
diff changeset
4500 809.6. The Emperor variant can also be played with any number of equally sized teams. If the teams have more than three players, the range of influence of each player should be adjusted.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4501
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parents:
diff changeset
4502 809.6a Each general’s range of influence should be the minimum number that allows one general from an opposing team to begin the game within his or her range of influence. Each emperor’s range of influence should be the minimum number that allows two generals from opposing teams to begin the game within his or her range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4503 Example: In an Emperor game between two teams of four players each, the player configuration (either clockwise or counterclockwise around the table) should be: Team A general 1, Team A emperor, Team A general 2, Team A general 3, Team B general 1, Team B emperor, Team B general 2, Team B general 3. Each emperor has range of influence 3. Each general 2 has range of influence 2. Each general 1 and general 3 has range of influence 1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4504
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4505 809.7. In the Emperor variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4506
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4507 810. Two-Headed Giant Variant
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parents:
diff changeset
4508
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parents:
diff changeset
4509 810.1. Two-Headed Giant games are played with two teams of two players each.
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parents:
diff changeset
4510
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parents:
diff changeset
4511 810.2. The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)
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parents:
diff changeset
4512
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parents:
diff changeset
4513 810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.
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parents:
diff changeset
4514
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4515 810.4. Each team has a shared life total, which starts at 30 life.
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parents:
diff changeset
4516
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4517 810.5. With the exception of life total and poison counters, a team’s resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each other’s hands and discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4518
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4519 810.6. The team who plays first skips the draw step of its first turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4520
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4521 810.7. The Two-Headed Giant variant uses different combat rules than other multiplayer variants.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4522
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4523 810.7a Each team’s creatures attack the other team as a group. During the combat phase, the active team is the attacking team and each player on the active team is an attacking player. Likewise, the nonactive team is the defending team and each player on the nonactive team is a defending player.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4524
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4525 810.7b Any one-shot effect that refers to the “defending player” refers to one specific defending player, not to both of the defending players. The controller of the effect chooses which one the spell or ability refers to at the time the effect is applied. The same is true for any one-shot effect that refers to the “attacking player.”
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parents:
diff changeset
4526 Any characteristic-defining ability that refers to the “defending player” refers to one specific defending player, not to both of the defending players. The controller of the object with the characteristic-defining ability chooses which one the ability refers to at the time the nonactive players become defending players.
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parents:
diff changeset
4527 All other cases in which the “defending player” is referred to actually refer to both defending players. If the reference involves a positive comparison (such as asking whether the defending player controls an Island) or a relative comparison (such as asking whether you control more creatures than the defending player), it gets only one answer. This answer is “yes” if either defending player in the comparison would return a “yes” answer if compared individually. If the reference involves a negative comparison (such as asking whether the defending player controls no black permanents), it also gets only one answer. This answer is “yes” if performing the analogous positive comparison would return a “no” answer. The same is true for all other cases that refer to the “attacking player.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4528
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4529 810.7c As the declare attackers step begins, the active team declares attackers. If an effect of an object controlled by a defending player prohibits a creature from attacking him or her, that creature can’t attack the defending team. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4530 Example: One player in a Two-Headed Giant game controls Teferi’s Moat, which says “As Teferi’s Moat enters the battlefield, choose a color.” and “Creatures of the chosen color without flying can’t attack you.” Creatures of the chosen color without flying can’t attack that player’s team.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4531
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4532 810.7d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block any attacking creatures. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4533 Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can’t be blocked.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4534
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4535 810.7e Once blockers have been declared, for each attacking creature that’s become blocked by multiple creatures, the active team announces the damage assignment order among the blocking creatures. Then, for each creature that’s blocking multiple creatures, the defending team announces the damage assignment order among the attacking creatures.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4536
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4537 810.7f As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. If an attacking creature would assign combat damage to the defending team, the active team chooses only one of the defending players for that creature to assign its combat damage to. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4538
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4539 810.8. The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.
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diff changeset
4540
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4541 810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect would prevent a player from winning the game, that player’s team can’t win the game. If an effect would prevent a player from losing the game, that player’s team can’t lose the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4542 Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4543 Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.
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HackBot
parents:
diff changeset
4544 Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor his or her teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4545
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4546 810.8b If a player concedes, his or her team leaves the game immediately. That team loses the game.
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HackBot
parents:
diff changeset
4547
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4548 810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)
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HackBot
parents:
diff changeset
4549
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parents:
diff changeset
4550 810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)
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parents:
diff changeset
4551
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4552 810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.
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HackBot
parents:
diff changeset
4553 Example: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.
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parents:
diff changeset
4554
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parents:
diff changeset
4555 810.9a If a cost or effect needs to know the value of an individual player’s life total, that cost or effect uses the team’s life total instead.
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parents:
diff changeset
4556 Example: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player’s life total.” That player gains 17 life, so the team winds up at 34 life.
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parents:
diff changeset
4557 Example: In a Two-Headed Giant game, a player controls Test of Endurance, an enchantment that reads, “At the beginning of your upkeep, if you have 50 or more life, you win the game.” At the beginning of that player’s upkeep, the player’s team wins the game if his or her team’s life total is 50 or more.
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parents:
diff changeset
4558 Example: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life.
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parents:
diff changeset
4559
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4560 810.9b If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team’s life total. (Players can always pay 0 life.)
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parents:
diff changeset
4561
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parents:
diff changeset
4562 810.9c If an effect sets a single player’s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team’s life total is adjusted by the amount of life that player gained or lost.
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parents:
diff changeset
4563 Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player’s life total becomes 10.” That player’s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.
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parents:
diff changeset
4564
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parents:
diff changeset
4565 810.9d If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected.
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parents:
diff changeset
4566 Example: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player’s life total becomes the lowest life total among all players.” Each team chooses one of its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team’s life total winds up at 7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4567
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parents:
diff changeset
4568 810.9e A player can’t exchange life totals with his or her teammate. If an effect would cause that to occur, the exchange won’t happen.
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diff changeset
4569
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diff changeset
4570 810.9f If an effect instructs a player to redistribute any number of players’ life totals, that player may not affect more than one member of each team this way.
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diff changeset
4571
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diff changeset
4572 810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.
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parents:
diff changeset
4573
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diff changeset
4574 810.9h If an effect says that a player can’t lose life, no player on that player’s team can lose life or pay any amount of life other than 0.
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parents:
diff changeset
4575
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diff changeset
4576 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
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parents:
diff changeset
4577
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diff changeset
4578 810.10a If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player’s team has. If an effect needs to know how many poison counters a player’s opponents have, that effect uses the number of poison counters opposing teams have.
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parents:
diff changeset
4579
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4580 810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.
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parents:
diff changeset
4581
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diff changeset
4582 810.10c If an effect says that a player can’t get poison counters, no player on that player’s team can get poison counters.
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parents:
diff changeset
4583
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diff changeset
4584 810.10d A player is “poisoned” if his or her team has one or more poison counters.
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parents:
diff changeset
4585
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diff changeset
4586 810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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diff changeset
4587
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4588 811. Alternating Teams Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4589
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parents:
diff changeset
4590 811.1. Alternating Teams games are played with two or more teams of equal size.
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diff changeset
4591
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diff changeset
4592 811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.
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diff changeset
4593
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diff changeset
4594 811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”
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parents:
diff changeset
4595
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diff changeset
4596 811.2b Exactly one of the attack left, attack right, and attack multiple players options must be used. See rule 803, “Attack Left and Attack Right Options,” and rule 802, “Attack Multiple Players Option.”
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parents:
diff changeset
4597
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diff changeset
4598 811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.
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parents:
diff changeset
4599
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diff changeset
4600 811.3. At the start of the game, players are seated so that no one is next to a teammate and each team is equally spaced out.
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parents:
diff changeset
4601 Example: In an Alternating Teams game with three teams, A, B, and C, the seating around the table at the start of the game is A1, B1, C1, A2, B2, C2, A3, B3, C3, and so on.
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diff changeset
4602
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diff changeset
4603 811.4. A player can’t attack opponents who aren’t seated next to him or her.
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parents:
diff changeset
4604
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diff changeset
4605 811.5. In the Alternating Teams variant, a team’s resources (cards in hand, mana, and so on) are not shared. Teammates can’t review each other’s hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates can’t manipulate each other’s cards or permanents.
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parents:
diff changeset
4606
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4607
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parents:
diff changeset
4608 9. Casual Variants
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diff changeset
4609
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diff changeset
4610 900. General
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diff changeset
4611
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diff changeset
4612 900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.
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diff changeset
4613
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diff changeset
4614 900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.
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parents:
diff changeset
4615
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diff changeset
4616 901. Planechase
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diff changeset
4617
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parents:
diff changeset
4618 901.1. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.
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diff changeset
4619
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diff changeset
4620 901.2. A Planechase game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
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parents:
diff changeset
4621
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diff changeset
4622 901.3. In addition to the normal game materials, each player needs a planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 309, “Planes,” and rule 310, “Phenomena.”)
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diff changeset
4623
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diff changeset
4624 901.3a A planar die is a six-sided die. One face has the Planeswalker symbol {PW}. One face has the chaos symbol {CHAOS}. The other faces are blank.
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parents:
diff changeset
4625
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parents:
diff changeset
4626 901.4. At the start of the game, each player shuffles his or her planar deck so that the cards are in a random order. Each deck is placed face down next to its owner’s library. All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.
