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date Tue, 27 Nov 2018 22:55:08 +0000
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1 Magic: The Gathering Comprehensive Rules 1 Magic: The Gathering Comprehensive Rules
2 2
3 These rules are effective as of September 29, 2017. 3 These rules are effective as of October 5, 2018.
4 4
5 Introduction 5 Introduction
6 6
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. 7 This document is the ultimate authority for Magic: The Gathering competitive game play. It consists of 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.)
8 8
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. 9 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. If you have questions, you can get the answers from us at Support.Wizards.com.
10
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.)
12
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.
14
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.
16
17 10
18 Contents 11 Contents
19 12
20 1. Game Concepts 13 1. Game Concepts
21 100. General 14 100. General
132 709. Flip Cards 125 709. Flip Cards
133 710. Leveler Cards 126 710. Leveler Cards
134 711. Double-Faced Cards 127 711. Double-Faced Cards
135 712. Meld Cards 128 712. Meld Cards
136 713. Checklist Cards 129 713. Checklist Cards
137 714. Controlling Another Player 130 714. Saga Cards
138 715. Ending the Turn 131 715. Controlling Another Player
139 716. The Monarch 132 716. Ending the Turn
140 717. Restarting the Game 133 717. The Monarch
141 718. Subgames 134 718. Restarting the Game
142 719. Taking Shortcuts 135 719. Subgames
143 720. Handling Illegal Actions 136 720. Taking Shortcuts
137 721. Handling Illegal Actions
144 138
145 8. Multiplayer Rules 139 8. Multiplayer Rules
146 800. General 140 800. General
147 801. Limited Range of Influence Option 141 801. Limited Range of Influence Option
148 802. Attack Multiple Players Option 142 802. Attack Multiple Players Option
174 168
175 100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games. 169 100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.
176 170
177 100.1a A two-player game is a game that begins with only two players. 171 100.1a A two-player game is a game that begins with only two players.
178 172
179 100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.” 173 100.1b A multiplayer game is a game that begins with more than two players. See section 8, Multiplayer Rules.
180 174
181 100.2. 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. 175 100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.
182 176
183 100.2a 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. 177 100.2a In constructed play (a way of playing in which each player creates their 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.
184 178
185 100.2b 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. 179 100.2b 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 their 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.
186 180
187 100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, “Casual Variants.” 181 100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, Casual Variants.
188 182
189 100.4. 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. 183 100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.
190 184
191 100.4a 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. 185 100.4a 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.
192 186
193 100.4b 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. 187 100.4b In limited play involving individual players, all cards in a players card pool not included in their deck are in that players sideboard.
194 188
195 100.4c 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. 189 100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a teams card pool but not in either players deck are in that teams sideboard.
196 190
197 100.4d 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. 191 100.4d In limited play involving other multiplayer team variants, each card in a teams card pool but not in any players deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.
198 192
199 100.5. There is no maximum deck size. 193 100.5. There is no maximum deck size.
200 194
201 100.6. 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. 195 100.6. 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.
202 196
203 100.6a 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. 197 100.6a 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.
204 198
205 100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area. 199 100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator to find tournaments in their area.
206 200
201 100.7. Certain promotional cards and cards in the Unglued, Unhinged, and Unstable sets are printed with a silver border. These cards are intended for casual play and may have features and text that arent covered by these rules.
202
207 101. The Magic Golden Rules 203 101. The Magic Golden Rules
208 204
209 101.1. 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). 205 101.1. Whenever a cards 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).
210 206
211 101.2. 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. 207 101.2. When a rule or effect allows or directs something to happen, and another effect states that it cant happen, the cant effect takes precedence.
212 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. 208 Example: If one effect reads You may play an additional land this turn and another reads You cant play lands this turn, the effect that precludes you from playing lands wins.
213 209
214 101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 112.10.) 210 101.2a Adding abilities to objects and removing abilities from objects dont fall under this rule. (See rule 112.10.)
215 211
216 101.3. 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.) 212 101.3. Any part of an instruction thats impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesnt, theres no effect.)
217 213
218 101.4. 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. 214 101.4. 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 players 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.
219 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. 215 Example: A card reads Each player sacrifices a creature. First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. Then all creatures chosen this way are sacrificed simultaneously.
220 216
221 101.4a 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. 217 101.4a If an effect has each player choose a card in a hidden zone, such as their hand or library, those cards may remain face down as theyre chosen. However, each player must clearly indicate which face-down card they are choosing.
222 218
223 101.4b 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. 219 101.4b A player knows the choices made by the previous players when making their choice, except as specified in 101.4a.
224 220
225 101.4c 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. 221 101.4c If a player would make more than one choice at the same time, the player makes the choices in the order specified. If no order is specified, they player chooses the order.
226 222
227 101.4d 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. 223 101.4d 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.
228 224
229 102. Players 225 102. Players
230 226
231 102.1. 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. 227 102.1. 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.
232 228
233 102.2. In a two-player game, a player’s opponent is the other player. 229 102.2. In a two-player game, a players opponent is the other player.
234 230
235 102.3. 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. 231 102.3. In a multiplayer game between teams, a players teammates are the other players on their team, and the players opponents are all players not on their team.
232
233 102.4. A spell or ability may use the term your team as shorthand for you and/or your teammates. In a game that isnt a multiplayer game between teams, your team means the same thing as you.
236 234
237 103. Starting the Game 235 103. Starting the Game
238 236
239 103.1. 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. 237 103.1. At the start of a game, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents decks. The players decks become their libraries.
240 238
241 103.1a If a player is using a sideboard (see rule 100.4) or cards being represented by checklist cards (see rule 713), those cards are set aside before shuffling. 239 103.1a If a player is using a sideboard (see rule 100.4) or cards being represented by checklist cards (see rule 713), those cards are set aside before shuffling.
242 240
243 103.1b 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. 241 103.1b In a Commander game, each player puts their commander from their deck face up into the command zone before shuffling. See rule 903.6.
244 242
245 103.1c 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. 243 103.1c In a Conspiracy Draft game, each player puts any number of conspiracy cards from their sideboard into the command zone before shuffling. See rule 905.4.
246 244
247 103.2. 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. 245 103.2. 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 games default turn order begins with the starting player and proceeds clockwise.
248 246
249 103.2a In a game using the shared team turns option, there is a starting team rather than a starting player. 247 103.2a In a game using the shared team turns option, there is a starting team rather than a starting player.
250 248
251 103.2b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn. 249 103.2b In an Archenemy game, these methods arent used to determine who takes the first turn. Rather, the archenemy takes the first turn.
252 250
253 103.2c One card (Power Play) states that its controller is the starting player. This effect supersedes these methods. 251 103.2c One card (Power Play) states that its controller is the starting player. This effect supersedes these methods.
254 252
255 103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. 253 103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
256 254
257 103.3a In a Two-Headed Giant game, each team’s starting life total is 30. 255 103.3a In a Two-Headed Giant game, each teams starting life total is 30.
258 256
259 103.3b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card. 257 103.3b In a Vanguard game, each players starting life total is 20 plus or minus the life modifier of their vanguard card.
260 258
261 103.3c In a Commander game, each player’s starting life total is 40. 259 103.3c In a Commander game, each players starting life total is 40.
262 260
263 103.3d In an Archenemy game, the archenemy’s starting life total is 40. 261 103.3d In a two-player Brawl game, each players starting life total is 25. In a multiplayer Brawl game, each players starting life total is 30.
264 262
265 103.4. 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. 263 103.3e In an Archenemy game, the archenemys starting life total is 40.
266 264
267 103.4a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of his or her vanguard card. 265 103.4. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a players starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they 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 their hand back into their library, then draws a new hand of one fewer cards than they had before. If a player kept their hand of cards, those cards become the players 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 players 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 players starting hand size may look at the top card of their library. If a player does, that player may put that card on the bottom of their library.
268 266
269 103.4b 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. 267 103.4a In a Vanguard game, each players starting hand size is seven plus or minus the hand modifier of their vanguard card.
270 268
271 103.4c 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. 269 103.4b 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 they would declare whether they 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, they then declare whether they will take a mulligan.
272 270
273 103.4d 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. 271 103.4c In a multiplayer game and in any Brawl game, the first time a player takes a mulligan, they draw a new hand of as many cards as they had before. Subsequent hands decrease by one card as normal.
274 272
275 103.5. 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. 273 103.4d In a multiplayer game using the shared team turns option, first each player on the starting team declares whether that player 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 a teammate has decided to keep their opening hand.
274
275 103.5. Some cards allow a player to take actions with them from their 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.
276 276
277 103.5a 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. 277 103.5a 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.
278 278
279 103.5b 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. 279 103.5b If a card allows a player to reveal it from their 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.
280 280
281 103.5c 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. 281 103.5c 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.
282 282
283 103.6. 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.”) 283 103.6. In a Planechase game, the starting player moves the top card of their planar deck off that planar deck and turns it face up. If its a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, Planechase.)
284 284
285 103.7. The starting player takes his or her first turn. 285 103.7. The starting player takes their first turn.
286 286
287 103.7a 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. 287 103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, Draw Step) of their first turn.
288 288
289 103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. 289 103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
290 290
291 103.7c In all other multiplayer games, no player skips the draw step of his or her first turn. 291 103.7c In all other multiplayer games, no player skips the draw step of their first turn.
292 292
293 104. Ending the Game 293 104. Ending the Game
294 294
295 104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted. 295 104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
296 296
297 104.2. There are several ways to win the game. 297 104.2. There are several ways to win the game.
298 298
299 104.2a A player still in the game wins the game if that player’s opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game. 299 104.2a A player still in the game wins the game if that players opponents have all left the game. This happens immediately and overrides all effects that would preclude that player from winning the game.
300 300
301 104.2b An effect may state that a player wins the game. 301 104.2b An effect may state that a player wins the game.
302 302
303 104.2c 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. 303 104.2c 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.
304 304
305 104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.) 305 104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)
306 306
307 104.3. There are several ways to lose the game. 307 104.3. There are several ways to lose the game.
308 308
309 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game. 309 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.
310 310
311 104.3b 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.) 311 104.3b If a players life total is 0 or less, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
312 312
313 104.3c 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.) 313 104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
314 314
315 104.3d 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.) 315 104.3d If a player has ten or more poison counters, that player loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
316 316
317 104.3e An effect may state that a player loses the game. 317 104.3e An effect may state that a player loses the game.
318 318
319 104.3f If a player would both win and lose the game simultaneously, he or she loses the game. 319 104.3f If a player would both win and lose the game simultaneously, that player loses the game.
320 320
321 104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game. 321 104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
322 322
323 104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that player’s opponents within the player’s range of influence to lose the game. This may not cause the game to end. 323 104.3h In a multiplayer game using the limited range of influence option (see rule 801), an effect that states that a player wins the game instead causes all of that players opponents within the players range of influence to lose the game. This may not cause the game to end.
324 324
325 104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.) 325 104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)
326 326
327 104.3j 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 903.10.) 327 104.3j In a Commander game, a player thats 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 903.10.)
328 328
329 104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6. 329 104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.
330 330
331 104.4. There are several ways for the game to be a draw. 331 104.4. There are several ways for the game to be a draw.
332 332
333 104.4a If all the players remaining in a game lose simultaneously, the game is a draw. 333 104.4a If all the players remaining in a game lose simultaneously, the game is a draw.
334 334
335 104.4b 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. 335 104.4b If a game thats 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 dont result in a draw.
336 336
337 104.4c An effect may state that the game is a draw. 337 104.4c An effect may state that the game is a draw.
338 338
339 104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously. 339 104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
340 340
341 104.4e 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. 341 104.4e 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 abilitys controller and all players within their range of influence. Only those players leave the game; the game continues for all other players.
342 342
343 104.4f 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. 343 104.4f 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 thats 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.
344 344
345 104.4g 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. 345 104.4g 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.
346 346
347 104.4h 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.) 347 104.4h 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.)
348 348
349 104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6. 349 104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
350 350
351 104.5. 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. 351 104.5. If a player loses the game, that player leaves the game. If the game is a draw for a player, that player leaves the game. The multiplayer rules handle what happens when a player leaves the game; see rule 800.4.
352 352
353 104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 717, “Restarting the Game.” 353 104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 718, Restarting the Game.
354 354
355 105. Colors 355 105. Colors
356 356
357 105.1. There are five colors in the Magic game: white, blue, black, red, and green. 357 105.1. There are five colors in the Magic game: white, blue, black, red, and green.
358 358
359 105.2. 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. 359 105.2. 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 objects color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.
360 360
361 105.2a A monocolored object is exactly one of the five colors. 361 105.2a A monocolored object is exactly one of the five colors.
362 362
363 105.2b A multicolored object is two or more of the five colors. 363 105.2b A multicolored object is two or more of the five colors.
364 364
365 105.2c A colorless object has no color. 365 105.2c A colorless object has no color.
366 366
367 105.3. 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. 367 105.3. Effects may change an objects 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.
368 368
369 105.4. 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.” 369 105.4. If a player is asked to choose a color, they must choose one of the five colors. Multicolored is not a color. Neither is colorless.
370 370
371 106. Mana 371 106. Mana
372 372
373 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities. 373 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
374 374
376 376
377 106.1b There are six types of mana: white, blue, black, red, green, and colorless. 377 106.1b There are six types of mana: white, blue, black, red, green, and colorless.
378 378
379 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202). 379 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
380 380
381 106.3. 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. 381 106.3. 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 arent mana abilities. A spell or ability that produces mana instructs a player to add that mana.
382 382
383 106.4. 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. 383 106.4. When an effect instructs a player to add mana, that mana goes into a players mana pool. From there, it can be used to pay costs immediately, or it can stay in the players mana pool as unspent mana. Each players mana pool empties at the end of each step and phase, and the player is said to lose this mana. Cards with abilities that produce mana or refer to unspent mana have received errata in the Oracle card reference to no longer explicitly refer to the mana pool.
384 384
385 106.4a 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. 385 106.4a If any mana remains in a players mana pool after mana is spent to pay a cost, that player announces what mana is still there.
386
387 106.4b If a player passes priority (see rule 116) while there is mana in their mana pool, that player announces what mana is there.
386 388
387 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. 389 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
388 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. 390 Example: Meteor Crater has the ability {T}: Choose a color of a permanent you control. Add one mana of that color. If you control no colored permanents, activating Meteor Craters mana ability produces no mana.
389 391
390 106.6. 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. 392 106.6. 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 doesnt affect the manas type.
391 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. 393 Example: A players mana pool contains {R}{G} which can be spent only to cast creature spells. That player activates Doubling Cubes ability, which reads {3}, {T}: Double the amount of each type of unspent mana you have. The players mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
392 394
393 106.6a 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. 395 106.6a 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. If the spell or ability creates a continuous effect or replacement effect if the mana is spent, a separate effect is created once for each mana produced.
394 396
395 106.7. 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. 397 106.7. 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 wouldnt produce any mana under these conditions, or no type of mana can be defined this way, theres no type of mana it could produce.
396 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}. 398 Example: Exotic Orchard has the ability {T}: Add one mana of any color that a land an opponent controls could produce. If your opponent controls no lands, activating Exotic Orchards 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}.
397 399
398 106.8. 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. 400 106.8. If an effect would add mana represented by a hybrid mana symbol to a players 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 players mana pool. If a colorless half is chosen, an amount of colorless mana represented by that halfs number is added to that players mana pool.
399 401
400 106.9. 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. 402 106.9. If an effect would add mana represented by a Phyrexian mana symbol to a players mana pool, one mana of the color of that symbol is added to that players mana pool.
401 403
402 106.10. 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. 404 106.10. If an effect would add mana represented by a generic mana symbol to a players mana pool, that much colorless mana is added to that players mana pool.
403 405
404 106.11. 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.” 406 106.11. 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.
405 407
406 106.11a 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. 408 106.11a 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.
407 409
408 106.12. 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. 410 106.11b A replacement effect that applies if a permanent is tapped for mana or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
411
412 106.12. One card (Drain Power) causes one player to lose unspent mana and another to add the mana lost this way. (Note that these may be the same player.) This empties the former players mana pool and causes the mana emptied this way to be put into the latter players 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.
409 413
410 107. Numbers and Symbols 414 107. Numbers and Symbols
411 415
412 107.1. The only numbers the Magic game uses are integers. 416 107.1. The only numbers the Magic game uses are integers.
413 417
414 107.1a 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. 418 107.1a You cant 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.
415 419
416 107.1b 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, or sets a creature’s power or toughness to a specific value. 420 107.1b Most of the time, the Magic game uses only positive numbers and zero. You cant choose a negative number, deal negative damage, gain negative life, and so on. However, its possible for a game value, such as a creatures 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 doubles or sets to a specific value a players life total or a creatures power and/or toughness.
417 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. 421 Example: If a 3/4 creature gets -5/-0, its a -2/4 creature. It doesnt assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.
418 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. 422 Example: Viridian Joiner is a 1/2 creature with the ability {T}: Add an amount of {G} equal to Viridian Joiners power. An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.
419 Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2. 423 Example: Chameleon Colossus is a 4/4 creature with the ability {2}{G}{G}: Chameleon Colossus gets +X/+X until end of turn, where X is its power. An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesnt become -4/2.
420 424
421 107.1c 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. 425 107.1c 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.
422 426
423 107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead. 427 107.2. If anything needs to use a number that cant be determined, either as a result or in a calculation, it uses 0 instead.
424 428
425 107.3. 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. 429 107.3. 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.
426 430
427 107.3a 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. 431 107.3a 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 isnt 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.
428 432
429 107.3b 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.” 433 107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isnt 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 doesnt apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, Casting Spells.
430 434
431 107.3c 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. 435 107.3c 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 thats the value of X while that spell or ability is on the stack. The controller of that spell or ability doesnt get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
432 436
433 107.3d 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. 437 107.3d 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 they pay that cost.
434 438
435 107.3e 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). 439 107.3e 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 isnt defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as its put on the stack or as it resolves).
436 440
437 107.3f 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. 441 107.3f 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.
438 442
439 107.3g 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. 443 107.3g If an effect instructs a player to pay an objects 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.
440 444
441 107.3h 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. 445 107.3h Normally, all instances of X on an object have the same value at any given time.
442 446
443 107.3i Some objects use the letter Y in addition to the letter X. Y follows the same rules as X. 447 107.3i 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 doesnt define a value of X. This is an exception to rule 107.3h.
448
449 107.3j If an objects activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3h.
450
451 107.3k Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
444 452
445 107.4. 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}. 453 107.4. 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}.
446 454
447 107.4a 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.” 455 107.4a 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.
448 456
449 107.4b 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. 457 107.4b 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.
450 458
451 107.4c 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. 459 107.4c 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.
452 460
458 107.4f 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. 466 107.4f 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.
459 Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life. 467 Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
460 468
461 107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols. 469 107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.
462 470
463 107.4h 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.) 471 107.4h 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 205.4g). Effects that reduce the amount of generic mana you pay dont affect {S} costs. (There is no such thing as snow mana; snow is not a type of mana.)
464 472
465 107.5. 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. 473 107.5. The tap symbol is {T}. The tap symbol in an activation cost means Tap this permanent. A permanent thats already tapped cant be tapped again to pay the cost. A creatures activated ability with the tap symbol in its activation cost cant be activated unless the creature has been under its controllers control continuously since their most recent turn began. See rule 302.6.
466 474
467 107.6. 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. 475 107.6. The untap symbol is {Q}. The untap symbol in an activation cost means Untap this permanent. A permanent thats already untapped cant be untapped again to pay the cost. A creatures activated ability with the untap symbol in its activation cost cant be activated unless the creature has been under its controllers control continuously since their most recent turn began. See rule 302.6.
468 476
469 107.7. 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.” 477 107.7. 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 dont 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.
470 478
471 107.8. 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.” 479 107.8. 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.
472 480
473 107.8a “{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 has base power and toughness [P/T] and has [abilities].” 481 107.8a {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 has base power and toughness [P/T] and has [abilities].
474 482
475 107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].” 483 107.8b {LEVEL N3+} [Abilities] [P/T] means As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].
476 484
477 107.9. 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. 485 107.9. A tombstone icon appears to the left of the name of many Odyssey block cards with abilities that are relevant in a players graveyard. The purpose of the icon is to make those cards stand out when theyre in a graveyard. This icon has no effect on game play.
478 486
479 107.10. 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. 487 107.10. 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, thats indicated by a black and white cross. This icon has no effect on game play.
480 488
481 107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, “Planechase.” 489 107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, Planechase.
482 490
483 107.12. 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.” 491 107.12. 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.
484 492
485 107.13. 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.” 493 107.13. 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 cards color or colors. See rule 202, Mana Cost and Color.
486 494
487 107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from himself or herself. 495 107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
496
497 107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as rN. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, Saga Cards.
498
499 107.15a {rN}[Effect] means When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].
500
501 107.15b {rN1}, {rN2}[Effect] is the same as {rN1}[Effect] and {rN2}[Effect].
488 502
489 108. Cards 503 108. Cards
490 504
491 108.1. 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. 505 108.1. Use the Oracle card reference when determining a cards wording. A cards Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.
492 506
493 108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card. 507 108.2. When a rule or text on a card refers to a card, it means only a Magic card or an object represented by a Magic card.
494 508
495 108.2a 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. 509 108.2a 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.
496 510
497 108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes. 511 108.2b Tokens arent considered cardseven a card-sized game supplement that represents a token isnt considered a card for rules purposes.
498 512
499 108.3. 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.) 513 108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a players 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.)
500 514
501 108.3a 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. 515 108.3a 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.
502 516
503 108.3b 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. 517 108.3b Some spells and abilities allow a player to take cards they own 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 their sideboard. In all other cases, the owner of a card outside the game is its legal owner.
504 518
505 108.4. 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. 519 108.4. A card doesnt 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.
506 520
507 108.4a 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. 521 108.4a If anything asks for the controller of a card that doesnt have one (because its not a permanent or spell), use its owner instead.
508 522
509 108.5. 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. 523 108.5. Nontraditional Magic cards cant 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 doesnt; that card remains outside the game.
510 524
511 108.6. For more information about cards, see section 2, “Parts of a Card.” 525 108.6. For more information about cards, see section 2, Parts of a Card.
512 526
513 109. Objects 527 109. Objects
514 528
515 109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem. 529 109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
516 530
517 109.2. 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. 531 109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesnt include the word card, spell, source, or scheme, it means a permanent of that card type or subtype on the battlefield.
518 532
519 109.2a 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. 533 109.2a 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.
520 534
521 109.2b 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. 535 109.2b 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.
522 536
523 109.2c 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. 537 109.2c If a spell or ability uses a description of an object that includes the word source, it means a source matching that descriptioneither a source of an ability or a source of damagein any zone. See rule 609.7.
524 538
525 109.2d 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. 539 109.2d 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.
526 540
527 109.3. 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. 541 109.3. An objects 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 isnt a characteristic. For example, characteristics dont include whether a permanent is tapped, a spells target, an objects owner or controller, what an Aura enchants, and so on.
528 542
529 109.4. 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: 543 109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield arent controlled by any player. See rule 108.4. There are five exceptions to this rule:
530 544
531 109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, “Emblems.” 545 109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, Emblems.
532 546
533 109.4b 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. 547 109.4b 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.
534 548
535 109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6. 549 109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
536 550
537 109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7. 551 109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
538 552
539 109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. 553 109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
540 554
541 109.5. 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. 555 109.5. The words you and your on an object refer to the objects 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 its 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 its a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7df.
542 556
543 110. Permanents 557 110. Permanents
544 558
545 110.1. 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. 559 110.1. 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 its moved to another zone by an effect or rule.
546 560
547 110.2. 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. 561 110.2. A permanents owner is the same as the owner of the card that represents it (unless its a token; see rule 110.5a). A permanents controller is, by default, the player under whose control it entered the battlefield. Every permanent has a controller.
548 562
549 110.2a 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. 563 110.2a If an effect instructs a player to put an object onto the battlefield, that object enters the battlefield under that players control unless the effect states otherwise.
550 564
551 110.3. 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.” 565 110.3. A nontoken permanents characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, Interaction of Continuous Effects.
552 566
553 110.4. 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.” 567 110.4. There are five permanent types: artifact, creature, enchantment, land, and planeswalker. Instant and sorcery cards cant enter the battlefield and thus cant be permanents. Some tribal cards can enter the battlefield and some cant, depending on their other card types. See section 3, Card Types.
554 568
555 110.4a 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. 569 110.4a 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.
556 570
557 110.4b 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. 571 110.4b 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.
558 572
559 110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent. 573 110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. Its still a permanent.
560 574
561 110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card. 575 110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isnt represented by a card.
562 576
563 110.5a A token is both owned and controlled by the player under whose control it entered the battlefield. 577 110.5a The player who creates a token is its owner. The token enters the battlefield under that players control.
564 578
565 110.5b 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. 579 110.5b The spell or ability that creates a token may define the values of any number of characteristics for the token. This becomes the tokens 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 tokens copiable values. A token doesnt have any characteristics not defined by the spell or ability that created it.
566 Example: Jade Mage has the ability “{2}{G}: Create a 1/1 green Saproling creature token.” The resulting token has no mana cost, supertype, rules text, or abilities. 580 Example: Jade Mage has the ability {2}{G}: Create a 1/1 green Saproling creature token. The resulting token has no mana cost, supertypes, rules text, or abilities.
567 581
568 110.5c 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. 582 110.5c A spell or ability that creates a token sets both its name and its subtype. If the spell or ability doesnt 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 doesnt change its subtype, and vice versa.
569 583
570 110.5d 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. 584 110.5d If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that tokens characteristics cant enter the battlefield, the token is not created.
571 585
572 110.5e 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). 586 110.5e A token is subject to anything that affects permanents in general or that affects the tokens card type or subtype. A token isnt a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).
573 587
574 110.5f A token 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.) 588 110.5f A token thats 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.)
575 589
576 110.5g 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. 590 110.5g A token that has left the battlefield cant 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.
577 591
578 110.6. 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. 592 110.6. A permanents 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.
579 593
580 110.6a Status is not a characteristic, though it may affect a permanent’s characteristics. 594 110.6a Status is not a characteristic, though it may affect a permanents characteristics.
581 595
582 110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise. 596 110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
583 597
584 110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it. 598 110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
585 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. 599 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 Apprentices 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 permanents flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.
586 600
587 110.6d 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. 601 110.6d 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.
588 602
589 111. Spells 603 111. Spells
590 604
591 111.1. 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.” 605 111.1. 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 owners 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.
592 606
593 111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10. 607 111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.
594 608
595 111.1b 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. 609 111.1b 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.
596 610
597 111.2. 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. 611 111.2. A spells owner is the same as the owner of the card that represents it, unless its a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spells controller is, by default, the player who put it on the stack. Every spell has a controller.
598 612
599 111.3. 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.” 613 111.3. A noncopy spells characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, Interaction of Continuous Effects.
600 614
601 111.4. 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. 615 111.4. 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.
602 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. 616 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.
603 617
604 112. Abilities 618 112. Abilities
605 619
606 112.1. An ability can be one of two things: 620 112.1. An ability can be one of three things:
607 621
608 112.1a 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.”) 622 112.1a An ability can be a characteristic an object has that lets it affect the game. An objects 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 grant abilities usually use the words has, have, gains, or gain.) Abilities generate effects. (See rule 609, Effects.)
609 623
610 112.1b 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.”) 624 112.1b An ability can be something that a player has that changes how the game affects the player. A player normally has no abilities unless granted to that player by effects.
611 625
612 112.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players. 626 112.1c 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.)
627
628 112.2. Abilities can affect the objects theyre on. They can also affect other objects and/or players.
613 629
614 112.2a Abilities can be beneficial or detrimental. 630 112.2a Abilities can be beneficial or detrimental.
615 Example: “[This creature] can’t block” is an ability. 631 Example: [This creature] cant block is an ability.
616 632
617 112.2b An additional cost or alternative cost to cast a card is an ability of the card. 633 112.2b An additional cost or alternative cost to cast a card is an ability of the card.
618 634
619 112.2c 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. 635 112.2c 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 cards 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.
620 636
621 112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.” 637 112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, Effects.
622 638
623 112.3. There are four general categories of abilities: 639 112.3. There are four general categories of abilities:
624 640
625 112.3a 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. 641 112.3a 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 its an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6.
626 642
627 112.3b 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.” 643 112.3b 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 they have priority. Doing so puts it on the stack, where it remains until its countered, it resolves, or it otherwise leaves the stack. See rule 602, Activating Activated Abilities.