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parents:
diff changeset
4627
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diff changeset
4628 901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it’s a plane card, that card is the starting plane. If it’s a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 103.6.) No abilities of any card turned face up this way trigger during this process.
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parents:
diff changeset
4629
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diff changeset
4630 901.6. The owner of a plane or phenomenon card is the player who started the game with it in his or her planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.
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diff changeset
4631
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diff changeset
4632 901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
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diff changeset
4633
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diff changeset
4634 901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.
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parents:
diff changeset
4635
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diff changeset
4636 901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll {PW}, planeswalk.” (See rule 701.21, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 112.8.
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diff changeset
4637
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diff changeset
4638 901.9. Any time the active player has priority and the stack is empty, but only during a main phase of his or her turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times he or she has previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 115.2f.)
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diff changeset
4639
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diff changeset
4640 901.9a If the die roll is a blank face, nothing happens. The active player gets priority.
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parents:
diff changeset
4641
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diff changeset
4642 901.9b If the die roll is the chaos symbol {CHAOS}, any ability of a face-up plane that starts “When you roll {CHAOS}” triggers and is put on the stack. The active player gets priority.
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diff changeset
4643
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diff changeset
4644 901.9c If the die roll is the Planeswalker symbol {PW}, the “planeswalking ability” triggers and is put on the stack. The active player gets priority. (See rule 901.8.)
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diff changeset
4645
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diff changeset
4646 901.10. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of his or her planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.
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parents:
diff changeset
4647
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diff changeset
4648 901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.
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parents:
diff changeset
4649
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diff changeset
4650 901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.
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diff changeset
4651
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diff changeset
4652 901.11. After the game has started, if a player moves the top card of his or her planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.21.
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diff changeset
4653
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diff changeset
4654 901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
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diff changeset
4655
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diff changeset
4656 901.11b The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.
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diff changeset
4657
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4658 901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.
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diff changeset
4659
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diff changeset
4660 901.12. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.
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diff changeset
4661
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4662 901.12a Each player has his or her own planar deck.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4663
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4664 901.12b The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until he or she leaves the game or a different team becomes the active team, whichever comes first.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4665
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4666 901.12c Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4667
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4668 901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4669
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4670 901.13. In multiplayer formats other than Grand Melee, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. (See rule 801, “Limited Range of Influence Option.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4671
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4672 901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4673
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4674 901.14a Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4675
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4676 901.14b If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4677
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4678 901.15. Single Planar Deck Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4679
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4680 901.15a As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4681
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4682 901.15b In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4683
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4684 901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4685
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4686 902. Vanguard
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4687
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4688 902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4689
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4690 902.2. A Vanguard game may be a two-player game or a multiplayer game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4691
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4692 902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4693
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4694 902.4. Each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4695 Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4696
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4697 902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of his or her vanguard card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4698
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4699 902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. (In a multiplayer game, a player’s first mulligan is for the same number of cards as he or she had before.) See rule 103.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4700 Example: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan, he or she draws a new hand of 8 cards. The next mulligan is for 7 cards, and so on.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4701
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4702 902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her vanguard card.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4703 Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in his or her hand as the cleanup step begins, he or she will discard all but six of them.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4704
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4705 902.6. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4706
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4707 902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4708
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4709 903. Commander
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4710
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parents:
diff changeset
4711 903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4712
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4713 903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4714
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4715 903.3. Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4716 Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4717
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4718 903.3a Some planeswalker cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule 112.6m.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4719
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4720 903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4721 Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.” Bosh’s color identity is red.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4722
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4723 903.4a Color identity is established before the game begins.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4724
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4725 903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4726
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4727 903.4c The back face of a double-faced card (see rule 711) is included when determining a card’s color identity. This is an exception to rule 711.4a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4728 Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4729
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4730 903.5. Each Commander deck is subject to the following deck construction rules.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4731
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4732 903.5a Each deck must contain exactly 100 cards, including its commander.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4733
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4734 903.5b Other than basic lands, each card in a Commander deck must have a different English name.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4735
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4736 903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4737 Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4738
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4739 903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4740 Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4741
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4742 903.6. At the start of the game, each player puts his or her commander from his or her deck face up into the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player’s library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4743
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4744 903.7. Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4745
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4746 903.8. A player may cast a commander he or she owns from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4747
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4748 903.9. If a commander would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4749
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4750 903.10. If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it’s a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4751
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4752 903.11. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4753
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4754 903.11a A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4755
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4756 904. Archenemy
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4757
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parents:
diff changeset
4758 904.1. In the Archenemy variant, a team of players faces off against a single opponent strengthened with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4759
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4760 904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4761
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4762 904.2a One of the teams consists of exactly one player, who is designated the archenemy.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4763
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4764 904.2b The other team consists of any number of players.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4765
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4766 904.3. In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 312, “Schemes.”)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4767
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4768 904.4. At the start of the game, the archenemy shuffles his or her scheme deck so that the cards are in a random order. The scheme deck is placed face down next to the archenemy’s library. All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4769
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4770 904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4771
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4772 904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4773
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4774 904.7. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4775
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4776 904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4777
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4778 904.9. Immediately after the archenemy’s precombat main phase begins during each of his or her turns, that player moves the top card of his or her scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.22.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4779
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4780 904.10. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4781
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4782 904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.23).
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4783
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4784 904.12. Supervillain Rumble Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4785
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4786 904.12a As an alternative option, players may play a Free-for-All game in which each player has his or her own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4787
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4788 904.12b Each player in this game is an archenemy.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4789
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4790 904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4791
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4792 905. Conspiracy Draft
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4793
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4794 905.1. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy™ booster packs by default.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4795
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4796 905.1a A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to him or her and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4797
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4798 905.1b In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.
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HackBot
parents:
diff changeset
4799
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4800 905.1c During the draft, a player can look only at cards in the booster pack he or she is currently drafting from, cards he or she has already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs him or her to.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4801
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4802 905.1d After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds his or her deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
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parents:
diff changeset
4803
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parents:
diff changeset
4804 905.2. Several cards in the Magic: The Gathering—Conspiracy set have abilities that function during the draft.
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parents:
diff changeset
4805
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parents:
diff changeset
4806 905.2a During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.
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parents:
diff changeset
4807
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parents:
diff changeset
4808 905.2b Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4809
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parents:
diff changeset
4810 905.2c Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the person who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4811
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parents:
diff changeset
4812 905.3. A Conspiracy Draft game is a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4813
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parents:
diff changeset
4814 905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from his or her sideboard into the command zone.
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parents:
diff changeset
4815
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parents:
diff changeset
4816 905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, he or she may turn a face-down conspiracy card he or she controls face up. See rule 702.105, “Hidden Agenda.”
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parents:
diff changeset
4817
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parents:
diff changeset
4818 905.5. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
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parents:
diff changeset
4819
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4820 905.6. Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4821
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4822 Glossary
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parents:
diff changeset
4823
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4824 Abandon
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4825 To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.23, “Abandon.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4826
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4827 Ability
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parents:
diff changeset
4828 1. Text on an object that explains what that object does or can do.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4829 2. An activated or triggered ability on the stack. This kind of ability is an object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4830 See rule 112, “Abilities,” and section 6, “Spells, Abilities, and Effects.”
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parents:
diff changeset
4831
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parents:
diff changeset
4832 Ability Word
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parents:
diff changeset
4833 An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4834
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4835 Absorb
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4836 A keyword ability that prevents damage. See rule 702.63, “Absorb.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4837
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4838 Activate
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4839 To put an activated ability onto the stack and pay its costs, so that it will eventually resolve and have its effect. See rule 602, “Activating Activated Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4840
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4841 Activated Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4842 A kind of ability. Activated abilities are written as “[Cost]: [Effect.] [Activation instructions (if any).]” See rule 112, “Abilities,” and rule 602, “Activating Activated Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4843
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4844 Activation Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4845 Everything that appears before the colon in an activated ability’s text. It must be paid to activate the ability. See rule 117, “Costs,” and rule 602, “Activating Activated Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4846
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4847 Active Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4848 The player whose turn it is. See rule 102.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4849
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4850 Active Player, Nonactive Player Order
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4851 A system that determines the order by which players make choices if multiple players are instructed to make choices at the same time. See rule 101.4. This rule is modified for games using the shared team turns option; see rule 805.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4852
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4853 Active Team
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4854 The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4855
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4856 Additional Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4857 A cost a spell may have that its controller may pay (or, in some cases, must pay) in addition to its mana cost to cast that spell. See rule 117, “Costs,” and rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4858
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4859 Affinity
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4860 A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, “Affinity.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4861
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4862 Alternating Teams Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4863 A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4864
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4865 Alternative Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4866 A cost a spell may have that its controller can pay rather than paying its mana cost. See rule 117, “Costs,” and rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4867
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4868 Amplify
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4869 A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, “Amplify.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4870
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4871 Anchor Word
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4872 A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4873
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4874 Annihilator
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4875 A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, “Annihilator.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4876
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4877 Ante
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4878 1. A zone used only when playing “for keeps.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4879 2. To put a card into the ante zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4880 See rule 407, “Ante.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4881
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4882 APNAP Order
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4883 See Active Player, Nonactive Player Order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4884
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4885 Archenemy
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4886 1. A casual variant in which a team of players faces off against a single opponent strengthened with powerful scheme cards. See rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4887 2. A player in an Archenemy game who is playing with a scheme deck.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4888
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4889 Artifact
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4890 A card type. An artifact is a permanent. See rule 301, “Artifacts.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4891
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4892 Artifact Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4893 A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4894
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4895 Artifact Land
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4896 A combination of artifact and land that’s subject to the rules for both. Artifact lands can only be played as lands, not cast as spells. See rule 301, “Artifacts,” and rule 305, “Lands.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4897
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4898 Artifact Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4899 A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4900
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4901 As Though
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4902 Text used to indicate that the game, for some specific purpose, treats a condition as true even though it’s not. See rule 609.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4903
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4904 Assign Combat Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4905 To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4906
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4907 At End of Turn (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4908 A trigger condition printed on abilities that triggered at the beginning of the end step (which is not the last thing to happen in the turn). Cards that were printed with that text have received errata in the Oracle card reference to say “at the beginning of the end step” or “at the beginning of the next end step.” See rule 513, “End Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4909
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4910 Attach
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4911 To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4912
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4913 Attack
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4914 To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4915
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4916 Attack Alone
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4917 A creature “attacks alone” if it’s the only creature declared as an attacker during the declare attackers step. A creature “is attacking alone” if it’s attacking but no other creatures are. See rule 506.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4918
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4919 Attack Left Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4920 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4921
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4922 Attack Multiple Players Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4923 An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4924
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4925 Attack Right Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4926 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4927
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4928 Attacking Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
4929 A creature that has either been declared as part of a legal attack during the combat phase (once all costs to attack, if any, have been paid), or a creature that has been put onto the battlefield attacking. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 508, “Declare Attackers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4930
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4931 Attacks and Isn’t Blocked
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4932 An ability that triggers when a creature “attacks and isn’t blocked” triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4933
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4934 Aura
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4935 An enchantment subtype. Aura spells target objects or players, and Aura permanents are attached to objects or players. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4936
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4937 Aura Swap
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4938 A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, “Aura Swap.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4939
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4940 Awaken
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4941 A keyword ability that lets you turn a land you control into a creature. See rule 702.112, “Awaken.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4942
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4943 Banding, “Bands with Other”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4944 Banding is a keyword ability that modifies the rules for declaring attackers and assigning combat damage. “Bands with other” is a specialized version of the ability. See rule 702.21, “Banding.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4945
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4946 Base Power, Base Toughness
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4947 Effects that change the base power and/or base toughness of a creature set one or both of those values to a specific number. See rule 613, “Interaction of Continuous Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4948
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4949 Basic
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4950 A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4951
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4952 Basic Landcycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4953 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4954
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4955 Basic Land Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4956 There are five “basic land types”: Plains, Island, Swamp, Mountain, and Forest. Each one has a mana ability associated with it. See rule 305, “Lands.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4957
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4958 Battle Cry
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4959 A keyword ability that makes other attacking creatures better in combat. See rule 702.90, “Battle Cry.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4960
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4961 Battlefield
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4962 A zone. The battlefield is the zone in which permanents exist. It used to be known as the “in-play” zone. See rule 403, “Battlefield.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4963
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4964 Becomes
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4965 A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4966
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4967 Beginning of Combat Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4968 Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4969
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4970 Beginning Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4971 Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4972
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4973 Bestow
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4974 A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, “Bestow.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4975
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4976 Block
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4977 To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4978
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4979 Block Alone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4980 A creature “blocks alone” if it’s the only creature declared as a blocker during the declare blockers step. A creature “is blocking alone” if it’s blocking but no other creatures are. See rule 506.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4981
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4982 Blocked Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4983 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until it’s removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4984
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4985 Blocking Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4986 A creature that has either been declared as part of a legal block during the combat phase (once all costs to block, if any, have been paid), or a creature that has been put onto the battlefield blocking. It remains a blocking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4987
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4988 Bloodthirst
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4989 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, “Bloodthirst.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4990
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4991 Bolster
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4992 A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.30, “Bolster.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4993
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4994 Booster Pack
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4995 A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4996
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4997 Bury (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4998 A term that meant “put [a permanent] into its owner’s graveyard.” In general, cards that were printed with the term “bury” have received errata in the Oracle card reference to read, “Destroy [a permanent]. It can’t be regenerated,” or “Sacrifice [a permanent].”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
4999
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5000 Bushido
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5001 A keyword ability that can make a creature better in combat. See rule 702.44, “Bushido.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5002
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5003 Buyback
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5004 A keyword ability of instants and sorceries that can let the spell return to its owner’s hand as it resolves. See rule 702.26, “Buyback.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5005
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5006 Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5007 The standard component of the game. Magic cards may be traditional or nontraditional. Tokens aren’t considered cards. In the text of spells or abilities, the term “card” is used only to refer to a card that’s not on the battlefield or on the stack, such as a creature card in a player’s hand. See rule 108, “Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5008
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5009 Card Pool
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5010 In a Limited format, the cards a player may use, in addition to basic land cards, to build his or her deck.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5011
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5012 Card Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5013 A characteristic. Except for abilities on the stack, each object has a card type, even if that object isn’t a card. Each card type has its own rules. See rule 205, “Type Line,” and section 3, “Card Types.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5014
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5015 Cascade
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5016 A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, “Cascade.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5017
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5018 Cast
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5019 To take a spell from where it is (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. See rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5020
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5021 Caster (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5022 An obsolete term that referred to the player who cast a spell. In general, cards that were printed with the term “caster” have received errata in the Oracle card reference to say “controller.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5023
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5024 Casting Cost (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5025 An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5026
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5027 Champion, Championed
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5028 “Champion” is a keyword ability that lets one creature temporarily replace another. A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. See rule 702.71, “Champion.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5029
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5030 Change a Target
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5031 To choose a new, legal target for a spell or ability. See rule 114.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5032
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5033 Changeling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5034 A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, “Changeling.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5035
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5036 Chaos Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5037 An ability of a plane card that triggers “Whenever you roll {CHAOS}” on the planar die in the Planechase casual variant. See rule 309.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5038
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5039 Chaos Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5040 The chaos symbol {CHAOS} appears on the planar die and in some triggered abilities of plane cards in the Planechase casual variant. See rule 107.12.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5041
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5042 Characteristics
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5043 Information that defines an object. See rule 109.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5044
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5045 Characteristic-Defining Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5046 A kind of static ability that conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box). See rule 604.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5047
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5048 Cipher
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5049 A keyword ability that allows you to encode a card on a creature and cast that card whenever that creature deals combat damage to a player. See rule 702.98, “Cipher.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5050
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5051 Clash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5052 To have a mini-contest involving the top cards of players’ libraries. See rule 701.20, “Clash.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5053
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5054 Cleanup Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5055 Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5056
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5057 Collector Number
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5058 A number printed on most cards that has no effect on game play. See rule 212, “Information Below the Text Box.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5059
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5060 Color
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5061 1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5062 2. An attribute mana may have. See rule 106, “Mana.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5063
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5064 Colorless
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5065 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5066 2. A type of mana. See rule 106, “Mana,” and rule 107.4c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5067
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5068 Color Identity
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5069 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5070
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5071 Color Indicator
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5072 A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5073
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5074 Combat Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5075 Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5076
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5077 Combat Damage Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5078 Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5079
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5080 Combat Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5081 Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5082
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5083 Command
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5084 A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5085
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5086 Commander
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5087 1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5088 2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5089
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5090 Concede
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5091 To quit the game. Conceding a game immediately causes that player to leave that game and lose that game. See rule 104, “Ending the Game.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5092
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5093 Conspiracy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5094 A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, “Conspiracies.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5095