628 644
629 112.3c 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.” 645 112.3c 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 its countered, it resolves, or it otherwise leaves the stack. See rule 603, Handling Triggered Abilities.
630 646
631 112.3d 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.” 647 112.3d Static abilities are written as statements. Theyre 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.
632 648
633 112.4. 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.” 649 112.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They dont use the stack, and, under certain circumstances, a player can activate mana abilities even if they dont have priority. See rule 605, Mana Abilities.
634 650
635 112.5. 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.” 651 112.5. Some activated abilities are loyalty abilities. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn. See rule 606, Loyalty Abilities.
636 652
637 112.6. 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: 653 112.6. 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:
638 654
639 112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.) 655 112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
640 656
641 112.6b An ability that states which zones it functions in functions only from those zones. 657 112.6b An ability that states which zones it functions in functions only from those zones.
642 658
643 112.6c 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. 659 112.6c An objects ability that allows a player to pay an alternative cost rather than its mana cost or otherwise modifies what that particular object costs to cast functions on the stack.
644 660
645 112.6d 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. 661 112.6d An objects 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 and also on the stack. An objects ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
646 662
647 112.6e 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. 663 112.6e An objects ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
648 664
649 112.6f An object’s ability that states it can’t be countered or can’t be countered by spells and abilities functions on the stack. 665 112.6f An objects ability that states it cant be countered functions on the stack.
650 666
651 112.6g 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. 667 112.6g An objects ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
652 668
653 112.6h An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield. 669 112.6h An objects ability that states counters cant be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
654 670
655 112.6i 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. 671 112.6i An objects activated ability that has a cost that cant be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
656 672
657 112.6j 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. 673 112.6j A trigger condition that cant 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.
658 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.”) 674 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.)
659 675
660 112.6k 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. 676 112.6k An ability whose cost or effect specifies that it moves the object its on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. 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.
661 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. 677 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 their graveyard.
662 678
663 112.6m 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. 679 112.6m 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 cant affect the format legality of a card, including whether its banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/en/resources/rules-documents.
664 680
665 112.6n 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.” 681 112.6n 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.
666 682
667 112.7. 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. 683 112.7. 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 603.7df.
668 684
669 112.7a 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. 685 112.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time wont 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 its 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.
670 686
671 112.8. 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. 687 112.8. 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 abilitys source when it triggered, or, if it had no controller, the player who owned the abilitys source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7df.
672 688
673 112.9. 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. 689 112.9. Activated and triggered abilities on the stack arent spells, and therefore cant be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities dont use the stack and thus cant be countered at all.
674 690
675 112.10. 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. 691 112.10. Effects can add or remove abilities of objects. An effect that adds an ability will state that the object gains or has that ability, or similar. An effect that removes an ability will state that the object loses that ability.
676 692
677 112.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability that’s added to the object. 693 112.10a An effect that adds an activated ability may include activation instructions for that ability. These instructions become part of the ability thats added to the object.
678 694
679 112.10b Effects that remove an ability remove all instances of it. 695 112.10b Effects that remove an ability remove all instances of it.
680 696
681 112.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects. 697 112.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.
682 698
683 112.11. 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. 699 112.11. Effects can stop an object from having a specified ability. These effects say that the object cant have that ability. If the object has that ability, it loses it. Its 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 wont apply to that object.
684 700
685 112.12. 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. 701 112.12. An effect that sets an objects 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]), its not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object ([creature] cant be blocked, for example), its neither granting an ability nor setting a characteristic.
686 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. 702 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 cant be blocked would get +2/+2.
687 703
688 113. Emblems 704 113. Emblems
689 705
690 113.1. 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. 706 113.1. 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.
691 707
692 113.2. 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. 708 113.2. 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.
693 709
694 113.3. 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. 710 113.3. 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.
695 711
696 113.4. Abilities of emblems function in the command zone. 712 113.4. Abilities of emblems function in the command zone.
697 713
698 113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type. 714 113.5. An emblem is neither a card nor a permanent. Emblem isnt a card type.
699 715
700 114. Targets 716 114. Targets
701 717
702 114.1. 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. 718 114.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or player(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 cant be changed except by another spell or ability that explicitly says it can do so.
703 719
704 114.1a 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.) 720 114.1a 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 and/or player. 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.)
705 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. 721 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 doesnt make the card its on targeted.
706 722
707 114.1b 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.) 723 114.1b Aura spells are always targeted. These are the only permanent spells with targets. An Auras 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 doesnt target anything; only the spell is targeted. (An activated or triggered ability of an Aura permanent can also be targeted.)
708 724
709 114.1c 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. 725 114.1c 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 and/or player. The target(s) are chosen as the ability is activated; see rule 602.2b.
710 726
711 114.1d 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. 727 114.1d 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 and/or player. The target(s) are chosen as the ability is put on the stack; see rule 603.3d.
712 728
713 114.1e 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.” 729 114.1e 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 keywords reminder text will often contain the word target.) See rule 702, Keyword Abilities.
714 730
715 114.2. 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. 731 114.2. 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, or (b) targets an object that cant exist on the battlefield, such as a spell or ability. See also rule 114.4.
716 732
717 114.3. 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). 733 114.3. The same target cant 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 or player 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 114.7).
718 734
719 114.4. A spell or ability on the stack is an illegal target for itself. 735 114.4. Some spells and abilities that refer to damage require any target, another target, two targets, or similar rather than target [something]. These targets may be creatures, players, or planeswalkers. Other game objects, such as noncreature artifacts or spells, cant be chosen.
720 736
721 114.5. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them. 737 114.5. A spell or ability on the stack is an illegal target for itself.
722 738
723 114.6. 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. 739 114.6. Spells and abilities that can have zero or more targets are targeted only if one or more targets have been chosen for them.
724 740
725 114.6a 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. 741 114.7. 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.
726 742
727 114.6b 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). 743 114.7a 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 cant 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 arent changed to other legal targets, none of them are changed.
728 744
729 114.6c 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). 745 114.7b If an effect allows a player to change a target of a spell or ability, the process described in rule 114.7a is followed, except that only one of those targets may be changed (rather than all of them or none of them).
730 746
731 114.6d 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. 747 114.7c If an effect allows a player to change any targets of a spell or ability, the process described in rule 114.7a is followed, except that any number of those targets may be changed (rather than all of them or none of them).
732 748
733 114.6e 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. 749 114.7d 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.
734 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. 750
735 751 114.7e 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.
736 114.7. 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.) 752 Example: Arc Trail is a sorcery that reads Arc Trail deals 2 damage to any target and 1 damage to another target. 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.
737 753
738 114.8. 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. 754 114.8. 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, doesnt allow that player to change its mode. (See rule 700.2.)
739 755
740 114.8a 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. 756 114.9. 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.
741 757
742 114.8b 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. 758 114.9a An object that looks for a [spell or ability] with a single target checks the number of times any objects or players 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 or player became a target more than once, each of those instances is counted separately.
743 759
744 114.8c 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. 760 114.9b An object that looks for a [spell or ability] that targets [something] checks the current state of that spell or abilitys targets. If an object it targets is still in the zone its expected to be in or a player it targets is still in the game, that targets current information is used, even if its not currently legal for that spell or ability. If an object it targets is no longer in the zone its 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.
745 761
746 114.9. 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.” 762 114.9c 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 abilitys target is checked as described in rule 114.9b.
747 763
748 114.9a 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. 764 114.10. Spells and abilities can affect objects and players they dont target. In general, those objects and players arent chosen until the spell or ability resolves. See rule 608, Resolving Spells and Abilities.
749 765
750 114.9b In particular, the word “you” in an object’s text doesn’t indicate a target. 766 114.10a Just because an object or player is being affected by a spell or ability doesnt 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, its not a target.
767
768 114.10b In particular, the word you in an objects text doesnt indicate a target.
751 769
752 115. Special Actions 770 115. Special Actions
753 771
754 115.1. 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.”) 772 115.1. Special actions are actions a player may take when they have priority that dont 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.)
755 773
756 115.2. There are eight special actions: 774 115.2. There are eight special actions:
757 775
758 115.2a 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.” 776 115.2a 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 players hand). By default, a player can take this action only once during each of their turns. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. See rule 305, Lands.
759 777
760 115.2b 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.” 778 115.2b Turning a face-down creature face up is a special action. A player can take this action any time they have priority. See rule 707, Face-Down Spells and Permanents.
761 779
762 115.2c 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, unless that effect specifies another timing restriction, for as long as the effect allows it. 780 115.2c 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 they have priority, unless that effect specifies another timing restriction, for as long as the effect allows it.
763 781
764 115.2d 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. 782 115.2d 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 they have priority.
765 783
766 115.2e One card (Circling Vultures) has the ability “You may discard Circling Vultures any time you could cast an instant.” Doing so is a special action. A player can take such an action any time he or she has priority. 784 115.2e One card (Circling Vultures) has the ability You may discard Circling Vultures any time you could cast an instant. Doing so is a special action. A player can take such an action any time they have priority.
767 785
768 115.2f 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.” 786 115.2f A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.61, Suspend.
769 787
770 115.2g 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.” 788 115.2g In a Planechase game, rolling the planar die is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. Note that this number wont 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.
771 789
772 115.2h 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. 790 115.2h 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 they have priority. See rule 905.4a.
773 791
774 115.3. If a player takes a special action, that player receives priority afterward. 792 115.3. If a player takes a special action, that player receives priority afterward.
775 793
776 116. Timing and Priority 794 116. Timing and Priority
777 795
778 116.1. 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. 796 116.1. 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.
779 797
780 116.1a 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. 798 116.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
781 799
782 116.1b A player may activate an activated ability any time he or she has priority. 800 116.1b A player may activate an activated ability any time they have priority.
783 801
784 116.1c 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.” 802 116.1c A player may take some special actions any time they have priority. A player may take other special actions during their main phase any time they have priority and the stack is empty. See rule 115, Special Actions.
785 803
786 116.1d 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). 804 116.1d A player may activate a mana ability whenever they have priority, whenever they are 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).
787 805
788 116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority. 806 116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
789 807
790 116.2a 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. 808 116.2a 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 hasnt yet been put on the stack is put on the stack. See rule 116.5.
791 809
792 116.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”) 810 116.2b Static abilities continuously affect the game. Priority doesnt apply to them. (See rule 604, Handling Static Abilities, and rule 611, Continuous Effects.)
793 811
794 116.2c 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.” 812 116.2c Turn-based actions happen automatically when certain steps or phases begin. Theyre 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.
795 813
796 116.2d 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. 814 116.2d State-based actions happen automatically when certain conditions are met. See rule 704. Theyre dealt with before a player would receive priority. See rule 116.5.
797 815
798 116.2e 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.” 816 116.2e 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.
799 817
800 116.3. Which player has priority is determined by the following rules: 818 116.3. Which player has priority is determined by the following rules:
801 819
802 116.3a 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). 820 116.3a 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 dont get priority during the cleanup step (see rule 514.3).
803 821
804 116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves. 822 116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
805 823
806 116.3c 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. 824 116.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
807 825
808 116.3d 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. 826 116.3d If a player has priority and chooses not to take any actions, that player passes. If any mana is in that players mana pool, they announce what mana is there. Then the next player in turn order receives priority.
809 827
810 116.4. 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. 828 116.4. 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.
811 829
812 116.5. 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. 830 116.5. 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.
813 831
814 116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.” 832 116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, Shared Team Turns Option.
815 833
816 116.7. 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.” 834 116.7. 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.
817 835
818 117. Costs 836 117. Costs
819 837
820 117.1. 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. 838 117.1. 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.
821 839
822 117.2. 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. 840 117.2. 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 601.2fh.
823 841
824 117.3. 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.” 842 117.3. A player cant pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life cant pay a cost of 2 life, and a permanent thats already tapped cant be tapped to pay a cost. See rule 202, Mana Cost and Color, and rule 602, Activating Activated Abilities.
825 843
826 117.3a 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. 844 117.3a Paying mana is done by removing the indicated mana from a players mana pool. (Players can always pay 0 mana.) If excess mana remains in that players mana pool after making that payment, the player announces what mana is still there.
827 845
828 117.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.) 846 117.3b Paying life is done by subtracting the indicated amount of life from a players life total. (Players can always pay 0 life.)
829 847
830 117.3c Activating mana abilities is not mandatory, even if paying a cost is. 848 117.3c Activating mana abilities is not mandatory, even if paying a cost is.
831 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. 849 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 their mana pool, but the player isnt forced to activate a mana ability to produce that mana. If they dont, the card simply remains exiled.
832 850
833 117.4. Some costs include an {X} or an X. See rule 107.3. 851 117.4. Some costs include an {X} or an X. See rule 107.3.
834 852
835 117.5. 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. 853 117.5. Some costs are represented by {0}, or are reduced to {0}. The action necessary for a player to pay such a cost is the players acknowledgment that they are paying it. Even though such a cost requires no resources, its not automatically paid.
836 854
837 117.5a 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}. 855 117.5a A spell whose mana cost is {0} must still be cast the same way as one with a cost greater than zero; it wont cast itself automatically. The same is true for an activated ability whose cost is {0}.
838 856
839 117.6. 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. 857 117.6. Some objects have no mana cost. 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.
840 858
841 117.6a 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. 859 117.6a 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.
842 860
843 117.7. 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. 861 117.7. 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, its considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost.
844 862
845 117.7a 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. 863 117.7a Effects that reduce a cost by an amount of generic mana affect only the generic mana component of that cost. They cant affect the colored or colorless mana components of that cost.
846 864
847 117.7b 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. 865 117.7b If a cost is reduced by an amount of colored or colorless mana, but the cost doesnt require mana of that type, the cost is reduced by that amount of generic mana.
848 866
849 117.7c 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. 867 117.7c If a cost is reduced by an amount of colored mana that exceeds its mana component of that color, the costs mana component of that color is reduced to nothing and the costs generic mana component is reduced by the difference.
850 868
851 117.7d 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. 869 117.7d If a cost is reduced by an amount of colorless mana that exceeds its colorless mana component, the costs colorless mana component is reduced to nothing and the costs generic mana component is reduced by the difference.
852 870
853 117.7e 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. 871 117.7e 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 halfs number.
854 872
855 117.7f 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. 873 117.7f 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 symbols color.
856 874
857 117.8. 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. 875 117.8. Some spells and abilities have additional costs. An additional cost is a cost listed in a spells rules text, or applied to a spell or ability from another effect, that its controller must pay at the same time they pay the spells mana cost or the abilitys activation cost. Note that some additional costs are listed in keywords; see rule 702.
858 876
859 117.8a 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. 877 117.8a Any number of additional costs may be applied to a spell as its being cast or to an ability as its being activated. The controller of the spell or ability announces their intentions to pay any or all of those costs as described in rule 601.2b.
860 878
861 117.8b Some additional costs are optional. 879 117.8b Some additional costs are optional.
862 880
863 117.8c 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. 881 117.8c 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 isnt required to cast that spell, even if those cards are present in that zone.
864 882
865 117.8d 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. 883 117.8d Additional costs dont change a spells mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spells mana cost still see the original value.
866 884
867 117.8e 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. 885 117.9. Some spells have alternative costs. An alternative cost is a cost listed in a spells text, or applied to it from another effect, that its controller may pay rather than paying the spells mana cost. Alternative costs are usually phrased, You may [action] rather than pay [this objects] 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.
868 886
869 117.9. 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. 887 117.9a Only one alternative cost can be applied to any one spell as its being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.
870
871 117.9a 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.
872 888
873 117.9b Alternative costs are always optional. 889 117.9b Alternative costs are always optional.
874 890
875 117.9c 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. 891 117.9c An alternative cost doesnt change a spells mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spells mana cost still see the original value.
876 892
877 117.9d 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.) 893 117.9d 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.)
878 894
879 117.10. 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. 895 117.10. Each payment of a cost applies to only one spell, ability, or effect. For example, a player cant 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 doesnt pay another spell or abilitys cost, even if part of its effect is doing the same thing the other cost asks for.
880 896
881 117.11. 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. 897 117.11. The actions performed when paying a cost may be modified by effects. Even if they are, meaning the actions that are performed dont match the actions that are called for, the cost has still been paid.
882 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. 898 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 Vortexs cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.
883 899
884 117.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’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. 900 117.12. Some spells, activated abilities, and triggered abilities read, [Do something]. If [a player] [does, doesnt, or cant], [effect]. or [A player] may [do something]. If [that player] [does, doesnt, or cant], [effect]. The action [do something] is a cost, paid when the spell or ability resolves. The If [a player] [does, doesnt, or cant] clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.
885 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. 901 Example: You control Standstill, an enchantment that says When a player casts a spell, sacrifice Standstill. If you do, each of that players opponents draws three cards. A spell is cast, causing Standstills ability to trigger. Then an ability is activated that exiles Standstill. When Standstills ability resolves, youre unable to pay the sacrifice Standstill cost. No player will draw cards.
886 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. 902 Example: Your opponent has cast Gather Specimens, a spell that says If a creature would enter the battlefield under an opponents 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 owners 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 opponents control instead of yours. However, since you chose to pay the cost, Dermoplasm is still returned to its owners hand.
887 903
888 117.12a 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].” 904 117.12a 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 doesnt], [do something].
905
906 117.12b Some effects offer a player a choice to search a zone and take additional actions with the cards found in that zone, followed by an If [a player] does clause. This clause checks whether the player chose to search, not whether the player took any of the additional actions.
889 907
890 118. Life 908 118. Life
891 909
892 118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. 910 118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
893 911
894 118.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.” 912 118.1a In a Two-Headed Giant game, each teams starting life total is 30. See rule 810, Two-Headed Giant Variant.
895 913
896 118.1b 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.” 914 118.1b In a Vanguard game, each players starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, Vanguard.
897 915
898 118.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.” 916 118.1c In a Commander game, each players starting life total is 40. See rule 903, Commander.
899 917
900 118.1d In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.” 918 118.1d. In a two-player Brawl game, each players starting life total is 25. In a multiplayer Brawl game, each players starting life total is 30. See rule 903.11, Brawl Option.
919
920 118.1e In an Archenemy game, the archenemys starting life total is 40. See rule 904, Archenemy.
901 921
902 118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3. 922 118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
903 923
904 118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly. 924 118.3. If an effect causes a player to gain life or lose life, that players life total is adjusted accordingly.
905 925
906 118.4. 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.) 926 118.4. If a cost or effect allows a player to pay an amount of life greater than 0, the player may do so only if their life total is greater than or equal to the amount of the payment. If a player pays life, the payment is subtracted from their life total; in other words, the player loses that much life. (Players can always pay 0 life.)
907 927
908 118.4a 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.) 928 118.4a 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 their teams 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 their teams life total. (Players can always pay 0 life.)
909 929
910 118.5. 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. 930 118.5. If an effect sets a players life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total.
911 931
912 118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704. 932 118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
913 933
914 118.7. 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. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become higher. 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. 934 118.7. If an effect says that a player cant gain life, that player cant make an exchange such that the players life total would become higher; in that case, the exchange wont happen. Similarly, if an effect redistributes life totals, a player cant receive a new life total such that the players life total would become higher. In addition, a cost that involves having that player gain life cant be paid, and a replacement effect that would replace a life gain event affecting that player wont do anything.
915 935
916 118.8. 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. Similarly, if an effect redistributes life totals, a player can’t receive a new life total such that the player’s life total would become lower. In addition, a cost that involves having that player pay life can’t be paid. 936 118.8. If an effect says that a player cant lose life, that player cant make an exchange such that the players life total would become lower; in that case, the exchange wont happen. Similarly, if an effect redistributes life totals, a player cant receive a new life total such that the players life total would become lower. In addition, a cost that involves having that player pay life cant be paid.
917 937
918 118.9. 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. 938 118.9. 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 wont trigger.
919 939
920 119. Damage 940 119. Damage
921 941
922 119.1. 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. 942 119.1. 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.
923 943
924 119.1a Damage can’t be dealt to an object that’s neither a creature nor a planeswalker. 944 119.1a Damage cant be dealt to an object thats neither a creature nor a planeswalker.
925 945
926 119.2. Any object can deal damage. 946 119.2. Any object can deal damage.
927 947
928 119.2a 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. 948 119.2a 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.
929 949
930 119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage. 950 119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
931 951
932 119.3. 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). 952 119.3. 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 damages source, and the characteristics of the damages recipient (if its a permanent).
933 953
934 119.3a Damage dealt to a player by a source without infect causes that player to lose that much life. 954 119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
935 955
936 119.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters. 956 119.3b Damage dealt to a player by a source with infect causes that sources controller to give the player that many poison counters.
937 957
938 119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker. 958 119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
939 959
940 119.3d Damage dealt to a creature by a source with wither and/or infect causes that source’s controller to put that many -1/-1 counters on that creature. 960 119.3d Damage dealt to a creature by a source with wither and/or infect causes that sources controller to put that many -1/-1 counters on that creature.
941 961
942 119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature. 962 119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
943 963
944 119.3f 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. 964 119.3f Damage dealt by a source with lifelink causes that sources controller to gain that much life, in addition to the damages other results.
945 965
946 119.4. Damage is processed in a three-part sequence. 966 119.4. Damage is processed in a three-part sequence.
947 967
948 119.4a 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. 968 119.4a 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.
949 969
950 119.4b 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). 970 119.4b Next, damage thats been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).
951 971
952 119.4c Finally, the damage event occurs. 972 119.4c Finally, the damage event occurs.
953 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. 973 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. Its 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]. Thats 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 Reflections 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.
954 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. 974 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 Strikes effect is applied, so the damage event becomes [5 damage is dealt to the defending player, the defending player gains 5 life]. Thats processed into its results, so the damage event is now [the defending player loses 5 life, the defending player gains 5 life]. Worships effect sees that the damage event would not reduce the players life total to less than 1, so Worships effect is not applied. Then the damage event occurs.
955 975
956 119.5. 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. 976 119.5. Damage dealt to a creature or planeswalker doesnt destroy it. Likewise, the source of that damage doesnt destroy it. Rather, state-based actions may destroy a creature or planeswalker, or otherwise put it into its owners graveyard, due to the results of the damage dealt to that permanent. See rule 704.
957 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. 977 Example: A player casts Lightning Bolt, an instant that says Lightning Bolt deals 3 damage to any target, 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.
958 978
959 119.6. 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 701.13, “Regenerate”) and during the cleanup step (see rule 514.2). 979 119.6. 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 701.14, Regenerate) and during the cleanup step (see rule 514.2).
960 980
961 119.7. 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 a face-up object 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.” 981 119.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they 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 thats waiting to apply, or by a delayed triggered ability thats waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesnt need to be capable of dealing damage to be a legal choice. See rule 609.7, Sources of Damage.
962 982
963 119.8. 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. 983 119.8. If a source would deal 0 damage, it does not deal damage at all. That means abilities that trigger on damage being dealt wont 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.
964 984
965 120. Drawing a Card 985 120. Drawing a Card
966 986
967 120.1. 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. 987 120.1. A player draws a card by putting the top card of their library into their hand. This is done as a turn-based action during each players draw step. It may also be done as part of a cost or effect of a spell or ability.
968 988
969 120.2. 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. 989 120.2. 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.
970 990
971 120.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1f. 991 120.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1f.
972 992
973 120.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards. 993 120.2b Some effects say that a player cant draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player cant choose to do so. Similarly, the player cant pay a cost that includes drawing multiple cards.
974 994
975 120.2c 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. 995 120.2c If an effect instructs more than one player to draw cards, the active player performs all of their draws first, then each other player in turn order does the same.
976 996
977 120.2d 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. 997 120.2d If an effect instructs more than one player to draw cards in a game thats 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 their draws, then each player on each nonactive team in turn order does the same.
978 998
979 120.3. 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. 999 120.3. If there are no cards in a players 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 cant draw cards and another effect offers that player the choice to draw a card, that player cant choose to do so.
980 1000
981 120.3a 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. 1001 120.3a The same principles apply if the player whos making the choice is not the player who would draw the card. If the latter player has no cards in their library, the choice can be taken. If an effect says that the latter player cant draw a card, the choice cant be taken.
982 1002
983 120.4. 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.) 1003 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.)
984 1004
985 120.5. 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. 1005 120.5. If an effect moves cards from a players library to that players 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 players library is empty.
986 1006
987 120.6. Some effects replace card draws. 1007 120.6. Some effects replace card draws.
988 1008
989 120.6a 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. 1009 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 players library.
990 1010
991 120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence. 1011 120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
992 1012
993 120.6c 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. 1013 120.6c Some effects perform additional actions on a card after its 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.
994 1014
995 120.7. 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. 1015 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 havent been replaced, those parts occur first, then the card draws happen one at a time.
996 1016
997 120.8. 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. 1017 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, its 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 its being drawn, its revealed after the spell becomes cast or the ability becomes activated.
998 1018
999 121. Counters 1019 121. Counters
1000 1020
1001 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. 1021 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.
1002 1022
1003 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. 1023 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 objects power and Y to that objects toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.3.
1004 1024
1005 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. 1025 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 owners graveyard as a state-based action. See rule 704.
1006 1026
1007 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.) 1027 121.1c If a player has ten or more poison counters, that player loses the game as a state-based action. See rule 704. A player is poisoned if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)
1008 1028
1009 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. 1029 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.
1010 1030
1011 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. 1031 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.
1012 1032
1013 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. 1033 121.4. If a permanent with an ability that says it cant 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.
1014 1034
1015 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. 1035 121.5. If an effect says to move a counter, it means to take that counter from the object its 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 doesnt 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 isnt removed from the first object.
1016 1036
1017 121.6. Some spells and abilities refer to counters being put 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. 1037 121.6. Some spells and abilities refer to counters being put on an object. This refers to putting counters on that object while its on the battlefield and also to an object thats given counters as it enters the battlefield.
1018 1038
1019 121.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesn’t specify a player, the object’s controller puts those counters on it. 1039 121.6a If an object enters the battlefield with counters on it, the effect causing the object to be given counters may specify which player puts those counters on it. If the effect doesnt specify a player, the objects controller puts those counters on it.
1020 1040
1021 2. Parts of a Card 1041 2. Parts of a Card
1022 1042
1023 200. General 1043 200. General
1024 1044
1025 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. 1045 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.
1026 1046
1027 200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3. 1047 200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
1028 1048
1029 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. 1049 200.3. Some objects that arent 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.
1030 1050
1031 201. Name 1051 201. Name
1032 1052
1033 201.1. The name of a card is printed on its upper left corner. 1053 201.1. The name of a card is printed on its upper left corner.
1034 1054
1035 201.2. A card’s name is always considered to be the English version of its name, regardless of printed language. 1055 201.2. A cards name is always considered to be the English version of its name, regardless of printed language.
1036 1056
1037 201.2a Two objects have the same name if their names are identical. 1057 201.2a Two objects have the same name if their names are identical.
1038 1058
1039 201.2b If an object has more than one name, it has the same name as another object if there are one or more names that both objects have in common. 1059 201.2b If an object has more than one name, it has the same name as another object if there are one or more names that both objects have in common.
1040 1060
1041 201.2c Two or more objects have different names if there are no names that both objects have in common. 1061 201.2c Two or more objects have different names if there are no names that both objects have in common.
1042 1062
1043 201.3. If an effect instructs a player to choose a card name, the player must choose the name of a card that is legal in the format of the game the player is playing. (See rule 100.6.) A player may not choose the name of a token unless it’s also the name of a card. 1063 201.3. If an effect instructs a player to choose a card name, the player must choose the name of a card in the Oracle card reference. (See rule 108.1.) A player may not choose the name of a token unless its also the name of a card.
1044 1064
1045 201.3a If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.) 1065 201.3a If a player is instructed to choose a card name with certain characteristics, the player must choose the name of a card whose Oracle text matches those characteristics. (See rule 108.1.)
1046 Example: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card that’s legal in the format of the current game. The player can’t choose Island, even if an Island on the battlefield has been turned into artifact by some effect. 1066 Example: Dispossess reads, in part, Choose an artifact card name. The player can choose the name of any artifact card, even one thats not legal in the format of the current game. The player cant choose Island, even if an Island on the battlefield has been turned into artifact by some effect.
1047 1067
1048 201.3b If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 708.) If a player is instructed to choose a card name with certain characteristics, use the only that half’s characteristics to determine if this name can be chosen. 1068 201.3b If a player wants to choose the name of a split card, the player must choose the name of one of its halves, but not both. (See rule 708.) If a player is instructed to choose a card name with certain characteristics, use only that halfs characteristics to determine if this name can be chosen.