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5096 Conspiracy Draft
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5097 A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5098
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5099 Conspire
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5100 A keyword ability that creates a copy of a spell. See rule 702.77, “Conspire.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5101
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5102 Constructed
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5103 A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5104
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5105 Continuous Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5106 An effect that modifies characteristics of objects, modifies control of objects, or affects players or the rules of the game, for a fixed or indefinite period. See rule 611, “Continuous Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5107
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5108 Continuous Artifact (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5109 An obsolete term that appeared on the type line of artifacts without activated abilities. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5110
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5111 Control, Controller
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5112 “Control” is the system that determines who gets to use an object in the game. An object’s “controller” is the player who currently controls it. See rule 108.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5113
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5114 Control Another Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5115 To make all choices and decisions that player is allowed to make, or is told to make, by rules or by any objects. See rule 712, “Controlling Another Player.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5116
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5117 Converted Mana Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5118 The total amount of mana in a mana cost, regardless of color. See rule 202.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5119
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5120 Convoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5121 A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, “Convoke.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5122
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5123 Copiable Values
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5124 Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5125
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5126 Copy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5127 1. To create a new object whose copiable values have been set to those of another object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5128 2. An object whose copiable values have been set to those of another object.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5129 See rule 706, “Copying Objects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5130
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5131 Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5132 An action or payment necessary to take another action or to stop another action from taking place. See rule 117, “Costs.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5133
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5134 Counter
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5135 1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5136 2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, “Counters.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5137
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5138 Counts As (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5139 Some older cards were printed with text stating that the card “counts as” something. Cards printed with this text have received errata in the Oracle card reference to state that the card actually is that thing.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5140
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5141 Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5142 A card type. A creature is a permanent. See rule 302, “Creatures.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5143
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5144 Creature Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5145 A subtype that’s correlated to the creature card type and the tribal card type. See rule 302, “Creatures,” and rule 308, “Tribals.” See rule 205.3m for the list of creature types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5146
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5147 Cumulative Upkeep
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5148 A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, “Cumulative Upkeep.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5149
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5150 Cycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5151 A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, “Cycling.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5152
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5153 Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5154 Objects can deal “damage” to creatures, planeswalkers, and players. This is generally detrimental to the object or player that receives that damage. See rule 119, “Damage.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5155
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5156 Damage Assignment Order
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5157 The order, announced during the declare blockers step, that an attacking creature will assign its combat damage among the multiple creatures blocking it, or that a blocking creature will assign its combat damage among the multiple creatures it’s blocking. See rules 509.2 and 509.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5158
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5159 Dash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5160 A keyword ability that allows creatures to be especially aggressive. See rule 702.108, “Dash.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5161
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5162 Deal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5163 See Damage.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5164
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5165 Deathtouch
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5166 A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5167
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5168 Deck
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5169 The collection of cards a player starts the game with; it becomes that player’s library. See rule 100, “General,” and rule 103, “Starting the Game.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5170
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5171 Declare Attackers
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5172 To choose a set of creatures that will attack, declare whether each creature is attacking the defending player or a planeswalker that player controls, and pay any costs required to allow those creatures to attack. See rule 508.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5173
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5174 Declare Attackers Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5175 Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5176
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5177 Declare Blockers
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5178 To choose a set of creatures that will block, declare which attacking creature each creature is blocking, and pay any costs required to allow those creatures to block. See rule 509.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5179
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5180 Declare Blockers Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5181 Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5182
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5183 Defender
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5184 A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5185
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5186 Defending Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5187 The player who can be attacked, and whose planeswalkers can be attacked, during the combat phase. See rule 506.2. In certain multiplayer games, there may be more than one defending player; see rule 802, “Attack Multiple Players Option,” and rule 810.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5188
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5189 Defending Team
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5190 The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a Two-Headed Giant game. See rule 810.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5191
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5192 Delayed Triggered Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5193 An ability created by effects generated when some spells or abilities resolve, or when some replacement effects are applied, that does something later on rather than at that time. See rule 603.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5194
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5195 Delve
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5196 A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.65, “Delve.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5197
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5198 Dependency
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5199 A system that may be used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.7. See also Timestamp Order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5200
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5201 Deploy Creatures Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5202 An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5203
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5204 Destroy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5205 To move a permanent from the battlefield to its owner’s graveyard. See rule 701.6, “Destroy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5206
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5207 Detain
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5208 A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.26, “Detain.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5209
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5210 Dethrone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5211 A keyword ability that puts a +1/+1 counter on a creature when it attacks the player with the most life. See rule 702.104, “Dethrone.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5212
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5213 Devoid
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5214 A characteristic-defining ability that makes an object colorless. See rule 702.113, “Devoid.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5215
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5216 Devotion
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5217 A numerical value a player has, equal to the number of mana symbols of a certain color among the mana costs of permanents that player controls. See rule 700.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5218
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5219 Devour
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5220 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, “Devour.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5221
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5222 Dies
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5223 A creature “dies” if it is put into a graveyard from the battlefield. See rule 700.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5224
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5225 Discard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5226 To move a card from its owner’s hand to that player’s graveyard. See rule 701.7, “Discard.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5227
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5228 Double-Faced Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5229 Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, “Double-Faced Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5230
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5231 Double Strike
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5232 A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5233
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5234 Draft
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5235 1. A Limited format in which players choose cards one at a time from booster packs, then construct a deck solely from the chosen cards and basic land cards.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5236 2. To choose a card during a draft and put it into your card pool.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5237
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5238 Draft Round
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5239 Part of a draft in which each player opens an unopened booster pack and the cards in those booster packs are drafted. See rules 905.1a and 905.1b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5240
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5241 Draw
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5242 1. To put the top card of a player’s library into his or her hand as a turn-based action or as the result of an effect that uses the word “draw.” See rule 120, “Drawing a Card.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5243 2. The result of a game in which neither player wins or loses. See rule 104.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5244
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5245 Draw Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5246 Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5247
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5248 Dredge
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5249 A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.51, “Dredge.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5250
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5251 During (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5252 Some older cards used the phrase “during [phase], [action].” These abilities were called “phase abilities.” In general, cards that were printed with phase abilities have received errata in the Oracle card reference so they have abilities that trigger at the beginning of a step or phase. “During” still appears in current card text, but only in its normal English sense and not as game terminology.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5253
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5254 Echo
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5255 A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5256
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5257 EDH (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5258 An older name for the Commander casual variant. See rule 903, “Commander.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5259
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5260 Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5261 Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5262
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5263 Emblem
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5264 An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5265
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5266 Emperor
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5267 The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5268
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5269 Emperor Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5270 A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5271
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5272 Enchant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5273 A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5274
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5275 Enchantment
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5276 A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5277
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5278 Enchantment Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5279 A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5280
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5281 Encoded
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5282 A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5283
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5284 Encounter
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5285 To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5286
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5287 End of Combat Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5288 Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5289
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5290 End Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5291 Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5292
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5293 End the Turn
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5294 To “end the turn” as the result of an effect is to perform an expedited process that skips nearly everything else that would happen that turn. See rule 713, “Ending the Turn.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5295
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5296 Ending Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5297 Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5298
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5299 Enters the Battlefield
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5300 A nontoken permanent “enters the battlefield” when it’s moved onto the battlefield from another zone. A token “enters the battlefield” when it’s created. See rules 403.3, 603.6a, 603.6e, and 614.12.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5301
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5302 Entwine
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5303 A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, “Entwine.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5304
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5305 Epic
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5306 A keyword ability that lets a player copy a spell at the beginning of each of his or her upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.49, “Epic.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5307
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5308 Equip
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5309 A keyword ability that lets a player attach an Equipment to a creature he or she controls. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5310
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5311 Equipment
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5312 An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5313
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5314 Evasion Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5315 An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5316
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5317 Event
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5318 Anything that happens in a game. See rule 700.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5319
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5320 Evoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5321 A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, “Evoke.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5322
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5323 Evolve
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5324 A keyword ability that lets you put a +1/+1 counter on a creature when a larger creature enters the battlefield under your control. See rule 702.99, “Evolve.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5325
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5326 Exalted
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5327 A keyword ability that can make a creature better in combat. See rule 702.82, “Exalted.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5328
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5329 Exchange
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5330 To swap two things, such as objects, sets of objects, or life totals. See rule 701.8, “Exchange.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5331
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5332 Exile
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5333 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5334 2. To put an object into the exile zone from whatever zone it’s currently in. An “exiled” card is one that’s been put into the exile zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5335 See rule 406, “Exile.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5336
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5337 Expansion Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5338 A card’s expansion symbol is a small icon normally printed below the right edge of the illustration that has no effect on game play. See rule 206, “Expansion Symbol.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5339
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5340 Exploit
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5341 A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, “Exploit.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5342
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5343 Extort
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5344 A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, “Extort.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5345
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5346 Extra Turn
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5347 A turn created by an effect of a spell or ability. See rule 500.7. For rules about extra turns in a multiplayer game using the shared team turns option, see 805.8. For rules about extra turns in a Grand Melee game, see rule 807.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5348
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5349 Face Down
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5350 1. A card is “face down” if it’s physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, “Zones.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5351 2. A status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5352 3. Face-down spells have additional rules. See rule 707, “Face-Down Spells and Permanents,” and rule 702.36, “Morph.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5353
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5354 Face Up
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5355 1. A card is “face up” if it’s physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, “Zones.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5356 2. A default status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5357
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5358 Fading