1049 1069
1050 201.3c If a player wants to choose a flip card’s alternative name, the player may do so. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use the card’s characteristics as modified by its alternative characteristics to determine if this name can be chosen. 1070 201.3c If a player wants to choose a flip cards alternative name, the player may do so. (See rule 709.) If a player is instructed to choose a card name with certain characteristics, use the cards characteristics as modified by its alternative characteristics to determine if this name can be chosen.
1051 1071
1052 201.3d If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 711.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen. 1072 201.3d If a player wants to choose the name of the back face of a double-faced card, the player may do so. (See rule 711.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the back face to determine if this name can be chosen.
1053 1073
1054 201.3e If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen. 1074 201.3e If a player wants to choose the name of the combined back face of a meld pair, the player may do so. (See rule 712.) If a player is instructed to choose a card name with certain characteristics, use only the characteristics of the combined back face to determine if this name can be chosen.
1055 1075
1056 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. 1076 201.4. Text that refers to the object its 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.
1057 1077
1058 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. 1078 201.4a If an abilitys effect grants another ability to an object, and that second ability refers to that first abilitys source by name, the name refers only to the specific object that is that first abilitys source, not to any other object with the same name. This is also true if the second ability is copied onto a new object.
1059 Example: Gutter Grime has an ability that reads “Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token 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. 1079 Example: Gutter Grime has an ability that reads Whenever a nontoken creature you control dies, put a slime counter on Gutter Grime, then create a green Ooze creature token with This creatures 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.
1060 1080
1061 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. 1081 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.
1062 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. 1082 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.
1063 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. 1083 Example: Glacial Ray is an instant with splice onto Arcane that says Glacial Ray deals 2 damage to any target. If its spliced onto a Kodamas Reach, that Kodamas Reach deals 2 damage to the target.
1064 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.” 1084 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 Doppelgangers 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.
1065 1085
1066 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. 1086 201.4c Text printed on some legendary cards refers to that card by a shortened version of its name. Instances of a cards shortened name used in this manner are treated as though they used the cards full name.
1067
1068 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.
1069 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.
1070 1087
1071 202. Mana Cost and Color 1088 202. Mana Cost and Color
1072 1089
1073 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. 1090 202.1. A cards 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.
1074 1091
1075 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. 1092 202.1a The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an objects 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.
1076 1093
1077 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”). 1094 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).
1078 1095
1079 202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. 1096 202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
1080 1097
1081 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}. 1098 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}.
1082 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. 1099 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.
1087 1104
1088 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.) 1105 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.)
1089 1106
1090 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.) 1107 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.)
1091 1108
1092 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. 1109 202.2f Effects may change an objects color, give a color to a colorless object, or make a colored object become colorless; see rule 105.3.
1093 1110
1094 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. 1111 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.
1095 Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5. 1112 Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
1096 1113
1097 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 or is a melded permanent. 1114 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 or is a melded permanent.
1098 1115
1099 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. 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. 1116 202.3b The converted mana cost of a double-faced permanents back face is calculated as though it had the mana cost of its front face. 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.
1100 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. 1117 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.
1101 Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0. 1118 Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0.
1102 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. 1119 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.
1103 1120
1104 202.3c The converted mana cost of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the converted mana cost of the copy is 0. 1121 202.3c The converted mana cost of a melded permanent is calculated as though it had the combined mana cost of the front faces of each card that represents it. If a permanent is a copy of a melded permanent (even if that copy is represented by two other meld cards), the converted mana cost of the copy is 0.
1105 1122
1106 202.3d 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. 1123 202.3d The converted mana cost of a split card not on the stack or of a fused split spell on the stack is determined from the combined mana costs of its halves. Otherwise, while a split card is on the stack, the converted mana cost of the spell is determined by the mana cost of the half that was chosen to be cast. See rule 708, Split Cards.
1107 1124
1108 202.3e 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. 1125 202.3e 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.
1126
1127 202.3f 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.
1109 Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3. 1128 Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
1110 Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6. 1129 Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
1111 1130
1112 202.3f Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its converted mana cost. 1131 202.3g Each Phyrexian mana symbol in a cards mana cost contributes 1 to its converted mana cost.
1113 Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3. 1132 Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.
1114 1133
1115 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. 1134 202.4. Any additional cost listed in an objects rules text or imposed by an effect isnt part of the mana cost. (See rule 601, Casting Spells.) Such costs are paid at the same time as the spells other costs.
1116 1135
1117 203. Illustration 1136 203. Illustration
1118 1137
1119 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. 1138 203.1. The illustration is printed on the upper half of a card and has no effect on game play. For example, a creature doesnt have the flying ability unless stated in its rules text, even if its depicted as flying.
1120 1139
1121 204. Color Indicator 1140 204. Color Indicator
1122 1141
1123 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. 1142 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.
1124 1143
1125 204.2. An object with a color indicator is each color denoted by that color indicator. 1144 204.2. An object with a color indicator is each color denoted by that color indicator.
1126 1145
1127 205. Type Line 1146 205. Type Line
1128 1147
1129 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. 1148 205.1. The type line is printed directly below the illustration. It contains the cards card type(s). It also contains the cards subtype(s) and supertype(s), if applicable.
1130 1149
1131 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. 1150 205.1a Some effects set an objects 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 objects 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 objects 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 objects card type is removed. Removing an objects subtype doesnt affect its card types at all.
1132 1151
1133 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. 1152 205.1b Some effects change an objects card type, supertype, or subtype but specify that the object retains a prior card type, supertype, or subtype. In such cases, all the objects 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.
1134 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. 1153 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 abilitys 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 artifact and land card types. In addition, each land affected by the ability retains any land types and supertypes it had before the ability took effect.
1135 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.” 1154 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.
1136 1155
1137 205.2. Card Types 1156 205.2. Card Types
1138 1157
1139 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.” 1158 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.
1140 1159
1141 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. 1160 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.
1142 1161
1143 205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards. 1162 205.2c Tokens have card types even though they arent cards. The same is true of copies of spells and copies of cards.
1144 1163
1145 205.3. Subtypes 1164 205.3. Subtypes
1146 1165
1147 205.3a A card can have one or more subtypes printed on its type line. 1166 205.3a A card can have one or more subtypes printed on its type line.
1148 1167
1149 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. 1168 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.
1150 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. 1169 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.
1151 1170
1152 205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type. 1171 205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
1153 Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type. 1172 Example: Dryad Arbors type line says Land Creature Forest Dryad. Forest is a land type, and Dryad is a creature type.
1154 1173
1155 205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types. 1174 205.3d An object cant gain a subtype that doesnt correspond to one of that objects types.
1156 1175
1157 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. 1176 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 must be for the appropriate card type. For example, the player cant choose a land type if an instruction requires choosing a creature type.
1158 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. 1177 Example: When choosing a creature type, Merfolk or Wizard is acceptable, but Merfolk Wizard is not. Words like artifact, opponent, Swamp, or truck cant be chosen because they arent creature types.
1159 1178
1160 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.) 1179 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 cards subtypes are. (See rule 108.1.)
1161 1180
1162 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), Fortification (see rule 301.6), Treasure, and Vehicle (see rule 301.7). 1181 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), Fortification (see rule 301.6), Treasure, and Vehicle (see rule 301.7).
1163 1182
1164 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), Cartouche, Curse, and Shrine. 1183 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), Cartouche, Curse, Saga (see rule 714), and Shrine.
1165 1184
1166 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. 1185 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 Urzas.
1167 Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6. 1186 Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
1168 1187
1169 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, Dovin, Elspeth, Freyalise, Garruk, Gideon, Huatli, Jace, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Saheeli, Samut, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vraska, and Xenagos. 1188 205.3j Planeswalkers have their own unique set of subtypes; these subtypes are called planeswalker types. The planeswalker types are Ajani, Aminatou, Angrath, Arlinn, Ashiok, Bolas, Chandra, Dack, Daretti, Domri, Dovin, Elspeth, Estrid, Freyalise, Garruk, Gideon, Huatli, Jace, Jaya, Karn, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Rowan, Saheeli, Samut, Sarkhan, Sorin, Tamiyo, Teferi, Tezzeret, Tibalt, Ugin, Venser, Vivien, Vraska, Will, Windgrace, Xenagos, Yanggu, and Yanling.
1170 1189
1171 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap. 1190 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
1172 1191
1173 205.3m Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, 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, Dinosaur, 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, Jackal, 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, Monkey, 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, Pilot, 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, Servo, 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, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera. 1192 205.3m Creatures and tribals share their lists of subtypes; these subtypes are called creature types. The creature types are Advisor, Aetherborn, Ally, Angel, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Azra, 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, Dinosaur, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Egg, 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, Jackal, 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, Monkey, Moonfolk, Mutant, Myr, Mystic, Naga, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Nymph, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pangolin, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pilot, 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, Servo, 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, Trilobite, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.
1174 1193
1175 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. 1194 205.3n Planes have their own unique set of subtypes; these subtypes are called planar types. The planar types are Alara, Arkhos, Azgol, Belenon, Bolass 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, Serras Realm, Shadowmoor, Shandalar, Ulgrotha, Valla, Vryn, Wildfire, Xerex, and Zendikar.
1176 1195
1177 205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes. 1196 205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
1178 1197
1179 205.4. Supertypes 1198 205.4. Supertypes
1180 1199
1181 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. 1200 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.
1182 1201
1183 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. 1202 205.4b An objects supertype is independent of its card type and subtype, even though some supertypes are closely identified with specific card types. Changing an objects card types or subtypes wont change its supertypes. Changing an objects supertypes wont change its card types or subtypes. When an object gains or loses a supertype, it retains any other supertypes it had.
1184 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. 1203 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.
1185 1204
1186 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. 1205 205.4c Any land with the supertype basic is a basic land. Any land that doesnt have this supertype is a nonbasic land, even if it has a basic land type.
1187 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. 1206 Cards printed in sets prior to the Eighth Edition core set didnt 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.
1188 1207
1189 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 704.5j). 1208 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 704.5j).
1190 1209
1191 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 704.5k). 1210 205.4e Any instant or sorcery spell with the supertype legendary is subject to a casting restriction. A player cant cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.
1192 1211
1193 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. 1212 205.4f Any permanent with the supertype world is subject to the state-based action for world permanents, also called the world rule (see rule 704.5k).
1194 1213
1195 205.4g Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.5v). 1214 205.4g Any permanent with the supertype snow is a snow permanent. Any permanent that doesnt have this supertype is a nonsnow permanent, regardless of its name.
1215
1216 205.4h Any scheme card with the supertype ongoing is exempt from the state-based action for schemes (see rule 704.5w).
1196 1217
1197 206. Expansion Symbol 1218 206. Expansion Symbol
1198 1219
1199 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. 1220 206.1. The expansion symbol indicates which Magic set a card is from. Its a small icon normally printed below the right edge of the illustration. It has no effect on game play.
1200 1221
1201 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.) 1222 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 sets 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 didnt have expansion symbols at all.)
1202 1223
1203 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 “with a name originally printed” in a particular set. See rule 700.6 for details. 1224 206.3. Previously, a spell or ability that affected cards from a particular set checked for that sets expansion symbol. These cards have received errata in the Oracle card reference to say they affect cards with a name originally printed in a particular set. See rule 700.8 for details.
1204 1225
1205 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). 1226 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: The Gathering Tournament Rules). See the Magic: The Gathering Tournament Rules for the current definitions of the constructed formats (WPN.Wizards.com/en/resources/rules-documents).
1206 1227
1207 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). 1228 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).
1208 1229
1209 207. Text Box 1230 207. Text Box
1210 1231
1211 207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities. 1232 207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the cards abilities.
1212 1233
1213 207.2. The text box may also contain italicized text that has no game function. 1234 207.2. The text box may also contain italicized text that has no game function.
1214 1235
1215 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. 1236 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 its relevant to, but it may appear on its own line if it applies to an aspect of the card other than an ability.
1216 1237
1217 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text. 1238 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
1218 1239
1219 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, council’s dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, and will of the council. 1240 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, councils dilemma, delirium, domain, eminence, enrage, fateful hour, ferocious, formidable, grandeur, hellbent, heroic, imprint, inspired, join forces, kinship, landfall, lieutenant, metalcraft, morbid, parley, radiance, raid, rally, revolt, spell mastery, strive, sweep, tempting offer, threshold, undergrowth, and will of the council.
1220 1241
1221 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. 1242 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 cards associated with the guilds of Ravnica, 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.
1222 1243
1223 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. 1244 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.
1224 1245
1225 208. Power/Toughness 1246 208. Power/Toughness
1226 1247
1227 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. 1248 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.
1228 1249
1229 208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*). 1250 208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).
1230 1251
1231 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. 1252 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 creatures] [power or toughness] is equal to . . . or [This creatures] power and toughness are each equal to . . . This ability functions everywhere, even outside the game. If the ability needs to use a number that cant be determined, including inside a calculation, use 0 instead of that number.
1232 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. 1253 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 Jarkelds power and toughness are each equal to 1 plus the number of creatures the chosen player controls. While Lost Order of Jarkeld isnt on the battlefield, there wont be a chosen player. Its power and toughness will each be equal to 1 plus 0, so its 1/1.
1233 1254
1234 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. 1255 208.2b The card may have a static ability that creates a replacement effect that sets the creatures 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 creatures copiable values. (See rule 706.2.) While the card isnt on the battlefield, its power and toughness are each considered to be 0.
1235 1256
1236 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 Vehicle). 1257 208.3. A noncreature permanent has no power or toughness, even if its a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.
1237 1258
1238 208.3a If an effect would be created that affects the power and/or toughness of a noncreature permanent, that effect is created even though it doesn’t do anything unless that permanent becomes a creature. 1259 208.3a If an effect would be created that affects the power and/or toughness of a noncreature permanent, that effect is created even though it doesnt do anything unless that permanent becomes a creature.
1239 Example: Veteran Motorist has the ability “Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn,” and it’s tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isn’t yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature. 1260 Example: Veteran Motorist has the ability Whenever Veteran Motorist crews a Vehicle, that Vehicle gets +1/+1 until end of turn, and its tapped to pay the crew cost of a Vehicle. This triggered ability resolves while the Vehicle it crewed isnt yet a creature. The continuous effect is created and will apply to the Vehicle once it becomes a creature.
1240 1261
1241 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.” 1262 208.4. Effects that set a creatures power and/or toughness to specific values may refer to that creatures base power, base toughness, or base power and toughness. Other continuous effects may further modify the creatures power and toughness. See rule 613, Interaction of Continuous Effects.
1242 1263
1243 208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness. 1264 208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
1244 1265
1245 209. Loyalty 1266 209. Loyalty
1246 1267
1247 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. 1268 209.1. Each planeswalker card has a loyalty number printed in its lower right corner. This indicates its loyalty while its not on the battlefield, and it also indicates that the planeswalker enters the battlefield with that many loyalty counters on it.
1248 1269
1249 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.” 1270 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 they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanents loyalty abilities have been activated that turn. See rule 606, Loyalty Abilities.
1250 1271
1251 210. Hand Modifier 1272 210. Hand Modifier
1252 1273
1253 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. 1274 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 cards owner are determined. See rule 103.4.
1254 1275
1255 211. Life Modifier 1276 211. Life Modifier
1256 1277
1257 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. 1278 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 cards owner is determined. See rule 103.3.
1258 1279
1259 212. Information Below the Text Box 1280 212. Information Below the Text Box
1260 1281
1261 212.1. Each card features text printed below the text box that has no effect on game play. 1282 212.1. Each card features text printed below the text box that has no effect on game play. Not all card sets were printed with all of the information listed below on each card.
1262 1283
1263 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.” 1284 212.1a Most card sets feature collector numbers. This information is printed in the form [card number]/[total cards in the set]. Some cards, such as unique cards in Planeswalker Decks, have card numbers that exceed the listed total number of cards.
1264 1285
1265 212.1b Legal text (the fine print at the bottom of the card) lists the trademark and copyright information. 1286 212.1b A cards rarity is indicated with a single letter following the collector number.
1266 1287
1267 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. 1288 212.1c Some promotional cards include information to indicate the specific promotion the card is associated with.
1268 1289
1290 212.1d The three-character code representing the set in which a card is printed and the two-character code representing the language in which a card is printed are separated by a bullet point. If a card is premium, these codes are instead separated by a star.
1291
1292 212.1e The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation Illus.
1293
1294 212.1f Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.
1269 1295
1270 3. Card Types 1296 3. Card Types
1271 1297
1272 300. General 1298 300. General
1273 1299
1274 300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. 1300 300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.
1275 1301
1276 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. 1302 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.
1277 1303
1278 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. 1304 300.2a An object thats both a land and another card type (for example, an artifact land) can only be played as a land. It cant be cast as a spell.
1279 1305
1280 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. 1306 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.
1281 1307
1282 301. Artifacts 1308 301. Artifacts
1283 1309
1284 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.”) 1310 301.1. A player who has priority may cast an artifact card from their hand during a main phase of their turn when the stack is empty. Casting an artifact as a spell uses the stack. (See rule 601, Casting Spells.)
1285 1311
1286 301.2. When an artifact spell resolves, its controller puts it onto the battlefield under his or her control. 1312 301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.
1287 1313
1288 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. 1314 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.
1289 1315
1290 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. 1316 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.
1291 1317
1292 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. 1318 301.5. Some artifacts have the subtype Equipment. An Equipment can be attached to a creature. It cant legally be attached to an object that isnt a creature.
1293 1319
1294 301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature. 1320 301.5a The creature an Equipment is attached to is called the equipped creature. The Equipment is attached to, or equips, that creature.
1295 1321
1296 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. 1322 301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesnt 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 cant be equipped by it, the Equipment doesnt move.
1297 1323
1298 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. 1324 301.5c An Equipment thats also a creature cant equip a creature. An Equipment that loses the subtype Equipment cant equip a creature. An Equipment cant 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 cant equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipments controller chooses which creature it equips.
1299 1325
1300 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. 1326 301.5d An Equipments controller is separate from the equipped creatures controller; the two need not be the same. Changing control of the creature doesnt change control of the Equipment, and vice versa. Only the Equipments controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with gains or has), the equipped creatures controller is the only one who can activate that ability.
1301 1327
1302 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. 1328 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 isnt an Equipment.
1303 1329
1304 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.”) 1330 301.6. Some artifacts have the subtype Fortification. A Fortification can be attached to a land. It cant legally be attached to an object that isnt a land. Fortifications analog to the equip keyword ability is the fortify keyword ability. Rules 301.5ae 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 thats also a creature (not a land) cant fortify a land. (See rule 702.66, Fortify.)
1305 1331
1306 301.7. Some artifacts have the subtype “Vehicle.” Vehicles have a crew ability, which allows them to become artifact creatures. See rule 702.121, “Crew.” 1332 301.7. Some artifacts have the subtype Vehicle. Vehicles have a crew ability, which allows them to become artifact creatures. See rule 702.121, Crew.
1307 1333
1308 301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3. 1334 301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if its also a creature. See rule 208.3.
1309 1335
1310 301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values. 1336 301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.
1311 1337
1312 302. Creatures 1338 302. Creatures
1313 1339
1314 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.”) 1340 302.1. A player who has priority may cast a creature card from their hand during a main phase of their turn when the stack is empty. Casting a creature as a spell uses the stack. (See rule 601, Casting Spells.)
1315 1341
1316 302.2. When a creature spell resolves, its controller puts it onto the battlefield under his or her control. 1342 302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.
1317 1343
1318 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. 1344 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.
1319 Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard. 1345 Example: Creature Goblin Wizard means the card is a creature with the subtypes Goblin and Wizard.
1320 1346
1321 302.4. Power and toughness are characteristics only creatures have. 1347 302.4. Power and toughness are characteristics only creatures have.
1322 1348
1323 302.4a A creature’s power is the amount of damage it deals in combat. 1349 302.4a A creatures power is the amount of damage it deals in combat.
1324 1350
1325 302.4b A creature’s toughness is the amount of damage needed to destroy it. 1351 302.4b A creatures toughness is the amount of damage needed to destroy it.
1326 1352
1327 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.”) 1353 302.4c To determine a creatures 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.)
1328 1354
1329 302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”) 1355 302.5. Creatures can attack and block. (See rule 508, Declare Attackers Step, and rule 509, Declare Blockers Step.)
1330 1356
1331 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. 1357 302.6. A creatures activated ability with the tap symbol or the untap symbol in its activation cost cant be activated unless the creature has been under its controllers control continuously since their most recent turn began. A creature cant attack unless it has been under its controllers control continuously since their most recent turn began. This rule is informally called the summoning sickness rule.
1332 1358
1333 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 701.13, “Regenerate”) and during the cleanup step (see rule 514.2). 1359 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 701.14, Regenerate) and during the cleanup step (see rule 514.2).
1334 1360
1335 303. Enchantments 1361 303. Enchantments
1336 1362
1337 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.”) 1363 303.1. A player who has priority may cast an enchantment card from their hand during a main phase of their turn when the stack is empty. Casting an enchantment as a spell uses the stack. (See rule 601, Casting Spells.)
1338 1364
1339 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under his or her control. 1365 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.
1340 1366
1341 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. 1367 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.
1342 1368
1343 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. 1369 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.
1344 1370
1345 303.4a An Aura spell requires a target, which is defined by its enchant ability. 1371 303.4a An Aura spell requires a target, which is defined by its enchant ability.
1346 1372
1347 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. 1373 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.
1348 1374
1349 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.) 1375 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 owners graveyard. (This is a state-based action. See rule 704.)
1350 1376
1351 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. 1377 303.4d An Aura cant enchant itself. If this occurs somehow, the Aura is put into its owners graveyard. An Aura thats also a creature cant enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owners graveyard. (These are state-based actions. See rule 704.) An Aura cant 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 Auras controller chooses which object or player it becomes attached to.
1352 1378
1353 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. 1379 303.4e An Auras controller is separate from the enchanted objects controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesnt change control of the Aura, and vice versa. Only the Auras controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with gains or has), the enchanted objects controller is the only one who can activate that ability.
1354 1380
1355 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. 1381 303.4f If an Aura is entering the battlefield under a players control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesnt 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 Auras enchant ability and any other applicable effects.
1356 1382
1357 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. 1383 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 owners graveyard instead of entering the battlefield.
1358 1384
1359 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. 1385 303.4h If an effect attempts to put a permanent that isnt an Aura, Equipment, or Fortification onto the battlefield attached to an object or player, it enters the battlefield unattached.
1360 1386
1361 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. 1387 303.4i If an effect attempts to put an Aura onto the battlefield attached to an object or player it cant legally enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owners graveyard instead of entering the battlefield. If the Aura is a token, it isnt created.
1362 1388
1363 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. 1389 303.4j If an effect attempts to attach an Aura on the battlefield to an object or player it cant legally enchant, the Aura doesnt move.
1364 1390
1365 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. 1391 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 isnt an Aura.
1392
1393 303.5. Some enchantments have the subtype Saga. See rule 714 for more information about Saga cards.
1366 1394
1367 304. Instants 1395 304. Instants
1368 1396
1369 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.”) 1397 304.1. A player who has priority may cast an instant card from their hand. Casting an instant as a spell uses the stack. (See rule 601, Casting Spells.)
1370 1398
1371 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. 1399 304.2. When an instant spell resolves, the actions stated in its rules text are followed. Then its put into its owners graveyard.
1372 1400
1373 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. 1401 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.
1374 1402
1375 304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead. 1403 304.4. Instants cant enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.
1376 1404
1377 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 preclude 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). 1405 304.5. If text states that a player may do something any time they could cast an instant, it means only that the player must have priority. The player doesnt need to have an instant they could cast. Effects that would preclude that player from casting a spell or casting an instant dont affect the players capability to perform that action (unless the action is actually casting a spell or casting an instant).
1378 1406
1379 305. Lands 1407 305. Lands
1380 1408
1381 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. 1409 305.1. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Playing a land is a special action; it doesnt use the stack (see rule 115). Rather, the player simply puts the land onto the battlefield. Since the land doesnt go on the stack, it is never a spell, and players cant respond to it with instants or activated abilities.
1382 1410
1383 305.2. A player can normally play one land during his or her turn; however, continuous effects may increase this number. 1411 305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.
1384 1412
1385 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. 1413 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 they have 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.
1386 1414
1387 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. 1415 305.2b A player cant 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 they have already played this turn. Ignore any part of an effect that instructs a player to do so.
1388 1416
1389 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. 1417 305.3. A player cant play a land, for any reason, if it isnt their turn. Ignore any part of an effect that instructs a player to do so.
1390 1418
1391 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. 1419 305.4. Effects may also allow players to put lands onto the battlefield. This isnt the same as playing a land and doesnt count as a land played during the current turn.
1392 1420
1393 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. 1421 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.
1394 Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain. 1422 Example: Basic Land Mountain means the card is a land with the subtype Mountain.
1395 1423
1396 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.” 1424 305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words basic land type, its referring to one of these subtypes. A land with a basic land type has the intrinsic ability {T}: Add [mana symbol], even if the text box doesnt 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.
1397 1425
1398 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. 1426 305.7. If an effect sets a lands 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 doesnt remove any abilities that were granted to the land by other effects. Setting a lands subtype doesnt 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.
1399 1427
1400 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. 1428 305.8. Any land with the supertype basic is a basic land. Any land that doesnt have this supertype is a nonbasic land, even if it has a basic land type.
1401 1429
1402 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. 1430 305.9. If an object is both a land and another card type, it can be played only as a land. It cant be cast as a spell.
1403 1431
1404 306. Planeswalkers 1432 306. Planeswalkers
1405 1433
1406 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.”) 1434 306.1. A player who has priority may cast a planeswalker card from their hand during a main phase of their turn when the stack is empty. Casting a planeswalker as a spell uses the stack. (See rule 601, Casting Spells.)
1407 1435
1408 306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under his or her control. 1436 306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.
1409 1437
1410 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. 1438 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.
1411 1439
1412 306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j). 1440 306.4. Previously, planeswalkers were subject to a planeswalker uniqueness rule that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the legend rule (see rule 704.5j).
1413 1441
1414 306.5. Loyalty is a characteristic only planeswalkers have. 1442 306.5. Loyalty is a characteristic only planeswalkers have.
1415 1443
1416 306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner. 1444 306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
1417 1445
1418 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). 1446 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).
1419 1447
1420 306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it. 1448 306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
1421 1449
1422 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.” 1450 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 they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanents loyalty abilities have been activated that turn. See rule 606, Loyalty Abilities.
1423 1451
1424 306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”) 1452 306.6. Planeswalkers can be attacked. (See rule 508, Declare Attackers Step.)
1425 1453
1426 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. 1454 306.7. Previously, planeswalkers were subject to a redirection effect that allowed a player to have noncombat damage that would be dealt to an opponent be dealt to a planeswalker under that opponents control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.
1427 1455
1428 306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it. 1456 306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
1429 1457
1430 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.) 1458 306.9. If a planeswalkers loyalty is 0, its put into its owners graveyard. (This is a state-based action. See rule 704.)
1431 1459
1432 307. Sorceries 1460 307. Sorceries
1433 1461
1434 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.”) 1462 307.1. A player who has priority may cast a sorcery card from their hand during a main phase of their turn when the stack is empty. Casting a sorcery as a spell uses the stack. (See rule 601, Casting Spells.)
1435 1463
1436 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. 1464 307.2. When a sorcery spell resolves, the actions stated in its rules text are followed. Then its put into its owners graveyard.
1437 1465
1438 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. 1466 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.
1439 1467
1440 307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead. 1468 307.4. Sorceries cant enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
1441 1469
1442 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 preclude 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). 1470 307.5. If a spell, ability, or effect states that a player can do something only any time they could cast a sorcery, it means only that the player must have priority, it must be during the main phase of their turn, and the stack must be empty. The player doesnt need to have a sorcery they could cast. Effects that would preclude that player from casting a spell or casting a sorcery dont affect the players capability to perform that action (unless the action is actually casting a spell or casting a sorcery).
1443 1471
1444 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. 1472 307.5a Similarly, if an effect checks to see if a spell was cast any time a sorcery couldnt have been cast, its checking only whether the spells controller cast it without having priority, during a phase other than their main phase, or while another object was on the stack.
1445 1473
1446 308. Tribals 1474 308. Tribals
1447 1475
1448 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. 1476 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.
1449 1477
1450 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. 1478 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.
1451 1479
1452 309. Planes 1480 309. Planes
1453 1481
1454 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.” 1482 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.
1455 1483
1456 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. 1484 309.2. Plane cards remain in the command zone throughout the game, both while theyre part of a planar deck and while theyre face up. Theyre not permanents. They cant be cast. If a plane card would leave the command zone, it remains in the command zone.
1457 1485
1458 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. 1486 309.3. Plane subtypes are listed after a long dash, and may be multiple words: Plane Serras 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.
1459 1487
1460 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. 1488 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.
1461 1489
1462 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. 1490 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 wouldnt leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
1463 1491
1464 309.6. A face-up plane card that’s turned face down becomes a new object. 1492 309.6. A face-up plane card thats turned face down becomes a new object.
1465 1493
1466 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. 1494 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.
1467 1495
1468 310. Phenomena 1496 310. Phenomena
1469 1497
1470 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.” 1498 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.
1471 1499
1472 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. 1500 310.2. Phenomenon cards remain in the command zone throughout the game, both while theyre part of a planar deck and while theyre face up. Theyre not permanents. They cant be cast. If a phenomenon card would leave the command zone, it remains in the command zone.
1473 1501
1474 310.3. Phenomenon cards have no subtypes. 1502 310.3. Phenomenon cards have no subtypes.
1475 1503
1476 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. 1504 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 wouldnt leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
1477 1505
1478 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.” 1506 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.
1479 1507
1480 310.6. A face-up phenomenon card that’s turned face down becomes a new object. 1508 310.6. A face-up phenomenon card thats turned face down becomes a new object.
1481 1509
1482 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 701.22, “Planeswalk.”) 1510 310.7. If a phenomenon card is face up in the command zone, and it isnt 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 701.23, Planeswalk.)
1483 1511
1484 311. Vanguards 1512 311. Vanguards
1485 1513
1486 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.” 1514 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.
1487 1515
1488 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. 1516 311.2. Vanguard cards remain in the command zone throughout the game. Theyre not permanents. They cant be cast. If a vanguard card would leave the command zone, it remains in the command zone.
1489 1517
1490 311.3. Vanguard cards have no subtypes. 1518 311.3. Vanguard cards have no subtypes.
1491 1519
1492 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. 1520 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.
1493 1521
1494 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. 1522 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.
1495 1523
1496 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. 1524 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 cards owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and their maximum hand size.
1497 1525
1498 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. 1526 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 cards owner (normally 20) to is determined. See rule 103.3.
1499 1527
1500 312. Schemes 1528 312. Schemes
1501 1529
1502 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.” 1530 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.
1503 1531
1504 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. 1532 312.2. Scheme cards remain in the command zone throughout the game, both while theyre part of a scheme deck and while theyre face up. Theyre not permanents. They cant be cast. If a scheme card would leave the command zone, it remains in the command zone.
1505 1533
1506 312.3. Scheme cards have no subtypes. 1534 312.3. Scheme cards have no subtypes.
1507 1535
1508 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. 1536 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.
1509 1537
1510 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. 1538 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.
1511 1539
1512 312.6. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on 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.) 1540 312.6. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owners scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
1513 1541
1514 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. 1542 312.7. If an ability of a scheme card includes the text this scheme, it means the scheme card in the command zone thats the source of that ability. This is an exception to rule 109.2.
1515 1543
1516 313. Conspiracies 1544 313. Conspiracies
1517 1545
1518 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. 1546 313.1. Conspiracy cards are used only in limited play, particularly in the Conspiracy Draft variant (see rule 905). Conspiracy cards arent used in constructed play.
1519 1547
1520 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.”) 1548 313.2. At the start of a game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone. Conspiracy cards with hidden agenda are put into the command zone face down. (See rule 702.105, Hidden Agenda.)
1521 1549
1522 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. 1550 313.3. Conspiracy cards remain in the command zone throughout the game. Theyre not permanents. They cant 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 arent in the game cant be brought into the game.
1523 1551
1524 313.4. Conspiracy cards have no subtypes. 1552 313.4. Conspiracy cards have no subtypes.
1525 1553
1526 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. 1554 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.
1527 1555
1529 1557
1530 313.5b Face-down conspiracy cards have no characteristics. 1558 313.5b Face-down conspiracy cards have no characteristics.
1531 1559
1532 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. 1560 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.
1533 1561
1534 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. 1562 313.7. At any time, you may look at a face-down conspiracy card you control. You cant look at face-down conspiracy cards controlled by other players.
1535 1563
1536 1564
1537 4. Zones 1565 4. Zones
1538 1566
1539 400. General 1567 400. General
1540 1568
1541 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. 1569 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 their own library, hand, and graveyard. The other zones are shared by all players.
1542 1570
1543 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. 1571 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.
1544 1572
1545 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. 1573 400.3. If an object would go to any library, graveyard, or hand other than its owners, it goes to its owners corresponding zone.
1546 1574
1547 400.4. Cards with certain card types can’t enter certain zones. 1575 400.4. Cards with certain card types cant enter certain zones.
1548 1576
1549 400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone. 1577 400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
1550 1578
1551 400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone. 1579 400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.
1552 1580
1553 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. 1581 400.5. The order of objects in a library, in a graveyard, or on the stack cant 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 theyre tapped or flipped, and what other objects are attached to them must remain clear to all players.
1554 1582
1555 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 and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. 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. 1583 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 and its owner will be able to look at it in that zone, its owner looks at it to see if it has any abilities that would affect the move. If the object is moving to the battlefield, each other player who will be able to look at it in that zone does so. 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 objects controlleror its owner if it has no controllerchooses 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.
1556 Example: Exquisite Archangel has an ability which reads “If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total.” A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that player’s control. As state-based actions are performed, that player’s life total becomes equal to his or her starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile. 1584 Example: Exquisite Archangel has an ability which reads If you would lose the game, instead exile Exquisite Archangel and your life total becomes equal to your starting life total. A spell deals 5 damage to a player with 5 life and 5 damage to an Exquisite Archangel under that players control. As state-based actions are performed, that players life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owners graveyard or to exile.
1557 1585
1558 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 nine exceptions to this rule: 1586 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 nine exceptions to this rule:
1559 1587
1560 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. 1588 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.
1561 1589
1562 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. 1590 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.
1563 1591
1564 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. 1592 400.7c An ability of a permanent can reference information about the spell that became that permanent, including what costs were paid to cast that spell or what mana was spent to pay those costs.
1565 1593
1566 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. 1594 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.
1567 1595
1568 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 704.5m.) 1596 400.7e Abilities of Auras that trigger when the enchanted permanent leaves the battlefield can find the new object that Aura became in its owners 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 owners graveyard as a result of being put there as a state-based action for not being attached to a permanent. (See rule 704.5m.)
1569 1597
1570 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. 1598 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.
1571 1599
1572 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. 1600 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.
1573 1601
1574 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. 1602 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 abilitys effects can find that object.
1575 1603
1576 400.7i After resolving a madness triggered ability (see rule 702.34), if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that object. 1604 400.7i After resolving a madness triggered ability (see rule 702.34), if the exiled card wasnt cast and was moved to a public zone, effects referencing the discarded card can find that object.
1577 1605
1578 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. 1606 400.8. If an object in the exile zone is exiled, it doesnt change zones, but it becomes a new object that has just been exiled.
1579 1607
1580 400.9. If a face-up object in the command zone is turned face down, it becomes a new object. 1608 400.9. If a face-up object in the command zone is turned face down, it becomes a new object.
1581 1609
1582 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. 1610 400.10. An object is outside the game if it isnt in any of the games zones. Outside the game is not a zone.
1583 1611
1584 400.10a Cards in a player’s sideboard are outside the game. See rule 100.4. 1612 400.10a Cards in a players sideboard are outside the game. See rule 100.4.
1585 1613
1586 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends. 1614 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends.
1587 1615
1588 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. 1616 400.10c Cards outside the game cant 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.
1589 1617
1590 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. 1618 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.
1591 1619
1592 401. Library 1620 401. Library
1593 1621
1594 401.1. When a game begins, each player’s deck becomes his or her library. 1622 401.1. When a game begins, each players deck becomes their library.
1595 1623
1596 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. 1624 401.2. Each library must be kept in a single face-down pile. Players cant look at or change the order of cards in a library.
1597 1625
1598 401.3. Any player may count the number of cards remaining in any player’s library at any time. 1626 401.3. Any player may count the number of cards remaining in any players library at any time.
1599 1627
1600 401.4. If an effect puts two or more cards in a specific position in 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. 1628 401.4. If an effect puts two or more cards in a specific position in a library at the same time, the owner of those cards may arrange them in any order. That librarys owner doesnt reveal the order in which the cards go into the library.
1601 1629
1602 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. 1630 401.5. Some effects tell a player to play with the top card of their library revealed, or say that a player may look at the top card of their library. If the top card of the players library changes while a spell is being cast, the new top card wont be revealed and cant be looked at until the spell becomes cast (see rule 601.2i). The same is true with relation to an ability being activated.
1603 1631
1604 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. 1632 401.6. If an effect causes a player to play with the top card of their library revealed, and that particular card stops being revealed for any length of time before being revealed again, it becomes a new object.
1605 1633
1606 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. 1634 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.
1607 1635
1608 402. Hand 1636 402. Hand
1609 1637
1610 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.”) 1638 402.1. The hand is where a player holds cards that have been drawn. Cards can be put into a players hand by other effects as well. At the beginning of the game, each player draws a number of cards equal to that players starting hand size, normally seven. (See rule 103, Starting the Game.)
1611 1639
1612 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. 1640 402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in their hand, but as part of their cleanup step, the player must discard excess cards down to the maximum hand size.
1613 1641
1614 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. 1642 402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player cant look at the cards in another players hand but may count those cards at any time.
1615 1643
1616 403. Battlefield 1644 403. Battlefield
1617 1645
1618 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. 1646 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 them on the battlefield, though there are some cases (such as an Aura attached to another players permanent) when a permanent one player controls is kept closer to a different player.
1619 1647
1620 403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone. 1648 403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
1621 1649
1622 403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.” 1650 403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, Permanents.
1623 1651
1624 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.) 1652 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.)
1625 1653
1626 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. 1654 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.
1627 1655
1628 404. Graveyard 1656 404. Graveyard
1629 1657
1630 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. 1658 404.1. A players graveyard is their discard pile. Any object thats countered, discarded, destroyed, or sacrificed is put on top of its owners graveyard, as is any instant or sorcery spell thats finished resolving. Each players graveyard starts out empty.
1631 1659
1632 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. 1660 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 cant change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard.
1633 1661
1634 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. 1662 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.
1635 1663
1636 405. Stack 1664 405. Stack
1637 1665
1638 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). 1666 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).
1639 1667
1640 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. 1668 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, its put on top of all objects already there.
1641 1669
1642 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. 1670 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 players 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.
1643 1671
1644 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. 1672 405.4. Each spell has all the characteristics of the card associated with it. Each activated or triggered ability thats 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 abilitys source when it triggered, unless its a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7df.
1645 1673
1646 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. 1674 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.
1647 1675
1648 405.6. Some things that happen during the game don’t use the stack. 1676 405.6. Some things that happen during the game dont use the stack.
1649 1677
1650 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). 1678 405.6a Effects dont go on the stack; theyre 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).
1651 1679
1652 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). 1680 405.6b Static abilities continuously generate effects and dont 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).
1653 1681
1654 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.”) 1682 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.)
1655 1683
1656 405.6d Special actions don’t use the stack; they happen immediately. See rule 115, “Special Actions.” 1684 405.6d Special actions dont use the stack; they happen immediately. See rule 115, Special Actions.
1657 1685
1658 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. 1686 405.6e Turn-based actions dont use the stack; they happen automatically when certain steps or phases begin. Theyre 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.
1659 1687
1660 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. 1688 405.6f State-based actions dont 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.
1661 1689
1662 405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a. 1690 405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
1663 1691
1664 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. 1692 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.
1665 1693
1666 406. Exile 1694 406. Exile
1667 1695
1668 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. 1696 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.
1669 1697
1670 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. 1698 406.2. To exile an object is to put it into the exile zone from whatever zone its currently in. An exiled card is a card thats been put into the exile zone.
1671 1699
1672 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). 1700 406.3. Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards exiled face down cant 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 they are playing the card (see rule 601.2).
1673 1701
1674 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.) 1702 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, they 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 isnt revealed until after that cost is fully paid. (See rule 601.2i.)
1675 1703
1676 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. 1704 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.
1677 1705
1678 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.” 1706 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.
1679 1707
1680 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. 1708 406.7. If an object in the exile zone becomes exiled, it doesnt change zones, but it becomes a new object that has just been exiled.
1681 1709
1682 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. 1710 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.
1683 1711
1684 407. Ante 1712 407. Ante
1685 1713
1686 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). 1714 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 its allowed only where its 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).
1687 1715
1688 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. 1716 407.2. When playing for ante, each player puts one random card from their 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.
1689 1717
1690 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. 1718 407.3. A few cards have the text Remove [this card] from your deck before playing if youre not playing for ante. These are the only cards that can add or remove cards from the ante zone or change a cards owner. When not playing for ante, players cant include these cards in their decks or sideboards, and these cards cant be brought into the game from outside the game.
1691 1719
1692 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. 1720 407.4. To ante an object is to put that object into the ante zone from whichever zone its currently in. The owner of an object is the only person who can ante that object.
1693 1721
1694 408. Command 1722 408. Command
1695 1723
1696 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. 1724 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.
1697 1725
1698 408.2. Emblems may be created in the command zone. See rule 113, “Emblems.” 1726 408.2. Emblems may be created in the command zone. See rule 113, Emblems.
1699 1727
1700 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.” 1728 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.
1701 1729
1702 1730
1703 5. Turn Structure 1731 5. Turn Structure
1704 1732
1705 500. General 1733 500. General
1706 1734
1707 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. 1735 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.
1708 1736
1709 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. 1737 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 doesnt 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.
1710 1738
1711 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). 1739 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).
1712 1740
1713 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. 1741 500.4. When a step or phase ends, any unused mana left in a players mana pool empties. This turn-based action doesnt use the stack.
1714 1742
1715 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. 1743 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.
1716 1744
1717 500.6. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 116, “Timing and Priority.”) 1745 500.6. When a phase or step begins, any abilities that trigger at the beginning of that phase or step trigger. They are put on the stack the next time a player would receive priority. (See rule 116, Timing and Priority.)
1718 1746
1719 500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified 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. 1747 500.7. Some effects can give a player extra turns. They do this by adding the turns directly after the specified 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.
1720 1748
1721 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. 1749 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.
1722 1750
1723 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. 1751 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.
1724 1752
1725 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. 1753 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 didnt exist. See rule 614.10.
1726 1754
1727 500.11. No game events can occur between turns, phases, or steps. 1755 500.11. No game events can occur between turns, phases, or steps.
1728 1756
1729 501. Beginning Phase 1757 501. Beginning Phase
1730 1758
1731 501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw. 1759 501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
1732 1760
1733 502. Untap Step 1761 502. Untap Step
1734 1762
1735 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.” 1763 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 doesnt use the stack. See rule 702.25, Phasing.
1736 1764
1737 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. 1765 502.2. Second, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesnt use the stack. Normally, all of a players permanents untap, but effects can keep one or more of a players permanents from untapping.
1738 1766
1739 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.”) 1767 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.)
1740 1768
1741 503. Upkeep Step 1769 503. Upkeep Step
1742 1770
1743 503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”) 1771 503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, Timing and Priority.)
1744 1772
1745 503.1a Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) 1773 503.1a Any abilities that triggered during the untap step and any abilities that triggered at the beginning of the upkeep are put onto the stack before the active player gets priority; the order in which they triggered doesnt matter. (See rule 603, Handling Triggered Abilities.)
1746 1774
1747 503.2. 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. 1775 503.2. If a spell states that it may be cast only after [a players] upkeep step, and the turn has multiple upkeep steps, that spell may be cast any time after the first upkeep step ends.
1748 1776
1749 504. Draw Step 1777 504. Draw Step
1750 1778
1751 504.1. First, the active player draws a card. This turn-based action doesn’t use the stack. 1779 504.1. First, the active player draws a card. This turn-based action doesnt use the stack.
1752 1780
1753 504.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”) 1781 504.2. Second, the active player gets priority. (See rule 116, Timing and Priority.)
1754 1782
1755 505. Main Phase 1783 505. Main Phase
1756 1784
1757 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. 1785 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.
1758 1786
1759 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. 1787 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.
1760 1788
1761 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.) 1789 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.)
1762 1790
1763 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 701.23). This turn-based action doesn’t use the stack. 1791 505.3. First, but only if the players are playing an Archenemy game (see rule 904), the active player is the archenemy, and its the active players precombat main phase, the active player sets the top card of their scheme deck in motion (see rule 701.24). This turn-based action doesnt use the stack.
1764 1792
1765 505.4. Second, the active player gets priority. (See rule 116, “Timing and Priority.”) 1793 505.4. Second, if the active player controls one or more Saga enchantments and its the active players precombat main phase, the active player puts a lore counter on each Saga they control. (See rule 714, Saga Cards.) This turn-based action doesnt use the stack.
1766 1794
1767 505.4a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells. 1795 505.5. Third, the active player gets priority. (See rule 116, Timing and Priority.)
1768 1796
1769 505.4b 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.”) 1797 505.5a The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells.
1798
1799 505.5b During either main phase, the active player may play one land card from their hand if the stack is empty, if the player has priority, and if they havent played a land this turn (unless an effect states the player may play additional lands). This action doesnt use the stack. Neither the land nor the action of playing the land is a spell or ability, so it cant be countered, and players cant respond to it with instants or activated abilities. (See rule 305, Lands.)
1770 1800
1771 506. Combat Phase 1801 506. Combat Phase
1772 1802
1773 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 508.8). 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). 1803 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 508.8). 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).
1774 1804
1775 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. 1805 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 they control may be attacked.
1776 1806
1777 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.” 1807 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 players opponents automatically become defending players during the combat phase, the attacking player chooses one of their 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.
1778 1808
1779 506.2b In the Two-Headed Giant multiplayer variant, the nonactive team is the defending team. See rule 810, “Two-Headed Giant Variant.” 1809 506.2b In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. See rule 805, Shared Team Turns Option.
1780 1810
1781 506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked. 1811 506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
1782 1812
1783 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. 1813 506.3a If an effect would put a noncreature permanent onto the battlefield attacking or blocking, the permanent does enter the battlefield but its never considered to be an attacking or blocking permanent.
1784 1814
1785 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. 1815 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 its never considered to be an attacking creature.
1786 1816
1787 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. 1817 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 its never considered to be an attacking creature.
1788 1818
1789 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. 1819 506.3d If an effect would put a creature onto the battlefield blocking but the creature it would block isnt attacking either the first creatures controller or a planeswalker that player controls, that creature does enter the battlefield, but its never considered to be a blocking creature.
1790 1820
1791 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 701.13) 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. 1821 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 its a planeswalker thats being attacked and stops being a planeswalker, or if its an attacking or blocking creature that regenerates (see rule 701.14) or stops being a creature. A creature thats removed from combat stops being an attacking, blocking, blocked, and/or unblocked creature. A planeswalker thats removed from combat stops being attacked.
1792 1822
1793 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. 1823 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 dont remove the creature from combat.
1794 1824
1795 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. 1825 506.4b Tapping or untapping a creature thats already been declared as an attacker or blocker doesnt remove it from combat and doesnt prevent its combat damage.
1796 1826
1797 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. 1827 506.4c If a creature is attacking a planeswalker, removing that planeswalker from combat doesnt 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.
1798 1828
1799 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. 1829 506.4d A permanent thats both a blocking creature and a planeswalker thats 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 thats being attacked, whichever is appropriate.
1800 1830
1801 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. 1831 506.5. A creature attacks alone if its the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if its attacking but no other creatures are. A creature blocks alone if its the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if its blocking but no other creatures are.
1802 1832
1803 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.” 1833 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.
1804 1834
1805 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.) 1835 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.)
1806 1836
1807 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.) 1837 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.)
1808 1838
1809 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. 1839 506.6c Some spells state that they may be cast only during combat or during a certain players 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.
1810 1840
1811 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. 1841 506.6d Some spells state that they may be cast only before (or after) [a particular point in the combat phase], but dont 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.
1812 1842
1813 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 508.8), 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. 1843 506.6e If a spell states that it may be cast only before [a particular point in the combat phase], but the stated point doesnt exist within the relevant combat phase because the declare blockers step and the combat damage step are skipped (see rule 508.8), then the spell may be cast only before the declare attackers step ends. If the stated point doesnt exist because the relevant combat phase has been skipped, then the spell may be cast only before the precombat main phase ends.
1814 1844
1815 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 508.8), then the spell may not be cast during that combat phase. 1845 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 508.8), then the spell may not be cast during that combat phase.
1816 1846
1817 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. 1847 506.6g Rules 506.6 and 506.6af 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.
1818 1848
1819 507. Beginning of Combat Step 1849 507. Beginning of Combat Step
1820 1850
1821 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.) 1851 507.1. First, if the game being played is a multiplayer game in which the active players opponents dont all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesnt use the stack. (See rule 506.2.)
1822 1852
1823 507.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”) 1853 507.2. Second, the active player gets priority. (See rule 116, Timing and Priority.)
1824 1854
1825 508. Declare Attackers Step 1855 508. Declare Attackers Step
1826 1856
1827 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 720, “Handling Illegal Actions”). 1857 508.1. First, the active player declares attackers. This turn-based action doesnt 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 721, Handling Illegal Actions).
1828 1858
1829 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. 1859 508.1a The active player chooses which creatures that they control, 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.
1830 1860
1831 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. 1861 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.
1832 1862
1833 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. 1863 508.1c The active player checks each creature they control to see whether its affected by any restrictions (effects that say a creature cant attack, or that it cant attack unless some condition is met). If any restrictions are being disobeyed, the declaration of attackers is illegal.
1834 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. 1864 Example: A player controls two creatures, each with a restriction that states [This creature] cant attack alone. Its legal to declare both as attackers.
1835 1865
1836 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 attacks if able, or that it attacks 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. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn. 1866 508.1d The active player checks each creature they control to see whether its affected by any requirements (effects that say a creature attacks if able, or that it attacks 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 cant 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. If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn.
1837 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. 1867 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. Its illegal to attack with the other creature, attack with both, or attack with neither.
1838 1868
1839 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.”) 1869 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.)
1840 1870
1841 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. 1871 508.1f The active player taps the chosen creatures. Tapping a creature when its declared as an attacker isnt a cost; attacking simply causes creatures to become tapped.
1842 1872
1843 508.1g If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay “as” a creature attacks), the active player chooses which, if any, he or she will pay. 1873 508.1g If there are any optional costs to attack with the chosen creatures (expressed as costs a player may pay as a creature attacks), the active player chooses which, if any, they will pay.
1844 1874
1845 508.1h If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, 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. 1875 508.1h If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, 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.
1846 1876
1847 508.1i If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, “Mana Abilities”). 1877 508.1i If any of the costs require mana, the active player then has a chance to activate mana abilities (see rule 605, Mana Abilities).
1848 1878
1849 508.1j 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. 1879 508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
1850 1880
1851 508.1k 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. 1881 508.1k Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until its removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
1852 1882
1853 508.1m Any abilities that trigger on attackers being declared trigger. 1883 508.1m Any abilities that trigger on attackers being declared trigger.
1854 1884
1855 508.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”) 1885 508.2. Second, the active player gets priority. (See rule 116, Timing and Priority.)
1856 1886
1857 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. 1887 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 creatures characteristics change to match the abilitys trigger condition.
1858 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. 1888 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.
1859 1889
1860 508.2b Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) 1890 508.2b Any abilities that triggered on attackers being declared or that triggered during the process described in rules 508.1 are put onto the stack before the active player gets priority; the order in which they triggered doesnt matter. (See rule 603, Handling Triggered Abilities.)
1861 1891
1862 508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions. 1892 508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions.
1863 1893
1864 508.3a An ability that reads “Whenever [a creature] attacks, . . .” triggers if that creature is declared as an attacker. Similarly, “Whenever [a creature] attacks [a player or planeswalker], . . .” triggers if that creature is declared as an attacker attacking that player or planeswalker. Such abilities won’t trigger if a creature is put onto the battlefield attacking. 1894 508.3a An ability that reads Whenever [a creature] attacks, . . . triggers if that creature is declared as an attacker. Similarly, Whenever [a creature] attacks [a player or planeswalker], . . . triggers if that creature is declared as an attacker attacking that player or planeswalker. Such abilities wont trigger if a creature is put onto the battlefield attacking.
1865 1895
1866 508.3b An ability that reads “Whenever [a player or planeswalker] is attacked, . . .” triggers if one or more creatures are declared as attackers attacking that player or planeswalker. It won’t trigger if a creature is put onto the battlefield attacking that player or planeswalker. 1896 508.3b An ability that reads Whenever [a player or planeswalker] is attacked, . . . triggers if one or more creatures are declared as attackers attacking that player or planeswalker. It wont trigger if a creature is put onto the battlefield attacking that player or planeswalker.
1867 1897
1868 508.3c An ability that reads “Whenever [a player] attacks with [a creature], . . .” triggers whenever a creature that player controls is declared as an attacker. 1898 508.3c An ability that reads Whenever [a player] attacks with [a creature], . . . triggers whenever a creature that player controls is declared as an attacker.
1869 1899
1870 508.3d An ability that reads “Whenever [a creature] attacks and isn’t blocked, . . .” triggers during the declare blockers step, not the declare attackers step. See rule 509.5g. 1900 508.3d An ability that reads Whenever [a creature] attacks and isnt blocked, . . . triggers during the declare blockers step, not the declare attackers step. See rule 509.5g.
1871 1901
1872 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.” 1902 508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player or which planeswalker a defending player controls its attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what its attacking). Such creatures are attacking but, for the purposes of trigger events and effects, they never attacked.
1873 1903
1874 508.4a If the effect that puts 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. 1904 508.4a If the effect that puts a creature onto the battlefield attacking specifies its 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.
1875 1905
1876 508.4b A creature that’s put onto the battlefield attacking isn’t affected by requirements or restrictions that apply to the declaration of attackers. 1906 508.4b A creature thats put onto the battlefield attacking isnt affected by requirements or restrictions that apply to the declaration of attackers.
1877 1907
1878 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 is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from combat. 1908 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 its referring to is the player that creature is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player its referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from combat.
1879 1909
1880 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. 1910 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.
1881 1911
1882 508.6. A player is “attacking [a player]” if the first player controls a creature that is attacking the second player. A player has “attacked [a player]” if the first player declared one or more creatures as attackers attacking the second player. 1912 508.6. A player is attacking [a player] if the first player controls a creature that is attacking the second player. A player has attacked [a player] if the first player declared one or more creatures as attackers attacking the second player.
1883 1913
1884 508.7. One card (Portal Mage) allows a player to reselect which player or planeswalker a creature is attacking. 1914 508.7. One card (Portal Mage) allows a player to reselect which player or planeswalker a creature is attacking.
1885 1915
1886 508.7a The attacking creature isn’t removed from combat and it isn’t considered to have attacked a second time. That creature is attacking the reselected player or planeswalker, but it’s still considered to have attacked the player or planeswalker chosen as it was declared as an attacker. 1916 508.7a The attacking creature isnt removed from combat and it isnt considered to have attacked a second time. That creature is attacking the reselected player or planeswalker, but its still considered to have attacked the player or planeswalker chosen as it was declared as an attacker.
1887 1917
1888 508.7b While reselecting which player or planeswalker a creature is attacking, that creature isn’t affected by requirements or restrictions that apply to the declaration of attackers. 1918 508.7b While reselecting which player or planeswalker a creature is attacking, that creature isnt affected by requirements or restrictions that apply to the declaration of attackers.
1889 1919
1890 508.7c The reselected player or planeswalker must be an opponent of the attacking creature’s controller, or a planeswalker controlled by an opponent of the attacking creature’s controller. 1920 508.7c The reselected player or planeswalker must be an opponent of the attacking creatures controller, or a planeswalker controlled by an opponent of the attacking creatures controller.
1891 1921
1892 508.7d In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player or planeswalker must be the chosen defending player or a planeswalker controlled by that player. 1922 508.7d In a multiplayer game not using the attack multiple players option (see rule 802), the reselected player or planeswalker must be the chosen defending player or a planeswalker controlled by that player.
1893 1923
1894 508.7e In a multiplayer game using the limited range of influence option (see rule 801), the reselected player or planeswalker must be within the range of influence of the attacking creature’s controller. 1924 508.7e In a multiplayer game using the limited range of influence option (see rule 801), the reselected player or planeswalker must be within the range of influence of the attacking creatures controller.