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5359 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, “Fading.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5360
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5361 Fateseal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5362 To manipulate some of the cards on top of an opponent’s library. See rule 701.19, “Fateseal.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5363
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5364 Fear
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5365 A keyword ability that restricts how a creature may be blocked. See rule 702.35, “Fear.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5366
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5367 Fight
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5368 When two creatures fight, each deals damage equal to its power to the other. See rule 701.10, “Fight.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5369
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5370 First Strike
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5371 A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5372
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5373 Flanking
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5374 A keyword ability that can make a creature better in combat. See rule 702.24, “Flanking.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5375
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5376 Flash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5377 A keyword ability that lets a player play a card any time he or she could cast an instant. See rule 702.8, “Flash.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5378
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5379 Flashback
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5380 A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.33, “Flashback.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5381
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5382 Flavor Text
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5383 Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5384
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5385 Flip Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5386 Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, “Flip Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5387
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5388 Flipped
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5389 A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5390
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5391 Flipping a Coin
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5392 A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5393
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5394 Flying
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5395 A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5396
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5397 Forecast
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5398 A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.56, “Forecast.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5399
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5400 Forest
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5401 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G} to your mana pool.” See rule 305.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5402
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5403 Forestcycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5404 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5405
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5406 Forestwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5407 See Landwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5408
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5409 Fortification
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5410 An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5411
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5412 Fortify
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5413 A keyword ability that lets a player attach a Fortification to a land he or she controls. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5414
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5415 Frenzy
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5416 A keyword ability that can make a creature better in combat. See rule 702.67, “Frenzy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5417
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5418 Free-for-All
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5419 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5420
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5421 Fuse
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5422 A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, “Fuse.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5423
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5424 Fused Split Spell
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5425 A split card on the stack that has been cast using the fuse ability or a copy of such a card. See rule 702.101, “Fuse.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5426
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5427 General
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5428 Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5429
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5430 Generic Mana
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5431 Mana in a cost represented by numerical symbols (such as {1}) or variable symbols (such as {X}) that can be paid with mana of any type. See rule 107.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5432
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5433 Global Enchantment (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5434 An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5435
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5436 Graft
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5437 A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other creatures. See rule 702.57, “Graft.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5438
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5439 Grand Melee
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5440 A multiplayer variant in which a large group of players (usually ten or more) compete as individuals against each other. See rule 807, “Grand Melee Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5441
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5442 Gravestorm
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5443 A keyword ability that creates copies of a spell. See rule 702.68, “Gravestorm.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5444
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5445 Graveyard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5446 1. A zone. A player’s graveyard is his or her discard pile.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5447 2. All the cards in a player’s graveyard.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5448 See rule 404, “Graveyard.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5449
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5450 Hand
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5451 1. A zone. A player’s hand is where that player holds cards he or she has drawn but not played yet.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5452 2. All the cards in a player’s hand.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5453 See rule 402, “Hand.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5454
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5455 Hand Modifier
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5456 A characteristic that only vanguards have. See rule 210, “Hand Modifier.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5457
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5458 Haste
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5459 A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5460
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5461 Haunt
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5462 A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.54, “Haunt.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5463
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5464 Hexproof
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5465 A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5466
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5467 Hidden Agenda
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5468 A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, “Hidden Agenda.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5469
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5470 Hidden Zone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5471 A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5472
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5473 Hideaway
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5474 A keyword ability that lets a player store a secret card. See rule 702.74, “Hideaway.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5475
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5476 Horsemanship
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5477 A keyword ability that restricts how a creature may be blocked. See rule 702.30, “Horsemanship.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5478
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5479 Hybrid Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5480 A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5481
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5482 Hybrid Mana Symbols
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5483 A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5484
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5485 If
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5486 See Intervening “If” Clause.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5487
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5488 Illegal Action
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5489 An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 717, “Handling Illegal Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5490
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5491 Illegal Target
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5492 A target that no longer exists or no longer meets the specifications stated by the spell or ability that’s targeting it. See rule 608.2b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5493
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5494 Illustration
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5495 A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5496
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5497 Illustration Credit
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5498 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5499
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5500 Imprint
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5501 “Imprint” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the imprint keyword have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5502
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5503 In Play (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5504 An obsolete term for the battlefield. Cards that were printed with text that contain the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5505
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5506 In Response To
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5507 An instant spell that’s been cast, or an activated ability that’s been activated, while another spell or ability is on the stack has been cast or activated “in response to” the earlier spell or ability. See rule 116.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5508
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5509 Independent
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5510 See Dependency.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5511
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5512 Indestructible
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5513 A keyword ability that precludes a permanent from being destroyed. See rule 702.12.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5514
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5515 Infect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5516 A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, “Infect.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5517
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5518 Ingest
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5519 A keyword ability that can exile the top card of a player’s library. See rule 702.114, “Ingest.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5520
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5521 Instant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5522 A card type. An instant is not a permanent. See rule 304, “Instants.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5523
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5524 Instead
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5525 Effects that use the word “instead” are replacement effects. The word “instead” indicates what an event will be replaced with. See rule 614, “Replacement Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5526
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5527 Interrupt (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5528 An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as an interrupt” can now be activated like any other activated abilities (unless they’re mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5529
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5530 Intervening “If” Clause
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5531 A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5532
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5533 Intimidate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5534 A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5535
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5536 Investigate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5537 A keyword action that creates a Clue artifact token. See rule 701.33, “Investigate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5538
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5539 Island
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5540 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U} to your mana pool.” See rule 305.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5541
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5542 Islandcycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5543 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5544
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5545 Islandhome (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5546 An obsolete keyword ability that meant “This creature can’t attack unless defending player controls an Island” and “When you control no Islands, sacrifice this creature.” Cards printed with this ability have been given errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5547
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5548 Islandwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5549 See Landwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5550
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5551 Keyword Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5552 A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5553
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5554 Keyword Action
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5555 A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5556
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5557 Kicker, Kicked
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5558 Kicker is a keyword ability that represents an optional additional cost. A spell has been kicked if its controller declared the intention to pay any or all of its kicker costs. See rule 702.32, “Kicker.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5559
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5560 Land
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5561 A card type. A land is a permanent. See rule 305, “Lands.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5562
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5563 Land Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5564 A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5565
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5566 Landwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5567 A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5568
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5569 Last Known Information
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5570 Information about an object that’s no longer in the zone it’s expected to be in, or information about a player that’s no longer in the game. This information captures that object’s last existence in that zone or that player’s last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4g.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5571
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5572 Layer
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5573 A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5574
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5575 Leaves the Battlefield
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5576 A permanent “leaves the battlefield” when it’s moved from the battlefield to another zone, or (if it’s phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.6d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5577
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5578 Legal Text
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5579 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5580
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5581 Legend (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5582 An obsolete creature type. Cards printed with this subtype have been given errata in the Oracle card reference so they have the legendary supertype instead. See Legendary.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5583
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5584 Legendary
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5585 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5586
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5587 Legend Rule
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5588 A state-based action that causes a player who controls two or more legendary permanent with the same name to put all but one into their owners’ graveyards. See rule 704.5k.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5589
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5590 Lethal Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5591 An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5592
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5593 Level Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5594 A symbol that represents a keyword ability indicating abilities, power, and toughness a leveler card may have. See rule 107.8 and rule 710, “Leveler Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5595
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5596 Level Up
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5597 A keyword ability that can put level counters on a creature. See rule 702.86, “Level Up.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5598
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5599 Leveler Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5600 Cards with striated text boxes and three power/toughness boxes. See rule 710, “Leveler Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5601
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5602 Library
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5603 1. A zone. A player’s library is where that player draws cards from.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5604 2. All the cards in a player’s library.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5605 See rule 401, “Library.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5606
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5607 Life, Life Total
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5608 Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 118, “Life.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5609
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5610 Life Modifier
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5611 A characteristic that only vanguards have. See rule 211, “Life Modifier.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5612
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5613 Lifelink
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5614 A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5615
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5616 Limited
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5617 A way of playing in which each player gets a quantity of unopened Magic product and creates his or her own deck on the spot. See rule 100.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5618
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5619 Limited Range of Influence
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5620 An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5621
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5622 Linked Abilities
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5623 Two abilities printed on the same object such that one of them causes actions to be taken or objects to be affected and the other one directly refers to those actions or objects. See rule 607, “Linked Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5624
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5625 Living Weapon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5626 A keyword ability that causes a creature token to be put onto the battlefield along with the Equipment with the ability. See rule 702.91, “Living Weapon.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5627
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5628 Local Enchantment (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5629 An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5630
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5631 Loop
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5632 A set of actions that could be repeated indefinitely. See rule 716, “Taking Shortcuts.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5633
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5634 Lose the Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5635 There are several ways to lose the game. See rule 104, “Ending the Game,” rule 810.8 (for additional rules for Two-Headed Giant games), rule 809.5 (for additional rules for Emperor games), and rule 903.11 (for an additional rule for Commander games).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5636
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5637 Loyalty
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5638 1. Part of a card that only planeswalkers have. A planeswalker card’s loyalty is printed in its lower right corner. See rule 209, “Loyalty.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5639 2. A characteristic that only planeswalkers have. See rule 306.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5640
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5641 Loyalty Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5642 An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5643
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5644 Madness
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5645 A keyword ability that lets a player cast a card he or she discards. See rule 702.34, “Madness.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5646
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5647 Main Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5648 The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 715, “Subgames.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5649
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5650 Main Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5651 Part of the turn. The first, or precombat, main phase is the second phase of the turn. The second, or postcombat, main phase is the fourth phase of the turn. See rule 505, “Main Phase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5652
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5653 Mana
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5654 The primary resource in the game. It is spent to pay costs, usually when casting spells and activating abilities. See rule 106, “Mana,” rule 107.4, and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5655
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5656 Mana Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5657 An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5658
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5659 Mana Burn (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5660 Older versions of the rules stated that unspent mana caused a player to lose life; this was called “mana burn.” That rule no longer exists.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5661
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5662 Mana Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5663 A characteristic, and part of a card. A card’s mana cost is indicated by the mana symbols printed in its upper right corner. See rule 107.4 and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5664
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5665 Mana Pool
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5666 Where mana created by an effect is temporarily stored. See rule 106.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5667
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5668 Mana Source (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5669 An obsolete card type. All cards printed with this card type are now instants. All abilities that, as printed, said a player could “play as a mana source” are now mana abilities. All relevant cards have been given errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5670
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5671 Mana Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5672 An icon that represents mana or a mana cost. See rule 107.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5673
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5674 Manifest
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5675 A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.31, “Manifest,” and rule 707, “Face-Down Spells and Permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5676
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5677 Match
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5678 A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5679
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5680 Maximum Hand Size
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5681 The number of cards in hand a player must discard down to during his or her cleanup step. See rule 402.2 and 514.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5682
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5683 Megamorph
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5684 A variant of the morph ability that puts a +1/+1 counter on the creature as it turns face up. See rule 702.36, “Morph.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5685
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5686 Menace
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5687 An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, “Menace.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5688
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5689 Miracle
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5690 A keyword ability that lets you cast a spell for a reduced cost if it’s the first card you draw in a turn. See rule 702.93, “Miracle.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5691
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5692 Modal, Mode
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5693 A spell or ability is “modal” if it has two or more options in a bulleted list preceded by instructions for a player to choose a number of those options, such as “Choose one —.” See rule 700.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5694
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5695 Modular
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5696 A keyword ability that has a permanent enter the battlefield with +1/+1 counters on it and can move those counters to other artifact creatures. See rule 702.42, “Modular.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5697
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5698 Mono Artifact (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5699 An obsolete term that appeared on the type line of artifacts with activated abilities that caused the artifact to become tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact,” and those abilities now include the tap symbol in their costs.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5700
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5701 Monocolored
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5702 An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5703
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5704 Monocolored Hybrid Mana Symbols
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5705 See Hybrid Mana Symbols.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5706
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5707 Monstrosity
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5708 A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.28, “Monstrosity.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5709
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5710 Monstrous
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5711 A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.28, “Monstrosity.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5712
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5713 Morph
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5714 A keyword ability that lets a card be cast face down as a 2/2 creature. See rule 702.36, “Morph,” and rule 707, “Face-Down Spells and Permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5715
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5716 Mountain
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5717 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R} to your mana pool.” See rule 305.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5718
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5719 Mountaincycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5720 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5721
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5722 Mountainwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5723 See Landwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5724
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5725 Move
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5726 To remove a counter from one object and put it on a different object. See rule 121.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5727 Some older cards used “move” with respect to Auras; those cards have received errata in the Oracle card reference and now use the word “attach.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5728
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5729 Mulligan
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5730 To take a “mulligan” is to reject a prospective opening hand and draw a new one (usually with one fewer card). See rule 103.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5731
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5732 Multicolored
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5733 An object with two or more colors is multicolored. Multicolored is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5734
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5735 Multikicker
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5736 Multikicker is a variant of the kicker keyword ability. It represents an optional additional cost that may be paid any number of times. See rule 702.32, “Kicker.” See also Kicker.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5737
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5738 Multiplayer Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5739 A game that begins with more than two players. See section 8, “Multiplayer Rules.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5740
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5741 Myriad
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5742 Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, “Myriad.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5743
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5744 Name
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5745 A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5746
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5747 Ninjutsu
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5748 A keyword ability that lets a creature suddenly enter combat. See rule 702.48, “Ninjutsu.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5749
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5750 Nonbasic Land
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5751 Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5752
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5753 Nontraditional Magic Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5754 An oversized Magic card that has a Magic card back but not a “Deckmaster” back. See rule 108.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5755
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5756 Object
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5757 An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, “Objects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5758
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5759 Offering
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5760 A keyword ability that modifies when you can cast a spell and how much mana you need to spend to do it. See rule 702.47, “Offering.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5761
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5762 One-Shot Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5763 An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5764
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5765 Ongoing
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5766 A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5767
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5768 Opening Hand
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5769 The hand of cards a player starts the game with, once the player has decided not to take any further mulligans. See rule 103.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5770
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5771 Opponent
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5772 Someone a player is playing against. See rules 102.2 and 102.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5773
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5774 Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5775 An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5776
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5777 Oracle
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5778 The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5779
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5780 Outlast
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5781 A keyword ability that allows a creature to grow larger over time. See rule 702.106, “Outlast.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5782
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5783 Outside the Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5784 An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5785
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5786 Overload
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5787 A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, “Overload.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5788
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5789 Owner
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5790 The player who (for purposes of the game) a card, token, or copy of a spell belongs to. See rules 108.3, 110.2, 110.5a, and 111.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5791
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5792 Paired
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5793 A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, “Soulbond.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5794
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5795 Pass
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5796 To decline to take any action (such as casting a spell or activating an ability) when you have priority. See rule 116, “Timing and Priority.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5797
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5798 Pass in Succession
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5799 All players “pass in succession” if each player in the game (starting with any one of them) opts not to take an action upon receiving priority. See rule 116, “Timing and Priority.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5800
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5801 Pay
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5802 To perform the actions required by a cost. This often means, but is not restricted to, spending resources such as mana or life. See rule 117, “Costs.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5803
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5804 Permanent
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5805 A card or token on the battlefield. See rule 110, “Permanents.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5806
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5807 Permanent Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5808 A card that could be put onto the battlefield. See rule 110.4a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5809
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5810 Permanent Spell
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5811 A spell that will enter the battlefield as a permanent as part of its resolution. See rule 110.4b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5812
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5813 Permanently (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5814 An obsolete term used to indicate that a continuous effect has no duration and thus lasts until the end of the game. Cards printed with this term have received errata in the Oracle card reference to delete it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5815
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5816 Persist
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5817 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, “Persist.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5818
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5819 Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5820 1. A subsection of a turn. See section 5, “Turn Structure.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5821 2. A permanent “phases in” when its status changes from phased out to phased in. A permanent “phases out” when its status changes from phased in to phased out. See rule 702.25, “Phasing.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5822
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5823 Phased In, Phased Out
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5824 A status a permanent may have. Phased-in is the default status. Phased-out permanents are treated as though they do not exist. See rule 110.6 and rule 702.25, “Phasing.” (“Phased-out” was a zone in older versions of the rules.)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5825
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5826 Phasing
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5827 A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, “Phasing.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5828
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5829 Phenomenon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5830 A card type seen only on nontraditional Magic cards in the Planechase casual variant. A phenomenon card is not a permanent. See rule 310, “Phenomena.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5831
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5832 Phyrexian Mana Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5833 A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5834
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5835 Phyrexian Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5836 A symbol used in rules text to represent any of the five Phyrexian mana symbols. See rule 107.4g.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5837
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5838 Pile
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5839 A temporary grouping of cards. See rule 700.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5840
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5841 Placed
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5842 If a spell or ability refers to a counter being “placed” on a permanent, it means putting a counter on that permanent while it’s on the battlefield, or that permanent entering the battlefield with a counter on it. See rule 121, “Counters.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5843
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5844 Plains
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5845 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W} to your mana pool.” See rule 305.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5846
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5847 Plainscycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5848 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5849
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5850 Plainswalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5851 See Landwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5852
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5853 Planar Deck
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5854 A deck of at least ten plane cards needed to play the Planechase casual variant. See rule 901.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5855
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5856 Planar Die
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5857 A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5858
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5859 Plane
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5860 A card type seen only on nontraditional Magic cards in the Planechase casual variant. A plane card is not a permanent. See rule 309, “Planes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5861
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5862 Planechase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5863 A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5864
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5865 Planeswalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5866 To put each face-up plane card or phenomenon card on the bottom of its owner’s planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up in a Planechase game. See rule 701.21, “Planeswalk.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5867
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5868 Planeswalker
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5869 A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5870
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5871 Planeswalker Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5872 The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5873
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5874 Planeswalker Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5875 A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types. See also Planeswalker Uniqueness Rule.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5876
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5877 Planeswalker Uniqueness Rule
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5878 A state-based action that causes a player who controls two or more planeswalkers with the same planeswalker type to put all but one of those planeswalkers into their owners’ graveyards. See rule 704.5j.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5879
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5880 Play
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5881 1. To play a land is to put a land onto the battlefield as a special action. See rule 115, “Special Actions,” and rule 305, “Lands.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5882 2. To play a card is to play that card as a land or cast that card as a spell, whichever is appropriate. See rule 601, “Casting Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5883 3. (Obsolete) Casting a spell used to be known as playing a spell. Cards with that text have received errata in the Oracle card reference. See Cast.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5884 4. (Obsolete) Activating an activated ability used to be known as playing an activated ability. Cards with that text have received errata in the Oracle card reference. See Activate.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5885 5. (Obsolete) The battlefield used to be known as the in-play zone. Cards that were printed with text that contains the phrases “in play,” “from play,” “into play,” or the like are referring to the battlefield and have received errata in the Oracle card reference. See Battlefield.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5886
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5887 Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5888 One of the people in the game. See rule 102, “Players.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5889
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5890 Poison Counter
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5891 A counter that may be given to a player. See rule 121, “Counters,” and rule 704.5c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5892
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5893 Poisoned
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5894 Having one or more poison counters. See rule 121, “Counters.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5895