1895
1896 508.7f In a Two-Headed Giant game, the team or planeswalker the creature is attacking is reselected rather than the player or planeswalker. A team reselected this way must be an opposing team of the attacking creature’s controller.
1897 1925
1898 508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps. 1926 508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.
1899 1927
1900 509. Declare Blockers Step 1928 509. Declare Blockers Step
1901 1929
1902 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 720, “Handling Illegal Actions”). 1930 509.1. First, the defending player declares blockers. This turn-based action doesnt 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 721, Handling Illegal Actions).
1903 1931
1904 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. 1932 509.1a The defending player chooses which creatures they control, 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 thats attacking that player or a planeswalker they control.
1905 1933
1906 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. 1934 509.1b The defending player checks each creature they control to see whether its affected by any restrictions (effects that say a creature cant block, or that it cant block unless some condition is met). If any restrictions are being disobeyed, the declaration of blockers is illegal.
1907 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. 1935 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 doesnt affect that block. Different evasion abilities are cumulative.
1908 Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow. 1936 Example: An attacking creature with flying and shadow cant be blocked by a creature with flying but without shadow.
1909 1937
1910 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. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn. 1938 509.1c The defending player checks each creature they control to see whether its 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 cant 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. If a requirement that says a creature blocks if able during a certain turn refers to a turn with multiple combat phases, the creature blocks if able during each declare blockers step in that turn.
1911 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. 1939 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 cant be blocked except by two or more creatures). Having only the second creature block violates both the menace restriction and the first creatures blocking requirement. Having neither creature block fulfills the restriction but not the requirement.
1912 1940
1913 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. 1941 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.
1914 1942
1915 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”). 1943 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).
1916 1944
1917 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. 1945 509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
1918 1946
1919 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. 1947 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 its removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
1920 1948
1921 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. 1949 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.
1922 1950
1923 509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information. 1951 509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information.
1924 1952
1925 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. 1953 509.2. Second, for each attacking creature thats become blocked, the active player announces that creatures damage assignment order, which consists of the creatures blocking it in an order of that players choice. (During the combat damage step, an attacking creature cant assign combat damage to a creature thats blocking it unless each creature ahead of that blocking creature in its order is assigned lethal damage.) This turn-based action doesnt use the stack.
1926 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. 1954 Example: Vastwood Gorger is blocked by Llanowar Elves, Runeclaw Bear, and Serra Angel. Vastwood Gorgers controller announces the Vastwood Gorgers damage assignment order as Serra Angel, then Llanowar Elves, then Runeclaw Bear.
1927 1955
1928 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. 1956 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.
1929 1957
1930 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. 1958 509.3. Third, for each blocking creature, the defending player announces that creatures damage assignment order, which consists of the creatures its blocking in an order of that players choice. (During the combat damage step, a blocking creature cant assign combat damage to a creature its blocking unless each creature ahead of that blocked creature in its order is assigned lethal damage.) This turn-based action doesnt use the stack.
1931 1959
1932 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. 1960 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.
1933 1961
1934 509.4. Fourth, the active player gets priority. (See rule 116, “Timing and Priority.”) 1962 509.4. Fourth, the active player gets priority. (See rule 116, Timing and Priority.)
1935 1963
1936 509.4a Any abilities that triggered on blockers being declared or that triggered during the process described in rules 509.1–3 are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) 1964 509.4a Any abilities that triggered on blockers being declared or that triggered during the process described in rules 509.13 are put onto the stack before the active player gets priority; the order in which they triggered doesnt matter. (See rule 603, Handling Triggered Abilities.)
1937 1965
1938 509.5. Triggered abilities that trigger on blockers being declared may have different trigger conditions. 1966 509.5. Triggered abilities that trigger on blockers being declared may have different trigger conditions.
1939 1967
1940 509.5a An ability that reads “Whenever [a 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. 1968 509.5a An ability that reads Whenever [a 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 wasnt a blocking creature at that time. (See rule 509.1g.) It wont trigger if the creature is put onto the battlefield blocking.
1941 1969
1942 509.5b An ability that reads “Whenever [a 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. 1970 509.5b An ability that reads Whenever [a 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 wasnt already blocking that attacking creature at that time. It wont trigger if the creature is put onto the battlefield blocking.
1943 1971
1944 509.5c An ability that reads “Whenever [a 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.) 1972 509.5c An ability that reads Whenever [a creature] becomes blocked, . . . generally triggers only once each combat for that creature, even if its 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 thats put onto the battlefield as a blocker, but only if the attacking creature was an unblocked creature at that time. (See rule 509.1h.)
1945 1973
1946 509.5d An ability that reads “Whenever [a 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. 1974 509.5d An ability that reads Whenever [a 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 wasnt 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 wont trigger if the creature becomes blocked by an effect rather than a creature.
1947 1975
1948 509.5e 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. 1976 509.5e 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.
1949 1977
1950 509.5f 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. 1978 509.5f 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 creatures characteristics change to match the abilitys trigger condition later on.
1951 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. 1979 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.
1952 1980
1953 509.5g An ability that reads “Whenever [a 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. 1981 509.5g An ability that reads Whenever [a creature] attacks and isnt 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 wont trigger if the attacking creature is blocked and then all its blockers are removed from combat.
1954 1982
1955 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. 1983 509.6. If a spell or ability causes a creature on the battlefield to block an attacking creature, the active player announces the blocking creatures placement in the attacking creatures damage assignment order. The relative order among the remaining blocking creatures is unchanged. Then the defending player announces the attacking creatures placement in the blocking creatures damage assignment order. The relative order among the remaining attacking creatures is unchanged. This is done as part of the blocking effect.
1956 1984
1957 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.” 1985 509.7. If a creature is put onto the battlefield blocking, its controller chooses which attacking creature its blocking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what its blocking), then the active player announces the new creatures placement in the blocked creatures 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.
1958 Example: Giant Spider is blocked by Canyon Minotaur. The defending player casts Flash Foliage, which creates a Saproling creature token blocking the Giant Spider. Giant Spider’s controller announces the Giant Spider’s damage assignment order as the Saproling token, then Canyon Minotaur. 1986 Example: Giant Spider is blocked by Canyon Minotaur. The defending player casts Flash Foliage, which creates a Saproling creature token blocking the Giant Spider. Giant Spiders controller announces the Giant Spiders damage assignment order as the Saproling token, then Canyon Minotaur.
1959 1987
1960 509.7a If the effect that puts a creature onto the battlefield blocking specifies it’s blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature that’s put onto the battlefield blocking isn’t a defending player for the specified attacking creature. 1988 509.7a If the effect that puts a creature onto the battlefield blocking specifies its blocking a certain creature and that creature is no longer attacking, the creature is put onto the battlefield but is never considered a blocking creature. The same is true if the controller of the creature thats put onto the battlefield blocking isnt a defending player for the specified attacking creature.
1961 1989
1962 509.7b A creature that’s put onto the battlefield blocking isn’t affected by requirements or restrictions that apply to the declaration of blockers. 1990 509.7b A creature thats put onto the battlefield blocking isnt affected by requirements or restrictions that apply to the declaration of blockers.
1963 1991
1964 510. Combat Damage Step 1992 510. Combat Damage Step
1965 1993
1966 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: 1994 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 doesnt use the stack. A player assigns a creatures combat damage according to the following rules:
1967 1995
1968 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. 1996 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 dont assign combat damage at all.
1969 1997
1970 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. 1998 510.1b An unblocked creature assigns its combat damage to the player or planeswalker its attacking. If it isnt currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.
1971 1999
1972 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. 2000 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 cant assign combat damage to a creature thats 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 thats being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage thats actually dealt. An amount of damage thats greater than a creatures lethal damage may be assigned to it.
1973 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. 2001 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.
1974 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. 2002 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.
1975 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. 2003 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.
1976 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. 2004 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.
1977 2005
1978 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. 2006 510.1d A blocking creature assigns combat damage to the creatures its blocking. If it isnt currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If its blocking exactly one creature, it assigns all its combat damage to that creature. If its 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 cant assign combat damage to a creature that its 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 thats being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage thats actually dealt. An amount of damage thats greater than a creatures lethal damage may be assigned to it.
1979 2007
1980 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 720, “Handling Illegal Actions”). 2008 510.1e Once a player has assigned combat damage from each attacking or blocking creature they control, 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 doesnt, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 721, Handling Illegal Actions).
1981 2009
1982 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. 2010 510.2. Second, all combat damage thats been assigned is dealt simultaneously. This turn-based action doesnt use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time its dealt.
1983 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. 2011 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 any target.) 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 couldnt have been dealt damage.
1984 2012
1985 510.3. Third, the active player gets priority. (See rule 116, “Timing and Priority.”) 2013 510.3. Third, the active player gets priority. (See rule 116, Timing and Priority.)
1986 2014
1987 510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”) 2015 510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesnt matter. (See rule 603, Handling Triggered Abilities.)
1988 2016
1989 510.4. 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. 2017 510.4. 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.
1990 2018
1991 511. End of Combat Step 2019 511. End of Combat Step
1992 2020
1993 511.1. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”) 2021 511.1. The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, Timing and Priority.)
1994 2022
1995 511.2. Abilities that trigger “at end of combat” trigger as the end of combat step begins. Effects that last “until end of combat” expire at the end of the combat phase. 2023 511.2. Abilities that trigger at end of combat trigger as the end of combat step begins. Effects that last until end of combat expire at the end of the combat phase.
1996 2024
1997 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). 2025 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).
1998 2026
1999 512. Ending Phase 2027 512. Ending Phase
2000 2028
2001 512.1. The ending phase consists of two steps: end and cleanup. 2029 512.1. The ending phase consists of two steps: end and cleanup.
2002 2030
2003 513. End Step 2031 513. End Step
2004 2032
2005 513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”) 2033 513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, Timing and Priority.)
2006 2034
2007 513.1a Previously, abilities that triggered 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.” 2035 513.1a Previously, abilities that triggered 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.
2008 2036
2009 513.2. 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.”) 2037 513.2. If a permanent with an ability that triggers at the beginning of the end step enters the battlefield during this step, that ability wont trigger until the next turns 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 wont trigger until the next turns end step. In other words, the step doesnt back up so those abilities can go on the stack. This rule applies only to triggered abilities; it doesnt apply to continuous effects whose durations say until end of turn or this turn. (See rule 514, Cleanup Step.)
2010 2038
2011 514. Cleanup Step 2039 514. Cleanup Step
2012 2040
2013 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. 2041 514.1. First, if the active players hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesnt use the stack.
2014 2042
2015 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. 2043 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 doesnt use the stack.
2016 2044
2017 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: 2045 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:
2018 2046
2019 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. 2047 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.
2020 2048
2021 2049
2022 6. Spells, Abilities, and Effects 2050 6. Spells, Abilities, and Effects
2023 2051
2024 600. General 2052 600. General
2025 2053
2026 601. Casting Spells 2054 601. Casting Spells
2027 2055
2028 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. 2056 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.
2029 2057
2030 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. 2058 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.
2031 2059
2032 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 (see rule 601.3), 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 720, “Handling Illegal Actions”). 2060 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 601.2ad) and determination and payment of costs (rules 601.2fh). 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 (see rule 601.3). 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 721, Handling Illegal Actions).
2033 2061
2034 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. 2062 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 its countered, it resolves, or an effect moves it elsewhere.
2035 2063
2036 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 the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. 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. 2064 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), they reveal those cards in their hand. If the spell has alternative or additional costs that will be paid as its being cast such as buyback or kicker costs (see rules 117.8 and 117.9), the player announces their intentions to pay any or all of those costs (see rule 601.2f). A player cant 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 its being cast (such as an {X} in its mana cost; see rule 107.3), the player announces the value of that variable. If the value of that variable is defined in the text of the spell by a choice that player would make later in the announcement or resolution of the spell, that player makes that choice at this time instead of that later time. If a cost that will be paid as the spell is being cast includes hybrid mana symbols, the player announces the nonhybrid equivalent cost they intend to pay. If a cost that will be paid as the spell is being cast includes Phyrexian mana symbols, the player announces whether they intend 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 players options when making these choices.
2037 2065
2038 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.) 2066 601.2c The player announces their choice of an appropriate object or player for each target the spell requires. A spell may require some targets only if an alternative or additional cost (such as a kicker cost) or a particular mode was chosen for it; otherwise, the spell is cast as though it did not require those targets. Similarly, a spell may require alternative targets only if an alternative or additional cost was chosen for it. If the spell has a variable number of targets, the player announces how many targets they will choose before they announce those targets. In some cases, the number of targets will be defined by the spells text. Once the number of targets the spell has is determined, that number doesnt change, even if the information used to determine the number of targets does. The same target cant 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 or player 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 they obey the maximum possible number of such effects without violating any rules or effects that say that an object or player cant be chosen as a target. The chosen objects and/or players each become a target of that spell. (Any abilities that trigger when those objects and/or players become the target of a spell trigger at this point; theyll wait to be put on the stack until the spell has finished being cast.)
2039 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. 2067 Example: If a spell says Tap two target creatures, then the same creature cant 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.
2040 2068
2041 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. 2069 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.
2042 2070
2043 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 720, “Handling Illegal Actions”). 2071 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 721, Handling Illegal Actions).
2044 2072
2045 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. 2073 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 cant 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.
2046 2074
2047 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. 2075 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.
2048 2076
2049 601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can’t be paid. 2077 601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs cant be paid.
2050 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. 2078 Example: You cast Altars 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 spells total cost is locked in before payments are actually made, you pay {B}, not {1}{B}, even though youre sacrificing the Familiar.
2051 2079
2052 601.2i Once the steps described in 601.2a–h are completed, effects that modify the characteristics of the spell as it’s cast are applied, then 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. 2080 601.2i Once the steps described in 601.2ah are completed, effects that modify the characteristics of the spell as its cast are applied, then the spell becomes cast. Any abilities that trigger when a spell is cast or put onto the stack trigger at this time. If the spells controller had priority before casting it, they get priority.
2053 2081
2054 601.3. A player can’t begin to cast a spell unless a rule or effect allows that player to cast it. If that player is no longer allowed to cast that spell after completing its proposal, the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 720, “Handling Illegal Actions”). 2082 601.3. A player cant begin to cast a spell unless a rule or effect allows that player to cast it. If that player is no longer allowed to cast that spell after completing its proposal, the casting of the spell is illegal and the game returns to the moment before the casting of that spell was proposed (see rule 721, Handling Illegal Actions).
2055 2083
2056 601.3a If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash. 2084 601.3a If an effect prohibits a player from casting a spell with certain qualities, that player may consider any choices to be made during that spells proposal that may cause those qualities to change. If any such choices could cause that effect to no longer prohibit that player from casting that spell, the player may begin to cast the spell, ignoring the effect.
2057 2085 Example: A player controls Void Winnower, which reads in part, Your opponents can't cast spells with even converted mana costs. That players opponent may begin to cast Rolling Thunder, a card whose mana cost is {X}{R}{R}, because the chosen value of X may cause the spells converted mana cost to become odd.
2058 601.3b If an effect allows a player to cast a spell with certain characteristics as though it had flash, that player may consider any choices to be made during that spell’s proposal that may cause it to have those characteristics. If any such choices could cause it to match these characteristics, that player may begin to cast that spell. 2086
2059 Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow ability’s alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash. 2087 601.3b If an effect allows a player to cast a spell with certain qualities as though it had flash, that player may consider any choices to be made during that spells proposal that may cause that spells qualities to change. If any such choices could cause that effect to apply, that player may begin to cast that spell as though it had flash.
2060 2088 Example: An effect says that you may cast Aura spells as though they had flash, and you have a creature card with bestow in your hand. Because choosing the bestow abilitys alternative cost causes that spell to become an Aura spell, you may legally begin to cast that spell as though it had flash.
2061 601.4. 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. 2089
2062 2090 601.3c If an effect allows a player to cast a spell as though it had flash only if an alternative or additional cost is paid, that player may begin to cast that spell as though it had flash.
2063 601.4a 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. 2091
2064 2092 601.3d If a spell would have flash only if certain conditions are met, its controller may begin to cast that spell as though it had flash if those conditions are met.
2065 601.4b 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. 2093
2066 2094 601.4. Some spells specify that one of their controllers opponents does something the controller would normally do while its being cast, such as choose a mode or choose targets. In these cases, the opponent does so when the spells controller normally would do so.
2067 601.5. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack. 2095
2096 601.4a If there is more than one opponent who could make such a choice, the spells controller decides which of those opponents will make the choice.
2097
2098 601.4b If the spell instructs its controller and another player to do something at the same time as the spell is being cast, the spells controller goes first, then the other player. This is an exception to rule 101.4.
2099
2100 601.5. Casting a spell that alters costs wont affect spells and abilities that are already on the stack.
2068 2101
2069 602. Activating Activated Abilities 2102 602. Activating Activated Abilities
2070 2103
2071 602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]” 2104 602.1. Activated abilities have a cost and an effect. They are written as [Cost]: [Effect.] [Activation instructions (if any).]
2072 2105
2073 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. 2106 602.1a The activation cost is everything before the colon (:). An abilitys activation cost must be paid by the player who is activating it.
2074 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. 2107 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.
2075 2108
2076 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. 2109 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 abilitys effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the abilitys effect.
2077 2110
2078 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. 2111 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.
2079 2112
2080 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. 2113 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.
2081 2114
2082 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 720, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made. 2115 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 objects controller (or its owner, if it doesnt 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 721, Handling Illegal Actions). Announcements and payments cant be altered after theyve been made.
2083 2116
2084 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. 2117 602.2a The player announces that they are 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 thats 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 its countered, it resolves, or an effect moves it elsewhere.
2085 2118
2086 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. 2119 602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2bi. Those rules apply to activating an ability just as they apply to casting a spell. An activated abilitys analog to a spells mana cost (as referenced in rule 601.2f) is its activation cost.
2087 2120
2088 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. 2121 602.3. Some abilities specify that one of their controllers opponents does something the controller would normally do while its being activated, such as choose a mode or choose targets. In these cases, the opponent does so when the abilitys controller normally would do so.
2089 2122
2090 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. 2123 602.3a If there is more than one opponent who could make such a choice, the abilitys controller decides which of those opponents will make the choice.
2091 2124
2092 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. 2125 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 abilitys controller goes first, then the other player. This is an exception to rule 101.4.
2093 2126
2094 602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack. 2127 602.4. Activating an ability that alters costs wont affect spells and abilities that are already on the stack.
2095 2128
2096 602.5. A player can’t begin to activate an ability that’s prohibited from being activated. 2129 602.5. A player cant begin to activate an ability thats prohibited from being activated.
2097 2130
2098 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). 2131 602.5a A creatures activated ability with the tap symbol ({T}) or the untap symbol ({Q}) in its activation cost cant be activated unless the creature has been under its controllers control since the start of their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
2099 2132
2100 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. 2133 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.
2101 2134
2102 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. 2135 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 doesnt apply to other, identically worded abilities.
2103 2136
2104 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. 2137 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 isnt actually a sorcery. The player doesnt actually need to have a sorcery card that they could cast.
2105 2138
2106 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. 2139 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 isnt actually an instant. The player doesnt actually need to have an instant card that they could cast.
2107 2140
2108 603. Handling Triggered Abilities 2141 603. Handling Triggered Abilities
2109 2142
2110 603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]” 2143 603.1. Triggered abilities have a trigger condition and an effect. They are written as [When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]
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2112 603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it can’t be countered. This text is not part of the ability’s effect. It functions while the ability is on the stack. 2145 603.1a A triggered ability may include instructions after its effects that limit what the ability may target or state that it cant be countered. This text is not part of the abilitys effect. It functions while the ability is on the stack.
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2114 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. 2147 603.2. Whenever a game event or game state matches a triggered abilitys trigger event, that ability automatically triggers. The ability doesnt do anything at this point.
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2116 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 preclude abilities from being activated don’t affect them. 2149 603.2a Because they arent cast or activated, triggered abilities can trigger even when it isnt legal to cast spells and activate abilities. Effects that preclude abilities from being activated dont affect them.
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2118 603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger. 2151 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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2120 603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences. 2153 603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
2121 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. 2154 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 spells resolution.
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2123 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. 2156 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 happensthey dont trigger if that state already exists or retrigger if it persists. An ability that triggers when a permanent becomes tapped or becomes untapped doesnt trigger if the permanent enters the battlefield in that state.
2124 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. 2157 Example: An ability that triggers when a permanent becomes tapped triggers only when the status of a permanent thats already on the battlefield changes from untapped to tapped.
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2126 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. 2159 603.2e If a triggered abilitys 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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2128 603.2f An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything. 2161 603.2f An ability triggers only if its trigger event actually occurs. An event thats prevented or replaced wont trigger anything.
2129 Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented. 2162 Example: An ability that triggers on damage being dealt wont trigger if all the damage is prevented.
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2131 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. 2164 603.3. Once an ability has triggered, its controller puts it on the stack as an object thats 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 its countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
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2133 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. 2166 603.3a A triggered ability is controlled by the player who controlled its source at the time it triggered, unless its a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7df.
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2135 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. 2168 603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (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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2137 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.) 2170 603.3c If a triggered ability is modal, its controller announces the mode choice when putting 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 cant be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 700.2.)
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2139 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. 2172 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 601.2cd. 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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2141 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.) 2174 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 isnt 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.)
2142 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. 2175 Example: Felidar Sovereign reads, At the beginning of your upkeep, if you have 40 or more life, you win the game. Its controllers life total is checked as that players upkeep begins. If that player has 39 or less life, the ability doesnt trigger at all. If that player has 40 or more life, the ability triggers and goes on the stack. As the ability resolves, that players 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.
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2144 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. 2177 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 abilitys 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.
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2146 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. 2179 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 opponents 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.
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2148 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. 2181 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.
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2150 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 603.6d). 2183 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 dont apply before the permanent is on the battlefield, however (see rule 603.6d).
2151 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. 2184 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 wont trigger.
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2153 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, . . . .” (See also rule 603.10.) 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. 2186 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 arent limited to, When [this object] leaves the battlefield, . . . or Whenever [something] is put into a graveyard from the battlefield, . . . . (See also rule 603.10.) 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.
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2155 603.6d 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. 2188 603.6d 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 abilitynot a triggered abilitywhose effect occurs as part of the event that puts the permanent onto the battlefield.
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2157 603.6e 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. 2190 603.6e 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 owners graveyard after state-based actions have been checked. See rule 400.7.
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2159 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. 2192 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 wont usually begin the ability.
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2161 603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. 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. 2194 603.7a Delayed triggered abilities are created during the resolution of spells or abilities, as the result of a replacement effect being applied, or as a result of a static ability that allows a player to take an action. A delayed triggered ability wont 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.
2162 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. 2195 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.
2163 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. 2196 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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2165 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.” 2198 603.7b A delayed triggered ability will trigger only oncethe next time its trigger event occursunless it has a stated duration, such as this turn.
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2167 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.) 2200 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 its expected to be in at the time the delayed triggered ability resolves, the ability wont affect it. (Note that if that object left that zone and then returned, its a new object and thus wont be affected. See rule 400.7.)
2168 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. 2201 Example: An ability that reads Exile this creature at the beginning of the next end step will exile the permanent even if its no longer a creature during the next end step. However, it wont do anything if the permanent left the battlefield before then.
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2170 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. 2203 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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2172 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. 2205 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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2174 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. 2207 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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2176 603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, 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 action was taken. 2209 603.7g If a static ability allows a player to take an action and creates a delayed triggered ability if that player does so, 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 action was taken.
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2178 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. 2211 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. Theyll go onto the stack at the next available opportunity. These are called state triggers. (Note that state triggers arent the same as state-based actions.) A state-triggered ability doesnt 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.
2179 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. 2212 Example: A permanents ability reads, Whenever you have no cards in hand, draw a card. If its controller plays the last card from their hand, the ability will trigger once and wont trigger again until it has left the stack. If its controller casts a spell that reads Discard your hand, then draw that many cards, the ability will trigger during the spells resolution because the players hand was momentarily empty.
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2181 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. 2214 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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2183 603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and 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 are exceptions to this rule; the game “looks back in time” to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows: 2216 603.10. Normally, objects that exist immediately after an event are checked to see if the event matched any trigger conditions, and 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 are exceptions to this rule; the game looks back in time to determine if those abilities trigger, using the existence of those abilities and the appearance of objects immediately prior to the event. The list of exceptions is as follows:
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2185 603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library. 2218 603.10a Some zone-change triggers look back in time. These are leaves-the-battlefield abilities, abilities that trigger when a card leaves a graveyard, and abilities that trigger when an object that all players can see is put into a hand or library.
2186 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. 2219 Example: Two creatures are on the battlefield along with an artifact that has the ability Whenever a creature dies, you gain 1 life. Someone casts a spell that destroys all artifacts, creatures, and enchantments. The artifacts ability triggers twice, even though the artifact goes to its owners graveyard at the same time as the creatures.
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2188 603.10b Abilities that trigger when a permanent phases out look back in time. 2221 603.10b Abilities that trigger when a permanent phases out look back in time.
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2190 603.10c Abilities that trigger specifically when an object becomes unattached look back in time. 2223 603.10c Abilities that trigger specifically when an object becomes unattached look back in time.
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2196 603.10f Abilities that trigger when a player loses the game look back in time. 2229 603.10f Abilities that trigger when a player loses the game look back in time.
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2198 603.10g Abilities that trigger when a player planeswalks away from a plane look back in time. 2231 603.10g Abilities that trigger when a player planeswalks away from a plane look back in time.
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2200 603.11. 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. 2233 603.11. Some objects have a static ability thats 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 thats 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.
2201 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. 2234 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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2203 603.12. A resolving spell or ability may allow a player to take an action and create a triggered ability that triggers “when [a player] [does or doesn’t]” take that action. These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that they’re checked immediately after being created and trigger based on whether the trigger event occurred earlier during the resolution of the spell or ability that created them. 2236 603.12. A resolving spell or ability may allow or instruct a player to take an action and create a triggered ability that triggers when [a player] [does or doesnt] take that action or when [something happens] this way. These reflexive triggered abilities follow the rules for delayed triggered abilities (see rule 603.7), except that theyre checked immediately after being created and trigger based on whether the trigger event occurred earlier during the resolution of the spell or ability that created them.
2204 Example: Heart-Piercer Manticore has an ability that reads “When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature’s power to target creature or player.” The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason. 2237 Example: Heart-Piercer Manticore has an ability that reads When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creatures power to any target. The reflexive triggered ability triggers only when you sacrifice another creature due to the original triggered ability, and not if you sacrifice a creature for any other reason.
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2206 604. Handling Static Abilities 2239 604. Handling Static Abilities
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2208 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. 2241 604.1. Static abilities do something all the time rather than being activated or triggered. They are written as statements, and theyre simply true.
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2210 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. 2243 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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2212 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. 2245 604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an objects 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.
2213 2246
2214 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. 2247 604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an objects 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.
2215 2248
2216 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. 2249 604.4. Many Auras, Equipment, and Fortifications have static abilities that modify the object theyre attached to, but those abilities dont 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.
2217 2250
2218 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. 2251 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.
2219 2252
2220 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 . . . .” 2253 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 cant [cast/play] [this card] . . . , and [Cast/Play] [this card] only . . . .
2221 2254
2222 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. 2255 604.7. Unlike spells and other kinds of abilities, static abilities cant use an objects last known information for purposes of determining how their effects are applied.
2223 2256
2224 605. Mana Abilities 2257 605. Mana Abilities
2225 2258
2226 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. 2259 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.
2227 2260
2228 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 add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”) 2261 605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesnt have a target, it could add mana to a players mana pool when it resolves, and its not a loyalty ability. (See rule 606, Loyalty Abilities.)
2229 2262
2230 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) or from mana being added to a player’s mana pool, and it could add mana to a player’s mana pool when it resolves. 2263 605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesnt have a target, it triggers from the resolution of an activated mana ability (see rule 106.11a) or from mana being added to a players mana pool, and it could add mana to a players mana pool when it resolves.
2231 2264
2232 605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana. 2265 605.2. A mana ability remains a mana ability even if the game state doesnt allow it to produce mana.
2233 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. 2266 Example: A permanent has an ability that reads {T}: Add {G} for each creature you control. The ability is still a mana ability even if you control no creatures or if the permanent is already tapped.
2234 2267
2235 605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions: 2268 605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
2236 2269
2237 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. 2270 605.3a A player may activate an activated mana ability whenever they have priority, whenever they are 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 its in the middle of casting or resolving a spell or activating or resolving an ability.
2238 2271
2239 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.) 2272 605.3b An activated mana ability doesnt go on the stack, so it cant be targeted, countered, or otherwise responded to. Rather, it resolves immediately after it is activated. (See rule 405.6c.)
2240 2273
2241 605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved. 2274 605.3c Once a player begins to activate a mana ability, that ability cant be activated again until it has resolved.
2242 2275
2243 605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception: 2276 605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, Handling Triggered Abilities), with the following exception:
2244 2277
2245 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. 2278 605.4a A triggered mana ability doesnt go on the stack, so it cant be targeted, countered, or otherwise responded to. Rather, it resolves immediately after the mana ability that triggered it, without waiting for priority.
2246 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. 2279 Example: An enchantment reads, Whenever a player taps a land for mana, that player adds one mana of any type that land produced. If a player taps lands for mana while casting a spell, the additional mana is added immediately and can be used to pay for the spell.
2247 2280
2248 605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities. 2281 605.5. Abilities that dont meet the criteria specified in rules 605.1ab and spells arent mana abilities.
2249 2282
2250 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. 2283 605.5a An ability with a target is not a mana ability, even if it could put mana into a players 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 couldnt produce mana. These follow the normal rules for activated or triggered abilities, as appropriate.
2251 2284
2252 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. 2285 605.5b A spell can never be a mana ability, even if it could put mana into a players mana pool when it resolves. Its 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.
2253 2286
2254 606. Loyalty Abilities 2287 606. Loyalty Abilities
2255 2288
2256 606.1. Some activated abilities are loyalty abilities, which are subject to special rules. 2289 606.1. Some activated abilities are loyalty abilities, which are subject to special rules.
2257 2290
2258 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities. 2291 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
2259 2292
2260 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. 2293 606.3. A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if no player has previously activated a loyalty ability of that permanent that turn.
2261 2294
2262 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. 2295 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 abilitys cost.
2263 2296
2264 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. 2297 606.5. A loyalty ability with a negative loyalty cost cant be activated unless the permanent has at least that many loyalty counters on it.
2265 2298
2266 607. Linked Abilities 2299 607. Linked Abilities
2267 2300
2268 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. 2301 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.
2269 2302
2270 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. 2303 607.1a An ability printed on an object within another ability that grants that ability to that object is considered to be printed on that object for these purposes.
2271 2304
2272 607.1b An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself. 2305 607.1b An ability printed on either face of a double-faced card (see rule 711) is considered to be printed on that object for these purposes, regardless of which face is up.
2306
2307 607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
2273 2308
2274 607.2. There are different kinds of linked abilities. 2309 607.2. There are different kinds of linked abilities.
2275 2310
2276 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. 2311 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.
2277 2312
2278 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.” 2313 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.
2279 2314
2280 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]” or “created with [this object],” those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first. 2315 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] or created with [this object], those abilities are linked. The second can refer only to objects put onto the battlefield as a result of the first.
2281 2316
2282 607.2d If an object has an ability printed on it that causes a player to “choose a [value]” and an ability printed on it that refers to “the chosen [value],” “the last chosen [value],” or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability. 2317 607.2d If an object has an ability printed on it that causes a player to choose a [value] and an ability printed on it that refers to the chosen [value], the last chosen [value], or similar, those abilities are linked. The second ability refers only to a choice made as a result of the first ability.
2283 2318
2284 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. 2319 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.
2285 2320
2286 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. 2321 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.
2287 2322
2288 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 603.11. 2323 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 603.11.
2289 2324
2290 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.” 2325 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.
2291 2326
2292 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. 2327 607.2i If an object has an ability printed on it that causes a player to pay a variable additional cost as its 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.
2293 2328
2294 607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, “Champion.” 2329 607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, Champion.
2295 2330
2296 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. 2331 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.
2297 2332
2298 607.2m If an object has a static ability printed on it that allows a player to exile one or more cards “before you shuffle your deck to start the game” and an ability printed on it that refers to cards “exiled with cards named [this object’s name],” the second ability is linked to the first ability of any objects that had the specified name before the game began. 2333 607.2m If an object has a static ability printed on it that allows a player to exile one or more cards before you shuffle your deck to start the game and an ability printed on it that refers to cards exiled with cards named [this objects name], the second ability is linked to the first ability of any objects that had the specified name before the game began.
2299 2334
2300 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. 2335 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.
2301 2336
2302 607.4. An ability may be part of more than one pair of linked abilities. 2337 607.4. An ability may be part of more than one pair of linked abilities.
2303 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. 2338 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. The first and second abilities are linked. The first and third abilities are linked.
2304 2339
2305 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. 2340 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 werent printed on that object. They cant be linked to any other ability, regardless of what other abilities the object may currently have or may have had in the past.
2306 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. 2341 Example: Arc-Slogger has the ability {R}, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to any target. 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-Sloggers ability, activates it, then has Quicksilver Elemental gain Sisters of Stone Deaths 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 Deaths ability can be returned to the battlefield. Creature cards Quicksilver Elemental exiled with Arc-Sloggers ability cant be returned.
2307 2342
2308 608. Resolving Spells and Abilities 2343 608. Resolving Spells and Abilities
2309 2344
2310 608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”) 2345 608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, Effects.)
2311 2346
2312 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. 2347 608.2. If the object thats 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 608.2cj are then followed as appropriate, in no specific order. The step described in rule 608.2k is followed last.
2313 2348
2314 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. 2349 608.2a If a triggered ability has an intervening if clause, it checks whether the clauses condition is true. If it isnt, the ability is removed from the stack and does nothing. Otherwise, it continues to resolve. See rule 603.4.
2315 2350
2316 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. 2351 608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target thats 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. If all its targets, for every instance of the word target, are now illegal, the spell or ability doesnt resolve. Its removed from the stack and, if its a spell, put into its owners graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, wont be affected by parts of a resolving spells effect for which theyre 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 dont 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 wont happen.
2317 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. 2352 Example: Sorins Thirst is a black instant that reads, Sorins Thirst deals 2 damage to target creature and you gain 2 life. If the creature isnt a legal target during the resolution of Sorins Thirst (say, if the creature has gained protection from black or left the battlefield), then Sorins Thirst doesnt resolve. Its controller doesnt gain any life.
2318 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. 2353 Example: Plague Spores reads, Destroy target nonblack creature and target land. They cant be regenerated. Suppose the same creature 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. Plague Spores still resolves 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 wont affect that permanent, but the destroy target land part of the spell will still destroy it. It cant be regenerated.
2319 2354
2320 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. 2355 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 cant be regenerated or Counter target spell. If that spell is countered this way, put it on top of its owners library instead of into its owners graveyard.) Dont just apply effects step by step without thinking in these casesread the whole text and apply the rules of English to the text.
2321 2356
2322 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.) 2357 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 cant choose an option thats illegal or impossible, with the exception that having a library with no cards in it doesnt 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.)
2323 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. 2358 Example: A spells instruction reads, You may sacrifice a creature. If you dont, you lose 4 life. A player who controls no creatures cant choose the sacrifice option.
2324 2359
2325 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. 2360 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.
2326 2361
2327 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. 2362 608.2f If an effect gives a player the option to pay mana, they may activate mana abilities before taking that action. If an effect specifically instructs or allows a player to cast a spell during resolution, they do so by following the steps in rules 601.2ai, except no player receives priority after its 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.
2328 2363
2329 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, 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. 2364 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, the effect uses the current information of that object if its in the public zone it was expected to be in; if its no longer in that zone, or if the effect has moved it from a public zone to a hidden zone, the effect uses the objects last known information. See rule 112.7a. If an ability states that an object does something, its the object as it existsor as it most recently existedthat does it, not the ability.
2330 2365
2331 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. 2366 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.
2332 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. 2367 Example: An effect that reads Destroy all black creatures destroys a white-and-black creature, but one that reads Destroy all nonblack creatures doesnt.
2333 2368
2334 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. 2369 608.2i If an abilitys effect refers to a specific untargeted object that has been previously referred to by that abilitys cost or trigger condition, it still affects that object even if the object has changed characteristics.
2335 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. 2370 Example: Wall of Tears says Whenever Wall of Tears blocks a creature, return that creature to its owners 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 owners hand.
2336 2371
2337 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. 2372 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.
2338 2373
2339 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. 2374 608.2k As the final part of an instant or sorcery spells resolution, the spell is put into its owners graveyard. As the final part of an abilitys resolution, the ability is removed from the stack and ceases to exist.
2340 2375
2341 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. 2376 608.3. If the object thats resolving is a permanent spell, its resolution involves a single step (unless its an Aura). The spell card becomes a permanent and is put onto the battlefield under the control of the spells controller.
2342 2377
2343 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. 2378 608.3a If the object thats 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 spells controller attached to the object it was targeting.
2344 2379
2345 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. 2380 608.3b If a permanent spell resolves but its controller cant put it onto the battlefield, that player puts it into its owners graveyard.
2346 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. 2381 Example: Worms of the Earth has the ability Lands cant 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 cant enter the battlefield from the stack. Its put into its owners graveyard.
2347 2382
2348 609. Effects 2383 609. Effects
2349 2384
2350 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. 2385 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.
2351 2386
2352 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. 2387 609.2. Effects apply only to permanents unless the instructions text states otherwise or they clearly can apply only to objects in one or more other zones.
2353 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. 2388 Example: An effect that changes all lands into creatures wont 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.
2354 2389
2355 609.3. If an effect attempts to do something impossible, it does only as much as possible. 2390 609.3. If an effect attempts to do something impossible, it does only as much as possible.
2356 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. 2391 Example: If a player is holding only one card, an effect that reads Discard two cards causes them to discard only that card. If an effect moves cards out of the library (as opposed to drawing), it moves as many as possible.
2357 2392
2358 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. 2393 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.
2359 2394
2360 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. 2395 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.
2361 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. 2396 Example: A player controls Vedalken Orrery, an artifact that says You may cast nonland cards as though they had flash. That player casts Shamans 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 players graveyard as though it were in that players graveyard and as though it had flash.
2362 2397
2363 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. 2398 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.
2364 2399
2365 609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615. 2400 609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
2366 2401
2367 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.” 2402 609.7. Some effects apply to damage from a sourcefor example, The next time a red source of your choice would deal damage to you this turn, prevent that damage.
2368 2403
2369 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 a face-up object 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. 2404 609.7a If an effect requires a player to choose a source of damage, they 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 thats waiting to apply, or by a delayed triggered ability thats waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesnt 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 its 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.
2370 2405
2371 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. 2406 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 sources properties. If the properties no longer match, the damage isnt prevented or replaced. If for any reason the shield prevents no damage or replaces no damage, the shield isnt used up.
2372 2407
2373 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. 2408 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 arent on the battlefield that have that property.
2374 2409
2375 610. One-Shot Effects 2410 610. One-Shot Effects
2376 2411
2377 610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another. 2412 610.1. A one-shot effect does something just once and doesnt have a duration. Examples include dealing damage, destroying a permanent, creating a token, and moving an object from one zone to another.
2378 2413
2379 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. 2414 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 thats creating the one-shot effect resolves. See rule 603.7.
2380 2415
2381 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. 2416 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.
2382 2417
2383 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. 2418 610.3a If the specified event has already occurred when the initial one-shot effect would cause the object to change zones, the object doesnt move.
2384 2419
2385 610.3b An object returned to the battlefield this way returns under its owner’s control unless otherwise specified. 2420 610.3b An object returned to the battlefield this way returns under its owners control unless otherwise specified.
2386 2421
2387 610.3c If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous. 2422 610.3c If multiple one-shot effects are created this way immediately after one or more simultaneous events, those one-shot effects are also simultaneous.
2388 Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time. 2423 Example: Two Banisher Priests have each exiled a card. All creatures are destroyed at the same time by Day of Judgment. The two exiled cards are returned to the battlefield at the same time.
2389 2424
2390 611. Continuous Effects 2425 611. Continuous Effects
2391 2426
2392 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. 2427 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.
2393 2428
2394 611.2. A continuous effect may be generated by the resolution of a spell or ability. 2429 611.2. A continuous effect may be generated by the resolution of a spell or ability.
2395 2430
2396 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. 2431 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.
2397 2432
2398 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. 2433 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 doesnt start and immediately stop again, and it doesnt last forever.
2399 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. 2434 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 durationas long as you control Master Thiefwas over before the effect began.
2400 2435
2401 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. 2436 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 wont 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 doesnt modify the characteristics or change the controller of any objects modifies the rules of the game, so it can affect objects that werent 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 dont, the set of objects each part applies to is determined independently.
2402 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. 2437 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 resolveseven if they change color laterand doesnt affect those that enter the battlefield or turn white afterward.
2403 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. 2438 Example: An effect that reads Prevent all damage creatures would deal this turn doesnt modify any objects characteristics, so its modifying the rules of the game. That means the effect will apply even to damage from creatures that werent on the battlefield when the continuous effect began. It also affects damage from permanents that become creatures later in the turn.
2404 2439
2405 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. 2440 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.
2406 2441
2407 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. 2442 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.
2408 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. 2443 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 doesnt enter the battlefield and then become an enchantment.
2409 2444
2410 611.3. A continuous effect may be generated by the static ability of an object. 2445 611.3. A continuous effect may be generated by the static ability of an object.
2411 2446
2412 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. 2447 611.3a A continuous effect generated by a static ability isnt locked in; it applies at any given moment to whatever its text indicates.
2413 2448
2414 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. 2449 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.
2415 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. 2450 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.
2416 2451
2417 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. 2452 611.3c Continuous effects that modify characteristics of permanents do so simultaneously with the permanent entering the battlefield. They dont 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.
2418 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. 2453 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 doesnt enter the battlefield as 1/1 and then change to 2/2.
2419 2454
2420 612. Text-Changing Effects 2455 612. Text-Changing Effects
2421 2456
2422 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. 2457 612.1. Some continuous effects change an objects text. This can apply to any words or symbols printed on that object, but generally affects only that objects 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.
2423 2458
2424 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. 2459 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 cant 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.
2425 2460
2426 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. 2461 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 theyre being used as creature types, even though theyre also being used as names.
2427 2462
2428 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. 2463 612.3. Effects that add or remove abilities dont change the text of the objects they affect, so any abilities that are granted to an object cant be modified by text-changing effects that affect that object.
2429 2464
2430 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. 2465 612.4. A tokens 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.
2431 2466
2432 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. 2467 612.5. One card (Volraths Shapeshifter) states that an object has the full text of another object. This changes not just the text that appears in the objects text box and type line, but also changes the text that represents its name, mana cost, color indicator, power, and toughness.
2433 2468
2434 612.6. One card (Spy Kit) states that an object has “all names of nonlegendary creature cards.” This changes the text that represents the object’s name. That object has the name of each nonlegendary creature card in the Oracle card reference that’s legal in the format of the game it’s in. (See rule 100.6.) 2469 612.6. One card (Spy Kit) states that an object has all names of nonlegendary creature cards. This changes the text that represents the objects name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.)
2435 2470
2436 613. Interaction of Continuous Effects 2471 613. Interaction of Continuous Effects
2437 2472
2438 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: 2473 613.1. The values of an objects 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:
2439 2474
2440 613.1a Layer 1: Copy effects are applied. See rule 706, “Copying Objects.” 2475 613.1a Layer 1: Copy effects are applied. See rule 706, Copying Objects.
2441 2476
2442 613.1b Layer 2: Control-changing effects are applied. 2477 613.1b Layer 2: Control-changing effects are applied.
2443 2478
2444 613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.” 2479 613.1c Layer 3: Text-changing effects are applied. See rule 612, Text-Changing Effects.
2445 2480
2446 613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype. 2481 613.1d Layer 4: Type-changing effects are applied. These include effects that change an objects card type, subtype, and/or supertype.
2447 2482
2448 613.1e Layer 5: Color-changing effects are applied. 2483 613.1e Layer 5: Color-changing effects are applied.
2449 2484
2450 613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object can’t have an ability are applied. 2485 613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object cant have an ability are applied.
2451 2486
2452 613.1g Layer 7: Power- and/or toughness-changing effects are applied. 2487 613.1g Layer 7: Power- and/or toughness-changing effects are applied.
2453 2488
2454 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.) 2489 613.2. Within layers 16, 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.)
2455 2490
2456 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.) 2491 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.)
2457 2492
2458 613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3. 2493 613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
2459 2494
2460 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. 2495 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.
2461 2496
2462 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. 2497 613.3c Layer 7c: Effects that modify power and/or toughness (but dont set power and/or toughness to a specific number or value) are applied.
2463 2498
2464 613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, “Counters.” 2499 613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, Counters.
2465 2500
2466 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. 2501 613.3e Layer 7e: Effects that switch a creatures power and toughness are applied. Such effects take the value of power and apply it to the creatures toughness, and take the value of toughness and apply it to the creatures power.
2467 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. 2502 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creatures 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.
2468 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. 2503 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creatures 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.
2469 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. 2504 Example: A 1/3 creature is given +0/+1 by an effect. Then another effect switches the creatures 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.
2470 2505
2471 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. 2506 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 objects characteristics are instantaneous.
2472 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. 2507 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 creatures color is later changed to red (layer 5), Honor of the Pures effect stops applying to it, and it will return to being 2/2.
2473 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). 2508 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).
2474 2509
2475 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. 2510 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.
2476 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. 2511 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.
2477 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. 2512 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.
2478 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. 2513 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 arent noncreature artifacts by then.
2479 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. 2514 Example: Svogthos, the Restless Tomb, is on the battlefield. An effect that says Until end of turn, target land becomes a 3/3 creature thats 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 Svogthoss ability: Until end of turn, Svogthos, the Restless Tomb becomes a black and green Plant Zombie creature with This creatures power and toughness are each equal to the number of creature cards in your graveyard. Its still a land. (layers 4, 5, and 7b). It becomes an 11/11 land creature. If a creature card enters or leaves your graveyard, Svogthoss 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.
2480 2515
2481 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. 2516 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.
2482 2517
2483 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. 2518 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.
2484 2519
2485 613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created. 2520 613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time its created.
2486 2521
2487 613.6c An object receives a timestamp at the time it enters a zone. 2522 613.6c An object receives a timestamp at the time it enters a zone.
2488 2523
2489 613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player. 2524 613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player.
2490 2525
2491 613.6e A permanent receives a new timestamp at the time it turns face up or face down. 2526 613.6e A permanent receives a new timestamp at the time it turns face up or face down.
2492 2527
2493 613.6f A double-faced permanent receives a new timestamp at the time it transforms. 2528 613.6f A double-faced permanent receives a new timestamp at the time it transforms.
2494 2529
2495 613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up. 2530 613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time its turned face up.
2496 2531
2497 613.6h A face-up vanguard card receives a timestamp at the beginning of the game. 2532 613.6h A face-up vanguard card receives a timestamp at the beginning of the game.
2498 2533
2499 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. 2534 613.6i A conspiracy card receives a timestamp at the beginning of the game. If its face down, it receives a new timestamp at the time it turns face up.
2500 2535
2501 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. 2536 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.
2502 2537
2503 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. 2538 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.
2504 2539
2505 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. 2540 613.7a An effect is said to depend on another if (a) its 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.
2506 2541
2507 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. 2542 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, theyre 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.
2508 2543
2509 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. 2544 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.
2510 2545
2511 613.8. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does. 2546 613.8. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
2512 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”). 2547 Example: Two effects are affecting the same creature: one from an Aura that says Enchanted creature has 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 theyre 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).
2513 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. 2548 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.
2514 2549
2515 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). 2550 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).
2516 2551
2517 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). 2552 613.10. Some continuous effects affect game rules rather than objects. For example, effects may modify a players 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).
2518 2553
2519 614. Replacement Effects 2554 614. Replacement Effects
2520 2555
2521 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. 2556 614.1. Some continuous effects are replacement effects. Like prevention effects (see rule 615), replacement effects apply continuously as events happenthey arent 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 theyre affecting.
2522 2557
2523 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. 2558 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.
2524 2559
2525 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. 2560 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.
2526 2561
2527 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. 2562 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.
2528 2563
2529 614.1d Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter the battlefield . . .” are replacement effects. 2564 614.1d Continuous effects that read [This permanent] enters the battlefield . . . or [Objects] enter the battlefield . . . are replacement effects.
2530 2565
2531 614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects. 2566 614.1e Effects that read As [this permanent] is turned face up . . . , are replacement effects.
2532 2567
2533 614.2. Some replacement effects apply to damage from a source. See rule 609.7. 2568 614.2. Some replacement effects apply to damage from a source. See rule 609.7.
2534 2569
2535 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. 2570 614.3. There are no special restrictions on casting a spell or activating an ability that generates a replacement effect. Such effects last until theyre used up or their duration has expired.
2536 2571
2537 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. 2572 614.4. Replacement effects must exist before the appropriate event occursthey cant go back in time and change something thats 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.
2538 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. 2573 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, its too late to regenerate the creature.
2539 2574
2540 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. 2575 614.5. A replacement effect doesnt invoke itself repeatedly; it gets only one opportunity to affect an event or any modified events that may replace it.
2541 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. 2576 Example: A player controls two permanents, each with an ability that reads If a creature you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead. A creature that normally deals 2 damage will deal 8 damagenot just 4, and not an infinite amount.
2542 2577
2543 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. 2578 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 cant be carried out, in which case the impossible instruction is simply ignored.
2544 2579
2545 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything. 2580 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesnt do anything.
2546 2581
2547 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. 2582 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.
2548 2583
2549 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 701.13. 2584 614.8. Regeneration is a destruction-replacement effect. The word instead doesnt 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 its 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 701.14.
2550 2585
2551 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. 2586 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.
2552 2587
2553 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. 2588 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 skippedany skip effects will wait until the next occurrence.
2554 2589
2555 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. 2590 614.10a Anything scheduled for a skipped step, phase, or turn wont happen. Anything scheduled for the next occurrence of something waits for the first occurrence that isnt skipped. If two effects each cause a player to skip their 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.
2556 2591
2557 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. 2592 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.
2558 2593
2559 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. 2594 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 players library.
2560 2595
2561 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. 2596 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.
2562 2597
2563 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. 2598 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.
2564 2599
2565 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 from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent. 2600 614.12. Some replacement effects modify how a permanent enters the battlefield. (See rules 614.1cd.) 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 from the permanents own static abilities that would apply to it once its on the battlefield, and continuous effects that already exist and would apply to the permanent.
2566 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 created, the token’s controller chooses a color for it. 2601 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 thats a copy of Voice of All. As that token is created, the tokens controller chooses a color for it.
2567 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. 2602 Example: Yixlid Jailer says Cards in graveyards lose all abilities. Scarwood Treefolk says Scarwood Treefolk enters the battlefield tapped. A Scarwood Treefolk thats put onto the battlefield from a graveyard enters the battlefield tapped.
2568 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. 2603 Example: Orb of Dreams is an artifact that says Permanents enter the battlefield tapped. It wont affect itself, so Orb of Dreams enters the battlefield untapped.
2569 2604
2570 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. 2605 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.
2571 2606
2572 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.” 2607 614.12b Some replacement effects cause a permanent to enter the battlefield with its controllers 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.
2573 2608
2574 614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones. 2609 614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
2575 2610
2576 614.13a While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You can’t choose the object that will become that permanent or any other object entering the battlefield at the same time as that object. 2611 614.13a While applying an effect that modifies how a permanent enters the battlefield, you may have to choose a number of objects that will also change zones. You cant choose the object that will become that permanent or any other object entering the battlefield at the same time as that object.
2577 Example: Sutured Ghoul says, in part, “As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard.” If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you can’t choose to exile either of them when applying Sutured Ghoul’s replacement effect. 2612 Example: Sutured Ghoul says, in part, As Sutured Ghoul enters the battlefield, exile any number of creature cards from your graveyard. If Sutured Ghoul and Runeclaw Bear enter the battlefield from your graveyard at the same time, you cant choose to exile either of them when applying Sutured Ghouls replacement effect.
2578 2613
2579 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. 2614 614.13b The same object cant be chosen to change zones more than once when applying replacement effects that modify how a single permanent enters the battlefield.
2580 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. 2615 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.
2581 2616
2582 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.” 2617 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 cant 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.
2583 2618
2584 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. 2619 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 abilitys 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.
2585 2620
2586 614.16. Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect. 2621 614.16. Some replacement effects apply if an effect would create one or more tokens or if an effect would put one or more counters on a permanent. These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasnt itself an effect.
2587 2622
2588 614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules. 2623 614.17. Some effects state that something cant happen. These effects arent replacement effects, but follow similar rules.
2589 2624
2590 614.17a “Can’t” effects must exist before the appropriate event occurs—they can’t “go back in time” and change something that’s already happened. 2625 614.17a Cant effects must exist before the appropriate event occursthey cant go back in time and change something thats already happened.
2591 2626
2592 614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event. 2627 614.17b If an event cant happen, a player cant choose to pay a cost that includes that event.
2593 2628
2594 614.17c If an event can’t happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects can’t modify or replace it. 2629 614.17c If an event cant happen, it can only be replaced by a self-replacement effect (see rule 614.15). Other replacement and/or prevention effects cant modify or replace it.
2595 2630
2596 614.17d Some “can’t” effects modify how a permanent enters the battlefield or whether it can enter the battlefield. 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 “can’t” effects 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 from the permanent’s own static abilities that would apply to it once it’s on the battlefield, and continuous effects that already exist and would apply to the permanent. 2631 614.17d Some cant effects modify how a permanent enters the battlefield or whether it can enter the battlefield. 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 cant effects 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 from the permanents own static abilities that would apply to it once its on the battlefield, and continuous effects that already exist and would apply to the permanent.
2597 2632
2598 615. Prevention Effects 2633 615. Prevention Effects
2599 2634
2600 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. 2635 615.1. Some continuous effects are prevention effects. Like replacement effects (see rule 614), prevention effects apply continuously as events happenthey arent 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 theyre affecting.
2601 2636
2602 615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt. 2637 615.1a Effects that use the word prevent are prevention effects. Prevention effects use prevent to indicate what damage will not be dealt.
2603 2638
2604 615.2. Many prevention effects apply to damage from a source. See rule 609.7. 2639 615.2. Many prevention effects apply to damage from a source. See rule 609.7.
2605 2640
2606 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. 2641 615.3. There are no special restrictions on casting a spell or activating an ability that generates a prevention effect. Such effects last until theyre used up or their duration has expired.
2607 2642
2608 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. 2643 615.4. Prevention effects must exist before the appropriate damage event occursthey cant go back in time and change something thats 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.
2609 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. 2644 Example: A player can activate an ability that prevents damage in response to a spell that would deal damage. Once the spell resolves, though, its too late to prevent the damage.
2610 2645
2611 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. 2646 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.
2612 2647
2613 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. 2648 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 cant be carried out, in which case the impossible instruction is simply ignored.
2614 2649
2615 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. 2650 615.7. Some prevention effects generated by the resolution of a spell or ability refer to a specific amount of damagefor example, Prevent the next 3 damage that would be dealt to any target this turn. These work like shields. Each 1 damage that would be dealt to the shielded permanent or player is prevented. Preventing 1 damage reduces the remaining shield by 1. If damage would be dealt to the shielded permanent or player by two or more applicable sources at the same time, the player or the controller of the permanent 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 doesnt matter.
2616 2651
2617 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. 2652 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.
2618 2653
2619 615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a player’s choice with certain properties. 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 and the shield isn’t used up. See rule 609.7b. 2654 615.9. Some effects generated by the resolution of a spell or ability prevent damage from a source of a players choice with certain properties. When the source would deal damage, the shield rechecks the sources properties. If the properties no longer match, the damage isnt prevented or replaced and the shield isnt used up. See rule 609.7b.
2620 2655
2621 615.10. 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. 2656 615.10. Some prevention effects generated by static abilities refer to a specific amount of damagefor 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.
2622 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. 2657 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 Defenders controller. It will deal 2 damage to each other creature.
2623 2658
2624 615.11. 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. 2659 615.11. 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.
2625 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. 2660 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 doesnt add or remove shields, and creatures that enter the battlefield later in the turn dont get the shield.
2626 2661
2627 615.12. 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. 2662 615.12. Some effects state that damage cant be prevented. If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects wont prevent any damage, but any additional effects they have will take place. Existing damage prevention shields wont be reduced by damage that cant be prevented.