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5896 Poisonous
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5897 A keyword ability that causes a player to get poison counters. See rule 702.69, “Poisonous.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5898
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5899 Poly Artifact (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5900 An obsolete term that appeared on the type line of artifacts with activated abilities that didn’t cause the artifact to be tapped as a cost. Cards printed with this text have received errata in the Oracle card reference to simply say “Artifact.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5901
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5902 Populate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5903 A keyword action that creates a copy of a creature token you control. See rule 701.27, “Populate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5904
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5905 Postcombat Main Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5906 A main phase that occurs after a combat phase. See Main Phase.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5907
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5908 Power
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5909 1. Part of a card that only creatures have. A creature card’s power is printed before the slash in its lower right corner. See rule 208, “Power/Toughness.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5910 2. A characteristic that only creatures have. See rule 302.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5911
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5912 Precombat Main Phase
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5913 The first main phase of a turn. See Main Phase.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5914
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5915 Prevent
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5916 A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5917
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5918 Prevention Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5919 A kind of continuous effect that watches for a damage event that would happen and completely or partially prevents the damage that would be dealt. See rule 615, “Prevention Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5920
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5921 Priority
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5922 Which player can take actions at any given time is determined by a system of “priority.” See rule 116, “Timing and Priority.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5923
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5924 Proliferate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5925 To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.24, “Proliferate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5926
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5927 Protection
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5928 A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5929
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5930 Provoke
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5931 A keyword ability that can force a creature to block. See rule 702.38, “Provoke.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5932
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5933 Prowess
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5934 A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, “Prowess.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5935
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5936 Prowl
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5937 A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, “Prowl.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5938
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5939 Public Zone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5940 A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5941
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5942 Rampage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5943 A keyword ability that can make a creature better in combat. See rule 702.22, “Rampage.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5944
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5945 Range of Influence
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5946 See Limited Range of Influence.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5947
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5948 Reach
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5949 A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5950
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5951 Rebound
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5952 A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, “Rebound.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5953
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5954 Recover
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5955 A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.58, “Recover.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5956
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5957 Redirect (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5958 Some older cards were printed with the term “redirect” to indicate a redirection effect. Such cards have received errata in the Oracle card reference so they explicitly state that damage that would be dealt to one object or player is dealt “instead” to another. See Redirection Effect.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5959
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5960 Redirection Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5961 A kind of replacement effect that causes damage that would be dealt to one creature, planeswalker, or player to be dealt instead to another creature, planeswalker, or player. See rule 614.9.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5962
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5963 Regenerate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5964 To replace a permanent’s destruction with an alternate sequence of events. See rule 701.12, “Regenerate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5965
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5966 Reinforce
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5967 A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, “Reinforce.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5968
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5969 Reminder Text
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5970 Parenthetical text in italics in the text box of a card that summarizes a rule that applies to that card, but is not actually rules text and has no effect on play. See rule 207.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5971
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5972 Removed from Combat
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5973 Certain events can cause an attacking or blocking creature, or a planeswalker that’s being attacked, to be “removed from combat.” A permanent that’s removed from combat has no further involvement in that combat phase. See rule 506.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5974
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5975 Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5976 “Remove [something] from the game” is an obsolete term for “exile [something].” “The removed card” is an obsolete term for “the exiled card.” The removed-from-the-game zone is an obsolete term for the exile zone. Cards with that text have received errata in the Oracle card reference. See Exile.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5977
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5978 Renown
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5979 A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, “Renown.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5980
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5981 Renowned
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5982 A designation given to a permanent as a result of the renown ability. See rule 702.111, “Renown.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5983
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5984 Replacement Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5985 A kind of continuous effect that watches for a particular event that would happen and completely or partially replaces that event with a different event. See rule 614, “Replacement Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5986
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5987 Replicate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5988 A keyword ability that creates copies of a spell. See rule 702.55, “Replicate.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5989
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5990 Requirement
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5991 An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5992
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5993 Resolve
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5994 When the spell or ability on top of the stack “resolves,” its instructions are followed and it has its effect. See rule 608, “Resolving Spells and Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5995
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5996 Restart the Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5997 To immediately end the current game and restart it. See rule 104, “Ending the Game.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5998
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
5999 Respond
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6000 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6001
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6002 Restriction
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6003 An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6004
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6005 Retrace
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6006 A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.80, “Retrace.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6007
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6008 Reveal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6009 To show a card to all players for a brief time. See rule 701.13, “Reveal.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6010
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6011 Ripple
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6012 A keyword ability that may let a player cast extra cards from his or her library for no cost. See rule 702.59, “Ripple.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6013
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6014 Rules Text
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6015 A characteristic that defines a card’s abilities. See rule 207.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6016
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6017 Sacrifice
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6018 To move a permanent you control to its owner’s graveyard. See rule 701.14, “Sacrifice.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6019
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6020 Scavenge
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6021 A keyword ability that allows you to exile a creature card from your graveyard to put +1/+1 counters on a creature. See rule 702.96, “Scavenge.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6022
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6023 Scheme
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6024 A card type seen only on nontraditional Magic cards in the Archenemy casual variant. A scheme card is not a permanent. See rule 312, “Schemes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6025
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6026 Scry
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6027 To manipulate some of the cards on top of your library. See rule 701.18, “Scry.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6028
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6029 Search
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6030 To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.15, “Search.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6031
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6032 Set Aside (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6033 “Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6034
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6035 Set in Motion
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6036 To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.22, “Set in Motion.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6037
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6038 Shadow
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6039 A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, “Shadow.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6040
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6041 Shared Life Total
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6042 In the Two-Headed Giant multiplayer variant, each team has a “shared life total” rather than each player having an individual life total. See rule 810, “Two-Headed Giant Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6043
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6044 Shared Team Turns Option
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6045 An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6046
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6047 Shortcut
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6048 A mutually understood way for the game to advance forward a number of game choices (either taking an action or passing priority) without players needing to explicitly identify each such choice. See rule 716, “Taking Shortcuts.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6049
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6050 Shroud
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6051 A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6052
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6053 Shuffle
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6054 To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6055
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6056 Sideboard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6057 Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6058
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6059 Skip
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6060 Effects that use the word “skip” are replacement effects. The word “skip” indicates what events, steps, phases, or turns will be replaced with nothing. See rule 614, “Replacement Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6061
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6062 Skulk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6063 A keyword ability that restricts how a creature may be blocked. See rule 702.117, “Skulk.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6064
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6065 Slivercycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6066 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6067
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6068 Snow
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6069 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6070
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6071 Snow Mana Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6072 The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6073
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6074 Snow-Covered (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6075 Some older cards were printed with the term “snow-covered” in their rules text. Except when referencing card names, such cards have received errata in the Oracle card reference to reference the supertype “snow” instead. See Snow.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6076
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6077 Sorcery
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6078 A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6079
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6080 Soulbond
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6081 A keyword ability that makes creatures better by pairing them together. See rule 702.94, “Soulbond.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6082
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6083 Soulshift
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6084 A keyword ability that lets a player return a card from his or her graveyard to his or her hand. See rule 702.45, “Soulshift.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6085
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6086 Source of an Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6087 The object that generated that ability. See rule 112.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6088
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6089 Source of Damage
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6090 The object that dealt that damage. See rule 609.7.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6091
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6092 Special Action
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6093 An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6094
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6095 Spell
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6096 A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6097
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6098 Spell Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6099 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.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6100
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6101 Spell Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6102 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.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6103
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6104 Splice
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6105 A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.46, “Splice.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6106
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6107 Split Cards
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6108 Cards with two card faces on a single card. See rule 708, “Split Cards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6109
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6110 Split Second
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6111 A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6112
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6113 Stack
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6114 A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6115
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6116 Starting Hand Size
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6117 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.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6118
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6119 Starting Life Total
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6120 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.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6121
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6122 Starting Player
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6123 The player chosen to take the first turn of a game. See rule 103.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6124
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6125 Starting Team
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6126 The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6127
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6128 State-Based Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6129 Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6130
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6131 State Trigger
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6132 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6133
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6134 Static Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6135 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.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6136
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6137 Status
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6138 The physical state of a permanent. See rule 110.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6139
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6140 Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6141 A subsection of a phase. See section 5, “Turn Structure.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6142
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6143 Storm
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6144 A keyword ability that creates copies of a spell. See rule 702.39, “Storm.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6145
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6146 Subgame
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6147 A completely separate Magic game created by an effect. See rule 715, “Subgames.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6148
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6149 Subtype
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6150 A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6151
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6152 Successfully Cast (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6153 A term that was printed on some older cards. In general, cards that referred to a spell being “successfully cast” have received errata in the Oracle card reference to simply refer to a spell being “cast.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6154
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6155 Summon (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6156 Older creature cards were printed with “Summon [creature type]” on their type lines. All such cards have received errata in the Oracle card reference to say “Creature — [creature type].” (Many of these cards’ creature types have also been updated.) See Creature.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6157
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6158 Summoning Sickness Rule
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6159 Informal term for a player’s inability to attack with a creature or to activate its abilities that include the tap symbol or the untap symbol unless the creature has been under that player’s control since the beginning of that player’s most recent turn. See rule 302.6. See also Haste.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6160
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6161 Sunburst
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6162 A keyword ability that can have a permanent enter the battlefield with +1/+1 counters or charge counters on it. See rule 702.43, “Sunburst.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6163