2628 2663
2629 615.12a A prevention effect is applied to any particular unpreventable damage event just once. It won’t invoke itself repeatedly trying to prevent that damage. 2664 615.12a A prevention effect is applied to any particular unpreventable damage event just once. It wont invoke itself repeatedly trying to prevent that damage.
2630 2665
2631 615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage. 2666 615.13. Some triggered abilities trigger when damage that would be dealt is prevented. Such an ability triggers each time a prevention effect is applied to one or more simultaneous damage events and prevents some or all of that damage.
2632 2667
2633 616. Interaction of Replacement and/or Prevention Effects 2668 616. Interaction of Replacement and/or Prevention Effects
2634 2669
2635 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). 2670 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 objects 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).
2636 2671
2637 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. 2672 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.
2638 2673
2639 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. 2674 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.
2640 2675
2641 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. 2676 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.
2642 2677
2643 616.1d Any of the applicable replacement and/or prevention effects may be chosen. 2678 616.1d Any of the applicable replacement and/or prevention effects may be chosen.
2644 2679
2645 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. 2680 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.
2646 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. 2681 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 die, instead shuffle it into its owners library. If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.
2647 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. 2682 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.
2648 2683
2649 616.1f While following the steps in 616.1a–d, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect can’t be chosen until after the first effect has been chosen. 2684 616.1f While following the steps in 616.1ad, one replacement or prevention effect may apply to an event, and another may apply to an event contained within the first event. In this case, the second effect cant be chosen until after the first effect has been chosen.
2650 Example: A player is instructed to create a token that’s a copy of Voice of All, which has the ability “As Voice of All enters the battlefield, choose a color.” Doubling Season has an ability that reads “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order. 2685 Example: A player is instructed to create a token thats a copy of Voice of All, which has the ability As Voice of All enters the battlefield, choose a color. Doubling Season has an ability that reads If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. Because entering the battlefield is an event contained within the event of creating a token, the effect of Doubling Season must be applied first, and then the effects of the two Voice of All tokens may be applied in either order.
2651 2686
2652 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. 2687 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.
2653 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. 2688 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 their graveyard into their hand.
2654 2689
2655 2690
2656 7. Additional Rules 2691 7. Additional Rules
2657 2692
2658 700. General 2693 700. General
2659 2694
2660 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. 2695 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 theyre looking for. One happening may be treated as a single event by one ability and as multiple events by another.
2661 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.” 2696 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.
2662 2697
2663 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. 2698 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 didnt 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.
2664 2699
2665 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.) 2700 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 cant be chosen. (See rule 601.2b.)
2666 2701
2667 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.) 2702 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 cant be chosen. If no mode can be chosen, the ability is removed from the stack. (See rule 603.3c.)
2668 2703
2669 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.) 2704 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 they chose that mode. Otherwise, the spell or ability is treated as though it did not have those targets. (See rule 601.2c.)
2670 2705
2671 700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally can’t choose the same mode more than once. However, a few modal spells include the instruction “You may choose the same mode more than once.” If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If 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. 2706 700.2d If a player is allowed to choose more than one mode for a modal spell or ability, that player normally cant choose the same mode more than once. However, a few modal spells include the instruction You may choose the same mode more than once. If a particular mode is chosen multiple times, the spell is treated as if that mode appeared that many times in sequence. If 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.
2672 2707
2673 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. 2708 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 abilitys controller normally would do so. If there is more than one other player who could make such a choice, the spell or abilitys controller decides which of those players will make the choice.
2674 2709
2675 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. 2710 700.2f Modal spells and abilities may have different targeting requirements for each mode. Changing a spell or abilitys target cant change its mode.
2676 2711
2677 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.) 2712 700.2g A copy of a modal spell or ability copies the mode(s) chosen for it. The controller of the copy cant choose a different mode. (See rule 706.10.)
2678 2713
2679 700.3. Some effects cause objects to be temporarily grouped into piles. 2714 700.3. Some effects cause objects to be temporarily grouped into piles.
2680 2715
2681 700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise. 2716 700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
2682 2717
2683 700.3b Each object in a pile is still an individual object. The pile is not an object. 2718 700.3b Each object in a pile is still an individual object. The pile is not an object.
2684 2719
2685 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. 2720 700.3c Objects grouped into piles dont leave the zone theyre currently in. If cards in a graveyard are split into piles, the order of the graveyard must be maintained.
2686 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. 2721 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, theyre still in their owners library. They dont leave the library until theyre put into their owners hand or graveyard.
2687 2722
2688 700.3d A pile can contain zero or more objects. 2723 700.3d A pile can contain zero or more objects.
2689 2724
2690 700.4. The term dies means “is put into a graveyard from the battlefield.” 2725 700.4. The term dies means is put into a graveyard from the battlefield.
2691 2726
2692 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. 2727 700.5. A players devotion to [color] is equal to the number of mana symbols of that color among the mana costs of permanents that player controls. A players 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.
2693 2728
2694 700.6. Some cards refer to cards with a name originally printed in a particular set. 2729 700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
2695 2730
2696 700.6a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights™ expansion. Those names 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. 2731 700.7. 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 isnt the appropriate characteristic at the time.
2697 2732 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 isnt a creature at the beginning of the next end step.
2698 700.6b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities™ expansion. Those names 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. 2733
2699 2734 700.8. Some cards refer to cards with a name originally printed in a particular set.
2700 700.6c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands™ expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether 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. 2735
2736 700.8a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights expansion. Those names are Abu Jafar, Aladdin, Aladdins Lamp, Aladdins 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, Dandn, Desert, Desert Nomads, Desert Twister, Diamond Valley, Drop of Honey, Ebony Horse, Elephant Graveyard, El-Hajjj, Erg Raiders, Erhnam Djinn, Eye for an Eye, Fishliver Oil, Flying Carpet, Flying Men, Ghazbn Ogre, Giant Tortoise, Guardian Beast, Hasran Ogress, Hurr Jackal, Ifh-Biff Efreet, Island Fish Jasconius, Island of Wak-Wak, Jandors Ring, Jandors Saddlebags, Jeweled Bird, Jihad, Junn Efreet, Juzm Djinn, Khabl 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 Marf, 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.
2737
2738 700.8b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities expansion. Those names are Amulet of Kroog, Argivian Archaeologist, Argivian Blacksmith, Argothian Pixies, Argothian Treefolk, Armageddon Clock, Artifact Blast, Artifact Possession, Artifact Ward, Ashnods Altar, Ashnods Battle Gear, Ashnods 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, Drafnas Restoration, Dragon Engine, Dwarven Weaponsmith, Energy Flux, Feldons Cane, Gaeas Avenger, Gate to Phyrexia, Goblin Artisans, Golgothian Sylex, Grapeshot Catapult, Haunting Wind, Hurkyls Recall, Ivory Tower, Jalum Tome, Martyrs of Korlis, Mightstone, Millstone, Mishras Factory, Mishras War Machine, Mishras 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, Tawnoss Coffin, Tawnoss Wand, Tawnoss Weaponry, Tetravus, Titanias Song, Transmute Artifact, Triskelion, Urzas Avenger, Urzas Chalice, Urzas Mine, Urzas Miter, Urzas Power Plant, Urzas Tower, Wall of Spears, Weakstone, Xenic Poltergeist, Yawgmoth Demon, and Yotian Soldier.
2739
2740 700.8c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands expansion. Those names are Abbey Gargoyles; Abbey Matron; Aether Storm; Alibans 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; Bakis 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; Ferozs 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; Ihsans Shade; Irini Sengir; Ironclaw Curse; Jinx; Joven; Jovens Ferrets; Jovens 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.
2701 2741
2702 701. Keyword Actions 2742 701. Keyword Actions
2703 2743
2704 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. 2744 701.1. Most actions described in a cards 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.
2705 2745
2706 701.2. Activate 2746 701.2. Activate
2707 2747
2708 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.” 2748 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 objects controller (or its owner, if it doesnt have a controller) can activate its activated ability unless the object specifically says otherwise. A player may activate an ability if they have priority. See rule 602, Activating Activated Abilities.
2709 2749
2710 701.3. Attach 2750 701.3. Attach
2711 2751
2712 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. 2752 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, its customary to place it so that its physically touching the permanent. An Aura, Equipment, or Fortification cant be attached to an object it couldnt enchant, equip, or fortify, respectively.
2713 2753
2714 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. 2754 701.3b If an effect tries to attach an Aura, Equipment, or Fortification to an object it cant be attached to, the Aura, Equipment, or Fortification doesnt move. If an effect tries to attach an Aura, Equipment, or Fortification to the object its already attached to, the effect does nothing. If an effect tries to attach an object that isnt an Aura, Equipment, or Fortification to another object or player, the effect does nothing and the first object doesnt move.
2715 2755
2716 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. 2756 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.
2717 2757
2718 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. 2758 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.
2719 2759
2720 701.4. Cast 2760 701.4. Cast
2721 2761
2722 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.” 2762 701.4a To cast a spell is to take it from the zone its 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 they have priority. See rule 601, Casting Spells.
2723 2763
2724 701.4b To cast a card is to cast it as a spell. 2764 701.4b To cast a card is to cast it as a spell.
2725 2765
2726 701.5. Counter 2766 701.5. Counter
2727 2767
2728 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. 2768 701.5a To counter a spell or ability means to cancel it, removing it from the stack. It doesnt resolve and none of its effects occur. A countered spell is put into its owners graveyard.
2729 2769
2730 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. 2770 701.5b The player who cast a countered spell or activated a countered ability doesnt get a refund of any costs that were paid.
2731 2771
2732 701.6. Create 2772 701.6. Create
2733 2773
2734 701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield. 2774 701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
2735 2775
2736 701.6b Previously, an effect that created tokens instructed a player to “put [those tokens] onto the battlefield.” Cards that were printed with that text have received errata in the Oracle card reference so they now “create” those tokens. 2776 701.6b If a replacement effect applies to a token being created, that effect applies before considering any continuous effects that will modify the characteristics of that token. If a replacement effect applies to a token entering the battlefield, that effect applies after considering any continuous effects that will modify the characteristics of that token.
2777
2778 701.6c Previously, an effect that created tokens instructed a player to put [those tokens] onto the battlefield. Cards that were printed with that text have received errata in the Oracle card reference so they now create those tokens.
2737 2779
2738 701.7. Destroy 2780 701.7. Destroy
2739 2781
2740 701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard. 2782 701.7a To destroy a permanent, move it from the battlefield to its owners graveyard.
2741 2783
2742 701.7b 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.” 2784 701.7b 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 owners graveyard for any other reason, it hasnt been destroyed.
2743 2785
2744 701.7c A regeneration effect replaces a destruction event. See rule 701.13, “Regenerate.” 2786 701.7c A regeneration effect replaces a destruction event. See rule 701.14, Regenerate.
2745 2787
2746 701.8. Discard 2788 701.8. Discard
2747 2789
2748 701.8a To discard a card, move it from its owner’s hand to that player’s graveyard. 2790 701.8a To discard a card, move it from its owners hand to that players graveyard.
2749 2791
2750 701.8b 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. 2792 701.8b 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.
2751 2793
2752 701.8c 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 720, “Handling Illegal Actions”). 2794 701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owners graveyard without being revealed, all values of that cards 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 721, Handling Illegal Actions).
2753 2795
2754 701.9. Exchange 2796 701.9. Double
2755 2797
2756 701.9a 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. 2798 701.9a Doubling a creatures power and/or toughness creates a continuous effect. This effect modifies that creatures power and/or toughness but doesnt set those characteristics to a specific value. See rule 613.3c.
2799
2800 701.9b To double a creatures power, that creature gets +X/+0, where X is that creatures power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creatures toughness gives it +0/+X, where X is that creatures toughness. Doubling a creatures power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
2801
2802 701.9c If a creatures power is less than 0 when its doubled, doubling that creatures power instead means that the creature gets -X/-0, where X is the difference between 0 and its power. Similarly, if its toughness is less than 0 when doubled, it gets -0/-X. If one characteristics value is negative but the other isnt when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
2803
2804 701.9d To double a players life total, the player gains or loses an amount of life such that their new life total is twice its current value.
2805
2806 701.9e To double the number of a kind of counters on a player or permanent, give that player or permanent as many of those counters as that player or permanent already has.
2807
2808 701.9f To double the amount of a type of mana in a players mana pool, that player adds an amount of mana of that type equal to the amount they already have.
2809
2810 701.10. Exchange
2811
2812 701.10a 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 cant be completed, no part of the exchange occurs.
2757 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. 2813 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.
2758 2814
2759 701.9b 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. 2815 701.10b 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.
2760 2816
2761 701.9c 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. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8). 2817 701.10c When life totals are exchanged, each player gains or loses the amount of life necessary to equal the other players previous life total. Replacement effects may modify these gains and losses, and triggered abilities may trigger on them. A player who cant gain life cant be given a higher life total this way, and a player who cant lose life cant be given a lower life total this way (see rules 118.78).
2762 2818
2763 701.9d 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. 2819 701.10d 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 players 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, and they can exchange the cards even if one zone is empty.
2764 2820
2765 701.9e 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. 2821 701.10e 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.
2766 2822
2767 701.9f 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. 2823 701.10f 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.
2768 2824
2769 701.9g 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. A player who can’t gain life can’t be given a higher life total this way, and a player who can’t lose life can’t be given a lower life total this way (see rules 118.7–8). 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. 2825 701.10g 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. A player who cant gain life cant be given a higher life total this way, and a player who cant lose life cant be given a lower life total this way (see rules 118.78). 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 creatures power and toughness.
2770 2826
2771 701.10. Exile 2827 701.11. Exile
2772 2828
2773 701.10a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.” 2829 701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, Exile.
2774 2830
2775 701.11. Fight 2831 701.12. Fight
2776 2832
2777 701.11a 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. 2833 701.12a 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.
2778 2834
2779 701.11b 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. 2835 701.12b 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.
2780 2836
2781 701.11c If a creature fights itself, it deals damage equal to its power to itself twice. 2837 701.12c If a creature fights itself, it deals damage to itself equal to twice its power.
2782 2838
2783 701.11d The damage dealt when a creature fights isn’t combat damage. 2839 701.12d The damage dealt when a creature fights isnt combat damage.
2784 2840
2785 701.12. Play 2841 701.13. Play
2786 2842
2787 701.12a 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.” 2843 701.13a To play a land means to put it onto the battlefield from the zone its in (usually the hand). A player may play a land if they have priority, its the main phase of their turn, the stack is empty, and they havent played a land this turn. Playing a land is a special action (see rule 115), so it doesnt use the stack; it simply happens. Putting a land onto the battlefield as the result of a spell or ability isnt the same as playing a land. See rule 305, Lands.
2788 2844
2789 701.12b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate. 2845 701.13b To play a card means to play that card as a land or to cast that card as a spell, whichever is appropriate.
2790 2846
2791 701.12c 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. 2847 701.13c 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.
2792 2848
2793 701.12d 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. 2849 701.13d 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.
2794 2850
2795 701.12e 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. 2851 701.13e 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.
2796 2852
2797 701.13. Regenerate 2853 701.14. Regenerate
2798 2854
2799 701.13a 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.” 2855 701.14a 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 its an attacking or blocking creature, remove it from combat.
2800 2856
2801 701.13b 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.” 2857 701.14b 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 its an attacking or blocking creature, remove it from combat.
2802 2858
2803 701.13c 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 preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied. 2859 701.14c 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 cant be regenerated dont preclude such abilities from being activated or such spells from being cast; rather, they cause regeneration shields to not be applied.
2804 2860
2805 701.14. Reveal 2861 701.15. Reveal
2806 2862
2807 701.14a 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. 2863 701.15a 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.
2808 2864
2809 701.14b Revealing a card doesn’t cause it to leave the zone it’s in. 2865 701.15b Revealing a card doesnt cause it to leave the zone its in.
2810 2866
2811 701.14c If cards in a player’s library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects. 2867 701.15c If cards in a players library are shuffled or otherwise reordered, any revealed cards that are reordered stop being revealed and become new objects.
2812 2868
2813 701.14d Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player. 2869 701.15d Some effects instruct a player to look at one or more cards. Looking at a card follows the same rules as revealing a card, except that the card is shown only to the specified player.
2814 2870
2815 701.15. Sacrifice 2871 701.16. Sacrifice
2816 2872
2817 701.15a 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. 2873 701.16a To sacrifice a permanent, its controller moves it from the battlefield directly to its owners graveyard. A player cant sacrifice something that isnt a permanent, or something thats a permanent they dont control. Sacrificing a permanent doesnt destroy it, so regeneration or other effects that replace destruction cant affect this action.
2818 2874
2819 701.16. Scry 2875 701.17. Scry
2820 2876
2821 701.16a 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. 2877 701.17a To scry N means to look at the top N cards of your library, then 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.
2822 2878
2823 701.16b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger. 2879 701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries wont trigger.
2824 2880
2825 701.17. Search 2881 701.17c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
2826 2882
2827 701.17a 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. 2883 701.18. Search
2828 2884
2829 701.17b 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. 2885 701.18a To search for a card in a zone, look at all cards in that zone (even if its a hidden zone) and find a card that matches the given description.
2830 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. 2886
2831 2887 701.18b 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 isnt required to find some or all of those cards even if theyre present in that zone.
2832 701.17c 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. 2888 Example: Splinter says Exile target artifact. Search its controllers graveyard, hand, and library for all cards with the same name as that artifact and exile them. Then that player shuffles their library. A player casts Splinter targeting Howling Mine (an artifact). Howling Mines controller has another Howling Mine in her graveyard and two more in her library. Splinters 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.
2833 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. 2889
2834 2890 701.18c 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 cant find any cards.
2835 701.17d 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). 2891 Example: Lobotomy says Target player reveals their hand, then you choose a card other than a basic land card from it. Search that players graveyard, hand, and library for all cards with the same name as the chosen card and exile them. Then that player shuffles their library. If the target player has no cards in their hand when Lobotomy resolves, the player who cast Lobotomy searches the specified zones but doesnt exile any cards.
2836 2892
2837 701.17e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed. 2893 701.18d 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 doesnt contain enough cards).
2838 2894
2839 701.17f 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. 2895 701.18e If the effect that contains the search instruction doesnt also contain instructions to reveal the found card(s), then theyre not revealed.
2840 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. 2896
2841 2897 701.18f 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.
2842 701.18. Shuffle 2898 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 their library for up to two basic land cards and put them onto the battlefield. Then each player who searched their library this way shuffles it. An opponent who searched the top four cards of their library because of Veteran Explorers ability would shuffle the entire library.
2843 2899
2844 701.18a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order. 2900 701.18g If an effect offers a player a choice to search a zone and take additional actions with the cards found, that player may choose to search even if the additional actions are illegal or impossible.
2845 2901
2846 701.18b 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. See also rule 401, “Library.” 2902 701.18h If multiple players search at once, each of those players looks at the appropriate cards at the same time, then those players decide in APNAP order (see rule 101.4) which card to find.
2847 2903
2848 701.18c 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. 2904 701.19. Shuffle
2849 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. 2905
2850 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. 2906 701.19a To shuffle a library or a face-down pile of cards, randomize the cards within it so that no player knows their order.
2851 2907
2852 701.18d 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. 2908 701.19b 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 arent 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. See also rule 401, Library.
2853 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. 2909
2854 2910 701.19c 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 theyre expected to be in or an effect causes all of those objects to be moved to another zone or remain in their current zone.
2855 701.18e 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. 2911 Example: Guile says, in part, When Guile is put into a graveyard from anywhere, shuffle it into its owners library. Its 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.
2856 2912 Example: Black Suns Zenith says, in part, Shuffle Black Suns Zenith into its owners library. Black Suns Zenith is in a graveyard, has gained flashback (due to Recoup, perhaps), and is cast from that graveyard. Black Suns Zenith will be exiled, and its owners library will be shuffled.
2857 701.18f 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. 2913
2858 2914 701.19d 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.
2859 701.19. Tap and Untap 2915 Example: Loaming Shaman says When Loaming Shaman enters the battlefield, target player shuffles any number of target cards from their graveyard into their 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 their library.
2860 2916
2861 701.19a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped. 2917 701.19e 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.
2862 2918
2863 701.19b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped. 2919 701.19f 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.
2864 2920
2865 701.20. Fateseal 2921 701.20. Tap and Untap
2866 2922
2867 701.20a 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. 2923 701.20a To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.
2868 2924
2869 701.21. Clash 2925 701.20b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
2870 2926
2871 701.21a 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. 2927 701.21. Fateseal
2872 2928
2873 701.21b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.” 2929 701.21a To fateseal N means to look at the top N cards of an opponents library, then 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.
2874 2930
2875 701.21c 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. 2931 701.22. Clash
2876 2932
2877 701.22. Planeswalk 2933 701.22a To clash, a player reveals the top card of their library. That player may then put that card on the bottom of their library.
2878 2934
2879 701.22a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.” 2935 701.22b Clash with an opponent means Choose an opponent. You and that opponent each clash.
2880 2936
2881 701.22b 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. 2937 701.22c Each clashing player reveals the top card of their library at the same time. Then those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
2882 2938
2883 701.22c 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 704.5w). Abilities may also instruct a player to planeswalk. 2939 701.22d 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.
2884 2940
2885 701.22d 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. 2941 701.23. Planeswalk
2886 2942
2887 701.23. Set in Motion 2943 701.23a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, Planechase.
2888 2944
2889 701.23a 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.” 2945 701.23b To planeswalk is to put each face-up plane card and phenomenon card on the bottom of its owners planar deck face down, then move the top card of your planar deck off that planar deck and turn it face up.
2890 2946
2891 701.23b To set a scheme in motion, move it off the top of your scheme deck if it’s on top of your scheme deck and turn it face up if it isn’t face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it. 2947 701.23c 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 phenomenons triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
2892 2948
2893 701.23c 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. 2949 701.23d The plane card thats turned face up is the plane the player planeswalks to. The plane card thats turned face down or that leaves the game is the plane the player planeswalks away from. The same is true with respect to phenomena.
2894 2950
2895 701.24. Abandon 2951 701.24. Set in Motion
2896 2952
2897 701.24a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, “Schemes,” and rule 904, “Archenemy.” 2953 701.24a 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.
2898 2954
2899 701.24b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck. 2955 701.24b To set a scheme in motion, move it off the top of your scheme deck if its on top of your scheme deck and turn it face up if it isnt face up. That scheme is considered to have been set in motion even if neither of these actions was performed on it.
2900 2956
2901 701.25. Proliferate 2957 701.24c 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.
2902 2958
2903 701.25a 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. 2959 701.25. Abandon
2904 2960
2905 701.25b 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. 2961 701.25a Only a face-up ongoing scheme card may be abandoned, and only during an Archenemy game. See rule 312, Schemes, and rule 904, Archenemy.
2906 2962
2907 701.25c In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. See rule 810, “Two-Headed Giant Variant.” 2963 701.25b To abandon a scheme, turn it face down and put it on the bottom of its owners scheme deck.
2908 2964
2909 701.26. Transform 2965 701.26. Proliferate
2910 2966
2911 701.26a 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.”) 2967 701.26a 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.
2912 2968
2913 701.26b 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. 2969 701.26b 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.
2914 2970
2915 701.26c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced card, nothing happens. 2971 701.26c In a Two-Headed Giant game, poison counters are shared by the team. If more than one player on a team is chosen this way, only one of those players can be given an additional poison counter. See rule 810, Two-Headed Giant Variant.
2916 2972
2917 701.26d 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. 2973 701.27. Transform
2918 2974
2919 701.26e 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. 2975 701.27a 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.)
2920 2976
2921 701.26f 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. 2977 701.27b 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 wont trigger when that permanent transforms, and so on.
2922 2978
2923 701.27. Detain 2979 701.27c If a spell or ability instructs a player to transform a permanent that isnt represented by a double-faced card, nothing happens.
2924 2980
2925 701.27a 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. 2981 701.27d 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.
2926 2982
2927 701.28. Populate 2983 701.27e 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.
2928 2984
2929 701.28a To populate means to choose a creature token you control and create a token that’s a copy of that creature token. 2985 701.27f If an activated or triggered ability of a permanent that isnt a delayed triggered ability of that permanent tries to transform it, the permanent transforms only if it hasnt 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 hasnt transformed since that delayed triggered ability was created. In either case, if the permanent has already transformed, the instruction to transform is ignored.
2930 2986
2931 701.28b If you control no creature tokens when instructed to populate, you won’t create a token. 2987 701.28. Detain
2932 2988
2933 701.29. Monstrosity 2989 701.28a Certain spells and abilities can detain a permanent. Until the next turn of the controller of that spell or ability, that permanent cant attack or block and its activated abilities cant be activated.
2934 2990
2935 701.29a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.” 2991 701.29. Populate
2936 2992
2937 701.29b 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. 2993 701.29a To populate means to choose a creature token you control and create a token thats a copy of that creature token.
2938 2994
2939 701.29c 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. 2995 701.29b If you control no creature tokens when instructed to populate, you wont create a token.
2940 2996
2941 701.30. Vote 2997 701.30. Monstrosity
2942 2998
2943 701.30a 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. 2999 701.30a Monstrosity N means If this permanent isnt monstrous, put N +1/+1 counters on it and it becomes monstrous.
2944 3000
2945 701.30b 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. 3001 701.30b 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 permanents copiable values.
2946 3002
2947 701.30c 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.” 3003 701.30c If a permanents 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.
2948 3004
2949 701.30d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted. 3005 701.31. Vote
2950 3006
2951 701.31. Bolster 3007 701.31a 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.
2952 3008
2953 701.31a “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.” 3009 701.31b 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.
2954 3010
2955 701.32. Manifest 3011 701.31c 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.
2956 3012
2957 701.32a 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. 3013 701.31d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
2958 3014
2959 701.32b 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.) 3015 701.32. Bolster
2960 3016
2961 701.32c 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. 3017 701.32a 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.
2962 3018
2963 701.32d If an effect instructs a player to manifest multiple cards from his or her library, those cards are manifested one at a time. 3019 701.33. Manifest
2964 3020
2965 701.32e 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. 3021 701.33a 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 its turned face up.
2966 3022
2967 701.32f See rule 707, “Face-Down Spells and Permanents,” for more information. 3023 701.33b Any time you have priority, you may turn a manifested permanent you control face up. This is a special action that doesnt 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 cards 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 isnt a creature card or it doesnt have a mana cost, it cant be turned face up this way.)
2968 3024
2969 701.33. Support 3025 701.33c 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.
2970 3026
2971 701.33a “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.” 3027 701.33d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
2972 3028
2973 701.34. Investigate 3029 701.33e If an effect instructs a player to manifest a card and a rule or effect prohibits the face-down object from entering the battlefield, that card isnt manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
2974 3030
2975 701.34a “Investigate” means “Create a colorless Clue artifact token with ‘{2}, Sacrifice this artifact: Draw a card.’” 3031 701.33f If a manifested permanent thats 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 wont trigger.
2976 3032
2977 701.35. Meld 3033 701.33g See rule 707, Face-Down Spells and Permanents, for more information.
2978 3034
2979 701.35a Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, “Meld Cards.”) To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards. 3035 701.34. Support
2980 3036
2981 701.35b Only two cards belonging to the same meld pair can be melded. Tokens, cards that aren’t meld cards, or meld cards that don’t form a meld pair can’t be melded. 3037 701.34a 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.
2982 3038
2983 701.35c If an effect instructs a player to meld cards that can’t be melded, they stay in their current zone. 3039 701.35. Investigate
2984 Example: A player owns and controls Midnight Scavengers and a token that’s a copy of Graf Rats. At the beginning of combat, both are exiled but can’t be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist. 3040
2985 3041 701.35a Investigate means Create a colorless Clue artifact token with {2}, Sacrifice this artifact: Draw a card.
2986 701.36. Goad 3042
2987 3043 701.36. Meld
2988 701.36a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able. 3044
2989 3045 701.36a Meld is a keyword action that appears in an ability on one card in a meld pair. (See rule 712, Meld Cards.) To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined. The resulting permanent is a single object represented by two cards.
2990 701.37. Exert 3046
2991 3047 701.36b Only two cards belonging to the same meld pair can be melded. Tokens, cards that arent meld cards, or meld cards that dont form a meld pair cant be melded.
2992 701.37a To exert a permanent, you choose to have it not untap during your next untap step. 3048
2993 3049 701.36c If an effect instructs a player to meld cards that cant be melded, they stay in their current zone.
2994 701.37b A permanent can be exerted even if it’s not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step. 3050 Example: A player owns and controls Midnight Scavengers and a token thats a copy of Graf Rats. At the beginning of combat, both are exiled but cant be melded. Midnight Scavengers remains exiled and the exiled token ceases to exist.