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6164 Supertype
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6165 A characteristic that appears before the card type on a card’s type line. Most cards don’t have a supertype. See rule 205.4, “Supertypes.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6166
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6167 Supervillain Rumble
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6168 A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6169
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6170 Support
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6171 A keyword action that lets you put +1/+1 counters on creatures. See rule 701.32, “Support.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6172
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6173 Surge
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6174 A keyword ability that provides an alternative cost to cast a card if you or one of your teammates has cast another spell in the same turn. See rule 702.116, “Surge.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6175
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6176 Suspend
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6177 A keyword ability that provides an alternative way to play a card. See rule 702.61, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6178
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6179 Swamp
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6180 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B} to your mana pool.” See rule 305.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6181
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6182 Swampcycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6183 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6184
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6185 Swampwalk
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6186 See Landwalk.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6187
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6188 Tap
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6189 To turn a permanent sideways from an upright position. See rule 701.17, “Tap and Untap.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6190
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6191 Tapped
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6192 A status a permanent may have. See rule 110.6 and rule 701.17, “Tap and Untap.” See also Untapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6193
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6194 Tap Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6195 The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6196
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6197 Target
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6198 A preselected object, player, and/or zone a spell or ability will affect. See rule 114, “Targets.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6199
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6200 Team
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6201 A group of players who share a common victory condition in a multiplayer game. See rule 808, “Team vs. Team Variant,” rule 809, “Emperor Variant,” rule 810, “Two-Headed Giant Variant,” and rule 811, “Alternating Teams Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6202
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6203 Teammate
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6204 In a multiplayer game between teams, a player’s teammates are the other players on his or her team. See rule 102.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6205
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6206 Team vs. Team Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6207 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6208
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6209 Text Box
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6210 Part of a card. The text box is printed on the lower half of the card and contains the card’s rules text, reminder text, and flavor text. See rule 207, “Text Box.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6211
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6212 Text-Changing Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6213 A continuous effect that changes the text that appears in an object’s text box and/or type line. See rule 612, “Text-Changing Effects.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6214
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6215 Threshold
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6216 “Threshold” used to be a keyword ability. It is now an ability word and has no rules meaning. All cards printed with the threshold keyword have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6217
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6218 Timestamp Order
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6219 A system used to determine in which order continuous effects in the same layer or sublayer are applied. See rule 613.6. See also Dependency.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6220
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6221 Token
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6222 A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6223
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6224 Tombstone Icon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6225 An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6226
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6227 Total Casting Cost (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6228 An obsolete term for converted mana cost. Cards printed with this text have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6229
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6230 Total Cost
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6231 What a player actually has to pay, in practical terms, to cast a spell or activated ability: the mana cost, activation cost, or alternative cost, plus all cost increases (including additional costs) and minus all cost reductions. See rule 601.2f.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6232
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6233 Totem Armor
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6234 A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, “Totem Armor.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6235
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6236 Toughness
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6237 1. Part of a card that only creatures have. A creature card’s toughness is printed after the slash in its lower right corner. See rule 208, “Power/Toughness.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6238 2. A characteristic that only creatures have. See rule 302.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6239
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6240 Tournament
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6241 An organized play activity where players compete against other players. See rule 100.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6242
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6243 Tournament Rules
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6244 Additional rules that apply to games played in a sanctioned tournament. See rule 100.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6245
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6246 Traditional Magic Card
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6247 A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6248
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6249 Trample
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6250 A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6251
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6252 Transfigure
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6253 A keyword ability that lets a player search his or her library for a replacement creature card. See rule 702.70, “Transfigure.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6254
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6255 Transform
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6256 To turn a double-faced card so its other face is up. See rule 701.25, “Transform.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6257
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6258 Transmute
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6259 A keyword ability that lets a player search his or her library for a replacement card. See rule 702.52, “Transmute.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6260
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6261 Tribal
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6262 A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6263
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6264 Tribute
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6265 A keyword ability that allows an opponent to choose between a creature entering the battlefield with +1/+1 counters or an additional ability. See rule 702.103, “Tribute.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6266
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6267 Trigger
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6268 Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically “triggers.” That means its controller puts it on the stack the next time a player would receive priority. See rule 603, “Handling Triggered Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6269
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6270 Trigger Condition
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6271 The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6272
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6273 Triggered Ability
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6274 A kind of ability. Triggered abilities begin with the word “when,” “whenever,” or “at.” They’re written as “[Trigger condition], [effect].” See rule 112, “Abilities,” and rule 603, “Handling Triggered Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6275
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6276 Trigger Event
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6277 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6278
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6279 Turn-Based Actions
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6280 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6281
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6282 Turn Markers
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6283 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6284
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6285 Two-Headed Giant Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6286 A multiplayer variant played among two-player teams that each have a shared life total and take a simultaneous turn. See rule 810, “Two-Headed Giant Variant.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6287
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6288 Type
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6289 1. An object’s card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, “Type Line,” and section 3, “Card Types.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6290 2. An attribute mana has. See rule 106, “Mana.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6291
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6292 Type Icon
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6293 An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6294
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6295 Type Line
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6296 Part of a card. The type line is printed directly below the illustration and contains the card’s card type(s), subtype(s), and/or supertype(s). See rule 205, “Type Line.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6297
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6298 Type-Changing Effect
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6299 An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6300
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6301 Typecycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6302 A variant of the cycling ability. See rule 702.28, “Cycling.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6303
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6304 Unattach
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6305 To move an Equipment away from the creature it’s attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6306
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6307 Unblockable (Obsolete)
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6308 A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6309
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6310 Unblocked Creature
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6311 An attacking creature once no creature has been declared as a blocker for it, unless an effect has caused it to become blocked. It remains an unblocked creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 509, “Declare Blockers Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6312
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6313 Undying
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6314 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, “Undying.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6315
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6316 Unearth
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6317 A keyword ability that lets a player return a creature card from his or her graveyard to the battlefield. See rule 702.83, “Unearth.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6318
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6319 Unflipped
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6320 A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6321
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6322 Unleash
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6323 A keyword ability that allows a creature to enter the battlefield with a +1/+1 counter on it and stops it from blocking if it has a +1/+1 counter on it. See rule 702.97, “Unleash.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6324
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6325 Unless
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6326 A word used to indicate a certain style of cost. See rule 117.12a.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6327
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6328 Untap
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6329 To rotate a permanent back to the upright position from a sideways position. See rule 701.17, “Tap and Untap.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6330
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6331 Untap Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6332 Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6333
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6334 Untap Symbol
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6335 The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6336
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6337 Untapped
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6338 A default status a permanent may have. See rule 110.6 and rule 701.17, “Tap and Untap.” See also Tapped.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6339
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6340 Upkeep Step
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6341 Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6342
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6343 Vanguard
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6344 1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6345 2. A card type seen only on nontraditional Magic cards in the Vanguard casual variant. A vanguard card is not a permanent. See rule 311, “Vanguards.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6346
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6347 Vanishing
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6348 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, “Vanishing.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6349
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6350 Variant
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6351 An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6352
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6353 Vigilance
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6354 A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6355
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6356 Vote
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6357 Some cards instruct players to vote from among given options. See rule 701.29, “Vote.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6358
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6359 Wall
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6360 A creature type with no particular rules meaning. Older cards with the Wall creature type but without defender had an unwritten ability that precluded them from attacking. Those cards have received errata in the Oracle card reference to have defender. Some older cards that referenced the Wall creature type have also received errata. See Defender.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6361
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6362 Win the Game
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6363 There are several ways to win the game. See rule 104, “Ending the Game,” and rules 810.8 (for additional rules for Two-Headed Giant games) and rule 809.5 (for additional rules for Emperor games).
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6364
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6365 Wither
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6366 A keyword ability that affects how an object deals damage to a creature. See rule 702.79, “Wither.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6367
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6368 Wizardcycling
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6369 See Typecycling.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6370
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6371 World
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6372 A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6373
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6374 World Rule
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6375 A state-based action that causes all permanents with the world supertype except the one that has had the world supertype for the shortest amount of time are put into their owners’ graveyards. See rule 704.5m.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6376
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6377 X
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6378 A placeholder for a number that needs to be determined. See rule 107.3.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6379
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6380 Y
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6381 See X.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6382
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6383 You, Your
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6384 Words that refer to an object’s controller, its would-be controller (if a player is attempting to cast or activate it), or its owner (if it has no controller). See rule 109.5.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6385
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6386 Zone
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6387 A place where objects can be during a game. See section 4, “Zones.”
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6388
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6389 Zone-Change Triggers
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6390 Trigger events that involve objects changing zones. See rule 603.6.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6391
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6392
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6393 Credits
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6394
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6395 Magic: The Gathering Original Game Design: Richard Garfield
c989a1669243 <fizzie> revert 58b9ee8f97a7
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parents:
diff changeset
6396 Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, and Matt Tabak, with contributions from Charlie Californiatino, John Carter, Elaine Chase, Laurie Cheers, Stephen D’Angelo, Dave DeLaney, Brady Dommermuth, Mike Donais, Skaff Elias, Mike Elliott, Richard Garfield, Dan Gray, Robert Gutschera, Collin Jackson, William Jockusch, Jeff Jordan, Yonemura Kaoru, Russell Linnemann, Jim Lin, Steve Lord, Sheldon Menery, Michael Phoenix, Mark Rosewater, David Sachs, Lee Sharpe, Eli Shiffrin, Henry Stern, Donald X. Vaccarino, Thijs van Ommen, Ingo Warnke, Tom Wylie, and Bryan Zembruski
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6397 Editing: Del Laugel (lead), Tim Aten, and Glenn Jones
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6398 Magic Rules Management: Matt Tabak and Eli Shiffrin
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6399
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6400 The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie Californiatino, Skaff Elias, Don Felice, Tom Fontaine, Jim Lin, Joel Mick, Chris Page, Dave Pettey, Barry “Bit” Reich, Bill Rose, and Elliott Segal. The mana symbols were designed by Christopher Rush.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6401
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6402 Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6403
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6404
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6405
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6406
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6407
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6408
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6409
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6410
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6411
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6412
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6413
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6414
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6415 These rules are effective as of April 8, 2016.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6416
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6417 Published by Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Wizards of the Coast, Magic: The Gathering, Magic, Oracle, Arabian Nights, Antiquities, Homelands, Exodus, Odyssey, Mirrodin, Kamigawa, Ravnica: City of Guilds, Time Spiral, Future Sight, Lorwyn, Shadowmoor, Zendikar, Scars of Mirrodin, Innistrad, Return to Ravnica, Khans of Tarkir, Magic Origins, Shadows over Innistrad, and Magic: The Gathering—Conspiracy are trademarks of Wizards of the Coast LLC in the USA and other countries. ©2016 Wizards. U.S. Pat. No. RE 37,957.
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6418
c989a1669243 <fizzie> revert 58b9ee8f97a7
HackBot
parents:
diff changeset
6419