2995 3051
2996 701.37c An object that isn’t on the battlefield can’t be exerted. 3052 701.37. Goad
2997 3053
2998 701.37d “You may exert [this creature] as it attacks” is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers “when you do” printed in the same paragraph. These abilities are linked. (See rule 607.2g.) 3054 701.37a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able.
2999 3055
3000 701.38. Explore 3056 701.38. Exert
3001 3057
3002 701.38a Certain abilities instruct a permanent to explore. To do so, that permanent’s controller reveals the top card of his or her library. If a land card is revealed this way, that player puts that card into his or her hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into his or her graveyard. 3058 701.38a To exert a permanent, you choose to have it not untap during your next untap step.
3003 3059
3004 701.38b A permanent “explores” after the process described in rule 701.38a is complete, even if some or all of those actions were impossible. 3060 701.38b A permanent can be exerted even if its not tapped or has already been exerted in a turn. If you exert a permanent more than once before your next untap step, each effect causing it not to untap expires during the same untap step.
3005 3061
3006 701.38c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it. 3062 701.38c An object that isnt on the battlefield cant be exerted.
3063
3064 701.38d You may exert [this creature] as it attacks is an optional cost to attack (see rule 508.1g). Some objects with this static ability have a triggered ability that triggers when you do printed in the same paragraph. These abilities are linked. (See rule 607.2g.)
3065
3066 701.39. Explore
3067
3068 701.39a Certain abilities instruct a permanent to explore. To do so, that permanents controller reveals the top card of their library. If a land card is revealed this way, that player puts that card into their hand. Otherwise, that player puts a +1/+1 counter on the exploring permanent and may put the revealed card into their graveyard.
3069
3070 701.39b A permanent explores after the process described in rule 701.39a is complete, even if some or all of those actions were impossible.
3071
3072 701.39c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.
3073
3074 701.40. Assemble
3075
3076 701.40a Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Outside of silver-bordered cards, only one card (Steamflogger Boss) refers to assembling a Contraption. Cards and mechanics from the Unstable set arent included in these rules. See the Unstable FAQ for more information.
3077
3078 701.41. Surveil
3079
3080 701.41a To surveil N means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.
3081
3082 701.41b If an effect allows you to look at additional cards while you surveil, those cards are included among the cards you may put into your graveyard and on top of your library in any order.
3007 3083
3008 702. Keyword Abilities 3084 702. Keyword Abilities
3009 3085
3010 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. 3086 702.1. Most abilities describe exactly what they do in the cards 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.
3011 3087
3012 702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword. 3088 702.1a If an effect refers to a [keyword ability] cost, it refers only to the variable costs for that keyword.
3013 Example: Varolz, the Scar-Striped has the following ability: “Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.” A creature card’s scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus “Exile this card from your graveyard.” 3089 Example: Varolz, the Scar-Striped has an ability that says Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. A creature cards scavenge cost is an amount of mana equal to its mana cost, and the activation cost of the scavenge ability is that amount of mana plus Exile this card from your graveyard.
3014 3090
3015 702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated. 3091 702.1b An effect that grants an object a keyword ability may define a variable in that ability based on characteristics of that object or other information about the game state. For these abilities, the value of that variable is constantly reevaluated.
3016 Example: Volcano Hellion has the ability “Volcano Hellion has echo {X}, where X is your life total.” If your life total is 10 when Volcano Hellion’s echo ability triggers but 5 when it resolves, the echo cost to pay is {5}. 3092 Example: Volcano Hellion has the ability Volcano Hellion has echo {X}, where X is your life total. If your life total is 10 when Volcano Hellions echo ability triggers but 5 when it resolves, the echo cost to pay is {5}.
3017 Example: Fire//Ice is a split card whose halves have the associated mana costs {1}{R} and {1}{U}. Past in Flames reads “Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.” Fire//Ice has “Flashback {2}{U}{R}” while it is in your graveyard, but if you choose to cast Fire, the resulting spell has “Flashback {1}{R}.” 3093 Example: Fire//Ice is a split card whose halves have the mana costs {1}{R} and {1}{U}. Past in Flames reads Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. Fire//Ice has Flashback {2}{U}{R} while it is in your graveyard, but if you choose to cast Fire, the resulting spell has Flashback {1}{R}.
3018 3094
3019 702.2. Deathtouch 3095 702.2. Deathtouch
3020 3096
3021 702.2a Deathtouch is a static ability. 3097 702.2a Deathtouch is a static ability.
3022 3098
3023 702.2b 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. 3099 702.2b A creature with toughness greater than 0 thats 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.
3024 3100
3025 702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creature’s toughness. See rules 510.1c–d. 3101 702.2c Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage for the purposes of determining if a proposed combat damage assignment is valid, regardless of that creatures toughness. See rules 510.1cd.
3026 3102
3027 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from. 3103 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
3028 3104
3029 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. 3105 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.
3030 3106
3032 3108
3033 702.3. Defender 3109 702.3. Defender
3034 3110
3035 702.3a Defender is a static ability. 3111 702.3a Defender is a static ability.
3036 3112
3037 702.3b A creature with defender can’t attack. 3113 702.3b A creature with defender cant attack.
3038 3114
3039 702.3c Multiple instances of defender on the same creature are redundant. 3115 702.3c Multiple instances of defender on the same creature are redundant.
3040 3116
3041 702.4. Double Strike 3117 702.4. Double Strike
3042 3118
3043 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) 3119 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, Combat Damage Step.)
3044 3120
3045 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. 3121 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.
3046 3122
3047 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. 3123 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.
3048 3124
3050 3126
3051 702.4e Multiple instances of double strike on the same creature are redundant. 3127 702.4e Multiple instances of double strike on the same creature are redundant.
3052 3128
3053 702.5. Enchant 3129 702.5. Enchant
3054 3130
3055 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. 3131 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.
3056 3132
3057 702.5b For more information about Auras, see rule 303, “Enchantments.” 3133 702.5b For more information about Auras, see rule 303, Enchantments.
3058 3134
3059 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. 3135 702.5c If an Aura has multiple instances of enchant, all of them apply. The Auras 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.
3060 3136
3061 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. 3137 702.5d Auras that can enchant a player can target and be attached to players. Such Auras cant target permanents and cant be attached to permanents.
3062 3138
3063 702.6. Equip 3139 702.6. Equip
3064 3140
3065 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.” 3141 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.
3066 3142
3067 702.6b For more information about Equipment, see rule 301, “Artifacts.” 3143 702.6b For more information about Equipment, see rule 301, Artifacts.
3068 3144
3069 702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated. 3145 702.6c Equip [quality] creature is a variant of the equip ability. Equip [quality] [cost] means [Cost]: Attach this permanent to target [quality] creature you control. Activate this ability only any time you could cast a sorcery. This ability doesnt restrict what the Equipment may be attached to.
3146
3147 702.6d An equip [quality] creature ability is an equip ability, and an equip [quality] creature cost is an equip cost. Any effect that modifies how or whether a player may activate an equip ability of an object affects equip [quality] creature abilities of that object. Any effect that increases or reduces an equip cost will increase or reduce a equip [quality] creature cost.
3148
3149 702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated.
3070 3150
3071 702.7. First Strike 3151 702.7. First Strike
3072 3152
3073 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”) 3153 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, Combat Damage Step.)
3074 3154
3075 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. 3155 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.
3076 3156
3077 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 preclude 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). 3157 702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step wont preclude 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 wont allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).
3078 3158
3079 702.7d Multiple instances of first strike on the same creature are redundant. 3159 702.7d Multiple instances of first strike on the same creature are redundant.
3080 3160
3081 702.8. Flash 3161 702.8. Flash
3082 3162
3083 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.” 3163 702.8a Flash is a static ability that functions in any zone from which you could play the card its on. Flash means You may play this card any time you could cast an instant.
3084 3164
3085 702.8b Multiple instances of flash on the same object are redundant. 3165 702.8b Multiple instances of flash on the same object are redundant.
3086 3166
3087 702.9. Flying 3167 702.9. Flying
3088 3168
3089 702.9a Flying is an evasion ability. 3169 702.9a Flying is an evasion ability.
3090 3170
3091 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.”) 3171 702.9b A creature with flying cant 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.)
3092 3172
3093 702.9c Multiple instances of flying on the same creature are redundant. 3173 702.9c Multiple instances of flying on the same creature are redundant.
3094 3174
3095 702.10. Haste 3175 702.10. Haste
3096 3176
3097 702.10a Haste is a static ability. 3177 702.10a Haste is a static ability.
3098 3178
3099 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.) 3179 702.10b If a creature has haste, it can attack even if it hasnt been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
3100 3180
3101 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.) 3181 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 hasnt been controlled by that player continuously since their most recent turn began. (See rule 302.6.)
3102 3182
3103 702.10d Multiple instances of haste on the same creature are redundant. 3183 702.10d Multiple instances of haste on the same creature are redundant.
3104 3184
3105 702.11. Hexproof 3185 702.11. Hexproof
3106 3186
3107 702.11a Hexproof is a static ability. 3187 702.11a Hexproof is a static ability.
3108 3188
3109 702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.” 3189 702.11b Hexproof on a permanent means This permanent cant be the target of spells or abilities your opponents control.
3110 3190
3111 702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.” 3191 702.11c Hexproof on a player means You cant be the target of spells or abilities your opponents control.
3112 3192
3113 702.11d Multiple instances of hexproof on the same permanent or player are redundant. 3193 702.11d Hexproof from [quality] is a variant of the hexproof ability. Hexproof from [quality] on a permanent means This permanent cant be the target of [quality] spells your opponents control or abilities your opponents control from [quality] sources. A hexproof from [quality] ability is a hexproof ability.
3194
3195 702.11e Any effect that causes an object to lose hexproof will cause an object to lose all hexproof from [quality] abilities. Any effect that allows a player to choose a creature with hexproof as a target as though it didnt have hexproof will allow a player to choose a creature with a hexproof from [quality] ability. Any effect that looks for a card with hexproof will find a card with a hexproof from [quality] ability.
3196
3197 702.11f Multiple instances of the same hexproof ability on the same permanent or player are redundant.
3114 3198
3115 702.12. Indestructible 3199 702.12. Indestructible
3116 3200
3117 702.12a Indestructible is a static ability. 3201 702.12a Indestructible is a static ability.
3118 3202
3119 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). 3203 702.12b A permanent with indestructible cant be destroyed. Such permanents arent destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).
3120 3204
3121 702.12c Multiple instances of indestructible on the same permanent are redundant. 3205 702.12c Multiple instances of indestructible on the same permanent are redundant.
3122 3206
3123 702.13. Intimidate 3207 702.13. Intimidate
3124 3208
3125 702.13a Intimidate is an evasion ability. 3209 702.13a Intimidate is an evasion ability.
3126 3210
3127 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.”) 3211 702.13b A creature with intimidate cant be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, Declare Blockers Step.)
3128 3212
3129 702.13c Multiple instances of intimidate on the same creature are redundant. 3213 702.13c Multiple instances of intimidate on the same creature are redundant.
3130 3214
3131 702.14. Landwalk 3215 702.14. Landwalk
3132 3216
3133 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. 3217 702.14a Landwalk is a generic term that appears within an objects 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.
3134 3218
3135 702.14b Landwalk is an evasion ability. 3219 702.14b Landwalk is an evasion ability.
3136 3220
3137 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.”) 3221 702.14c A creature with landwalk cant 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.)
3138 3222
3139 702.14d Landwalk abilities don’t “cancel” one another. 3223 702.14d Landwalk abilities dont cancel one another.
3140 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. 3224 Example: If a player controls a snow Forest, that player cant block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.
3141 3225
3142 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant. 3226 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
3143 3227
3144 702.15. Lifelink 3228 702.15. Lifelink
3145 3229
3146 702.15a Lifelink is a static ability. 3230 702.15a Lifelink is a static ability.
3147 3231
3148 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. 3232 702.15b Damage dealt by a source with lifelink causes that sources 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.
3149 3233
3150 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. 3234 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.
3151 3235
3152 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from. 3236 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
3153 3237
3154 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9). 3238 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).
3155 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. 3239 Example: A player controls Ajanis Pridemate, which reads Whenever you gain life, you may put a +1/+1 counter on Ajanis Pridemate, and two creatures with lifelink. The creatures with lifelink deal combat damage simultaneously. Ajanis Pridemates ability triggers twice.
3156 3240
3157 702.15f Multiple instances of lifelink on the same object are redundant. 3241 702.15f Multiple instances of lifelink on the same object are redundant.
3158 3242
3159 702.16. Protection 3243 702.16. Protection
3160 3244
3161 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. 3245 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 or information. 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.
3162 3246
3163 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. 3247 702.16b A permanent or player with protection cant be targeted by spells with the stated quality and cant be targeted by abilities from a source with the stated quality.
3164 3248
3165 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.”) 3249 702.16c A permanent or player with protection cant 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.)
3166 3250
3167 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.”) 3251 702.16d A permanent with protection cant 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.)
3168 3252
3169 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented. 3253 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
3170 3254
3171 702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality. 3255 702.16f Attacking creatures with protection cant be blocked by creatures that have the stated quality.
3172 3256
3173 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]. 3257 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].
3174 3258
3175 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. 3259 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.
3176 3260
3177 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. 3261 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 objects characteristic values. Such a permanent cant 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.
3178 3262
3179 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. 3263 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 objects characteristic values. Such a permanent cant 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.
3180 3264
3181 702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant. 3265 702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.
3182 3266
3183 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. 3267 702.16m Some Auras both give the enchanted creature protection and say this effect doesnt remove either that specific Aura or all Auras. This means that the specified Auras can legally enchant that creature and arent 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.
3184 3268
3185 702.17. Reach 3269 702.17. Reach
3186 3270
3187 702.17a Reach is a static ability. 3271 702.17a Reach is a static ability.
3188 3272
3189 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.”) 3273 702.17b A creature with flying cant be blocked except by creatures with flying and/or reach. (See rule 509, Declare Blockers Step, and rule 702.9, Flying.)
3190 3274
3191 702.17c Multiple instances of reach on the same creature are redundant. 3275 702.17c Multiple instances of reach on the same creature are redundant.
3192 3276
3193 702.18. Shroud 3277 702.18. Shroud
3194 3278
3195 702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.” 3279 702.18a Shroud is a static ability. Shroud means This permanent or player cant be the target of spells or abilities.
3196 3280
3197 702.18b Multiple instances of shroud on the same permanent or player are redundant. 3281 702.18b Multiple instances of shroud on the same permanent or player are redundant.
3198 3282
3199 702.19. Trample 3283 702.19. Trample
3200 3284
3201 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.”) 3285 702.19a Trample is a static ability that modifies the rules for assigning an attacking creatures 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.)
3202 3286
3203 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. 3287 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 thats being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage thats actually dealt. The attacking creatures controller need not assign lethal damage to all those blocking creatures but in that case cant assign any damage to the player or planeswalker its attacking.
3204 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. 3288 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.
3205 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. 3289 Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creatures controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blockers protection ability. The attacking creatures controller can divide the rest of the damage as they choose between the blocking creature and the defending player.
3206 3290
3207 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. 3291 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 its attacking.
3208 3292
3209 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. 3293 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 planeswalkers loyalty.
3210 3294
3211 702.19e Multiple instances of trample on the same creature are redundant. 3295 702.19e Multiple instances of trample on the same creature are redundant.
3212 3296
3213 702.20. Vigilance 3297 702.20. Vigilance
3214 3298
3215 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step. 3299 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
3216 3300
3217 702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”) 3301 702.20b Attacking doesnt cause creatures with vigilance to tap. (See rule 508, Declare Attackers Step.)
3218 3302
3219 702.20c Multiple instances of vigilance on the same creature are redundant. 3303 702.20c Multiple instances of vigilance on the same creature are redundant.
3220 3304
3221 702.21. Banding 3305 702.21. Banding
3222 3306
3223 702.21a Banding is a static ability that modifies the rules for combat. 3307 702.21a Banding is a static ability that modifies the rules for combat.
3224 3308
3225 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. 3309 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.
3226 3310
3227 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.) 3311 702.21c As a player declares attackers, they 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. They 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 they want, but each creature may be a member of only one of them. (Defending players cant declare bands but may use banding in a different way; see rule 702.21j.)
3228 3312
3229 702.21d All creatures in an attacking band must attack the same player or planeswalker. 3313 702.21d All creatures in an attacking band must attack the same player or planeswalker.
3230 3314
3231 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. 3315 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.
3232 3316
3233 702.21f An attacking creature that’s removed from combat is also removed from the band it was in. 3317 702.21f An attacking creature thats removed from combat is also removed from the band it was in.
3234 3318
3235 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. 3319 702.21g Banding doesnt cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.
3236 3320
3237 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. 3321 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.
3238 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). 3322 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 they do, then the creature with swampwalk will also become blocked by the blocking creature(s).
3239 3323
3240 702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked. 3324 702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
3241 3325
3242 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. 3326 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 creatures damage is assigned. That player can divide that creatures combat damage as they choose among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.
3243 3327
3244 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. 3328 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 creatures damage is assigned. That player can divide that creatures combat damage as they choose among any number of creatures its blocking. This is an exception to the procedure described in rule 510.1d.
3245 3329
3246 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. 3330 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.
3247 3331
3248 702.22. Rampage 3332 702.22. Rampage
3249 3333
3250 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.”) 3334 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.)
3251 3335
3252 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. 3336 702.22b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat wont change the bonus.
3253 3337
3254 702.22c If a creature has multiple instances of rampage, each triggers separately. 3338 702.22c If a creature has multiple instances of rampage, each triggers separately.
3255 3339
3256 702.23. Cumulative Upkeep 3340 702.23. Cumulative Upkeep
3257 3341
3258 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. 3342 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 dont, 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 arent allowed.
3259 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. 3343 Example: A creature has Cumulative upkeep {W} or {U} and two age counters on it. When its ability next triggers and resolves, the creatures 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.
3260 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. 3344 Example: A creature has Cumulative upkeepSacrifice a creature and one age counter on it. When its ability next triggers and resolves, its controller cant choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.
3261 3345
3262 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. 3346 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.
3263 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. 3347 Example: A creature has two instances of Cumulative upkeepPay 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.
3264 3348
3265 702.24. Flanking 3349 702.24. Flanking
3266 3350
3267 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.” 3351 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.
3268 3352
3269 702.24b If a creature has multiple instances of flanking, each triggers separately. 3353 702.24b If a creature has multiple instances of flanking, each triggers separately.
3270 3354
3271 702.25. Phasing 3355 702.25. Phasing
3272 3356
3273 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.” 3357 702.25a Phasing is a static ability that modifies the rules of the untap step. During each players untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls phase out. Simultaneously, all phased-out permanents that had phased out under that players control phase in.
3274 3358
3275 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.) 3359 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 cant affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)
3276 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. 3360 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.
3277 Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed. 3361 Example: You control a phased-out creature. You cast a spell that says Destroy all creatures. The phased-out creature is not destroyed.
3278 3362
3279 702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists. 3363 702.25c If a permanent phases in, its status changes to phased in. The game once again treats it as though it exists.
3280 3364
3281 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. Tokens continue to exist on the battlefield while phased 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. 3365 702.25d The phasing event doesnt actually cause a permanent to change zones or control, even though its treated as though its not on the battlefield and not under its controllers control while its phased out. Zone-change triggers dont trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while its phased out. Effects that check a phased-in permanents history wont treat the phasing event as having caused the permanent to leave or enter the battlefield or its controllers control.
3282 3366
3283 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. 3367 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 its 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.
3284 3368
3285 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. 3369 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 wont phase in by itself, but instead phases in along with the permanent its attached to.
3286 3370
3287 702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly. 3371 702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
3288 3372
3289 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 704.5m and 704.5n.) 3373 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 704.5m and 704.5n.)
3290 3374
3291 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. 3375 702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player dont trigger when that permanent phases in or out.
3292 3376
3293 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. 3377 702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesnt trigger zone-change triggers. See rule 800.4.
3294 3378
3295 702.25k If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn. 3379 702.25k If an effect causes a player to skip their untap step, the phasing event simply doesnt occur that turn.
3296 3380
3297 702.25m Multiple instances of phasing on the same permanent are redundant. 3381 702.25m In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that players next turn would have begun.
3382
3383 702.25n Multiple instances of phasing on the same permanent are redundant.
3298 3384
3299 702.26. Buyback 3385 702.26. Buyback
3300 3386
3301 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. 3387 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 owners hand instead of into that players graveyard as it resolves. Paying a spells buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
3302 3388
3303 702.27. Shadow 3389 702.27. Shadow
3304 3390
3305 702.27a Shadow is an evasion ability. 3391 702.27a Shadow is an evasion ability.
3306 3392
3307 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.”) 3393 702.27b A creature with shadow cant be blocked by creatures without shadow, and a creature without shadow cant be blocked by creatures with shadow. (See rule 509, Declare Blockers Step.)
3308 3394
3309 702.27c Multiple instances of shadow on the same creature are redundant. 3395 702.27c Multiple instances of shadow on the same creature are redundant.
3310 3396
3311 702.28. Cycling 3397 702.28. Cycling
3312 3398
3313 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.” 3399 702.28a Cycling is an activated ability that functions only while the card with cycling is in a players hand. Cycling [cost] means [Cost], Discard this card: Draw a card.
3314 3400
3315 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. 3401 702.28b Although the cycling ability can be activated only if the card is in a players 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.
3316 3402
3317 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 an activation cost of a cycling ability.” These abilities trigger from whatever zone the card winds up in after it’s cycled. 3403 702.28c Some cards with cycling have abilities that trigger when theyre cycled. When you cycle [this card] means When you discard [this card] to pay an activation cost of a cycling ability. These abilities trigger from whatever zone the card winds up in after its cycled.
3318 3404
3319 702.28d Some cards have abilities that trigger whenever a player “cycles or discards” a card. These abilities trigger only once when a card is cycled. 3405 702.28d Some cards have abilities that trigger whenever a player cycles or discards a card. These abilities trigger only once when a card is cycled.
3320 3406
3321 702.28e 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”). 3407 702.28e 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).
3322 3408
3323 702.28f 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 an activation cost of a typecycling ability. 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. Any effect that looks for a card with cycling will find a card with typecycling. 3409 702.28f 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 an activation cost of a typecycling ability. 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. Any effect that looks for a card with cycling will find a card with typecycling.
3324 3410
3325 702.29. Echo 3411 702.29. Echo
3326 3412
3327 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].” 3413 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].
3328 3414
3329 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. 3415 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.
3330 3416
3331 702.30. Horsemanship 3417 702.30. Horsemanship
3332 3418
3333 702.30a Horsemanship is an evasion ability. 3419 702.30a Horsemanship is an evasion ability.
3334 3420
3335 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.”) 3421 702.30b A creature with horsemanship cant be blocked by creatures without horsemanship. A creature with horsemanship can block a creature with or without horsemanship. (See rule 509, Declare Blockers Step.)
3336 3422
3337 702.30c Multiple instances of horsemanship on the same creature are redundant. 3423 702.30c Multiple instances of horsemanship on the same creature are redundant.
3338 3424
3339 702.31. Fading 3425 702.31. Fading
3340 3426
3341 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.” 3427 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 cant, sacrifice the permanent.
3342 3428
3343 702.32. Kicker 3429 702.32. Kicker
3344 3430
3345 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. 3431 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 spells kicker cost(s) follows the rules for paying additional costs in rules 601.2b and 601.2fh.
3346 3432
3347 702.32b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].” 3433 702.32b The phrase Kicker [cost 1] and/or [cost 2] means the same thing as Kicker [cost 1], kicker [cost 2].
3348 3434
3349 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. 3435 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.
3350 3436
3351 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. 3437 702.32d If a spells controller declares the intention to pay any of that spells 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.
3352 3438
3353 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.” 3439 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.
3354 3440
3355 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. 3441 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.
3356 3442
3357 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. 3443 702.32g If part of a spells ability has its effect only if that spell was kicked, and that part of the ability includes any targets, the spells 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.
3358 3444
3359 702.33. Flashback 3445 702.33. Flashback
3360 3446
3361 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. 3447 702.33a Flashback appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a players 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 601.2fh.
3362 3448
3363 702.34. Madness 3449 702.34. Madness
3364 3450
3365 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.” 3451 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 players 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 their 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 doesnt, they put this card into their graveyard.
3366 3452
3367 702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. 3453 702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3368 3454
3369 702.34c After resolving a madness triggered ability, if the exiled card wasn’t cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7i. 3455 702.34c After resolving a madness triggered ability, if the exiled card wasnt cast and was moved to a public zone, effects referencing the discarded card can find that card. See rule 400.7i.
3370 3456
3371 702.35. Fear 3457 702.35. Fear
3372 3458
3373 702.35a Fear is an evasion ability. 3459 702.35a Fear is an evasion ability.
3374 3460
3375 702.35b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”) 3461 702.35b A creature with fear cant be blocked except by artifact creatures and/or black creatures. (See rule 509, Declare Blockers Step.)
3376 3462
3377 702.35c Multiple instances of fear on the same creature are redundant. 3463 702.35c Multiple instances of fear on the same creature are redundant.
3378 3464
3379 702.36. Morph 3465 702.36. Morph
3380 3466
3381 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.”) 3467 702.36a Morph is a static ability that functions in any zone from which you could play the card its 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.)
3382 3468
3383 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. 3469 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.
3384 3470
3385 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. 3471 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 cards characteristics) are applied to casting this card. These values are the copiable values of that objects 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.
3386 3472
3387 702.36d You can’t normally cast a card face down. A morph ability allows you to do so. 3473 702.36d You cant normally cast a card face down. A morph ability allows you to do so.
3388 3474
3389 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. 3475 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 doesnt use the stack (see rule 115). To do this, show all players what the permanents morph cost would be if it were face up, pay that cost, then turn the permanent face up. (If the permanent wouldnt have a morph cost if it were face up, it cant 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 dont trigger when its turned face up and dont have any effect, because the permanent has already entered the battlefield.
3390 3476
3391 702.36f If a permanent’s morph cost includes 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 chosen as the morph special action was taken. 3477 702.36f If a permanents morph cost includes 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 chosen as the morph special action was taken.
3392 3478
3393 702.36g See rule 707, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability. 3479 702.36g See rule 707, Face-Down Spells and Permanents, for more information about how to cast cards with a morph ability.
3394 3480
3395 702.37. Amplify 3481 702.37. Amplify
3396 3482
3397 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.” 3483 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 cant reveal this card or any other cards that are entering the battlefield at the same time as this card.
3398 3484
3399 702.37b If a creature has multiple instances of amplify, each one works separately. 3485 702.37b If a creature has multiple instances of amplify, each one works separately.
3400 3486
3401 702.38. Provoke 3487 702.38. Provoke
3402 3488
3403 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.” 3489 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.
3404 3490
3405 702.38b If a creature has multiple instances of provoke, each triggers separately. 3491 702.38b If a creature has multiple instances of provoke, each triggers separately.
3406 3492
3407 702.39. Storm 3493 702.39. Storm
3408 3494
3409 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.” 3495 702.39a Storm is a triggered ability that functions on the stack. Storm means When you cast this spell, copy it 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.
3410 3496
3411 702.39b If a spell has multiple instances of storm, each triggers separately. 3497 702.39b If a spell has multiple instances of storm, each triggers separately.
3412 3498
3413 702.40. Affinity 3499 702.40. Affinity
3414 3500
3415 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.” 3501 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.
3416 3502
3417 702.40b If a spell has multiple instances of affinity, each of them applies. 3503 702.40b If a spell has multiple instances of affinity, each of them applies.
3418 3504
3419 702.41. Entwine 3505 702.41. Entwine
3420 3506
3421 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. 3507 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 601.2fh.
3422 3508
3423 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. 3509 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.
3424 3510
3425 702.42. Modular 3511 702.42. Modular
3426 3512
3427 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.” 3513 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.
3428 3514
3429 702.42b If a creature has multiple instances of modular, each one works separately. 3515 702.42b If a creature has multiple instances of modular, each one works separately.
3430 3516
3431 702.43. Sunburst 3517 702.43. Sunburst
3432 3518
3433 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.” 3519 702.43a Sunburst is a static ability that functions as an object is entering the battlefield. Sunburst means If this object is entering the battlefield as a creature, ignoring any type-changing effects that would affect it, it enters the battlefield with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters the battlefield with a charge counter on it for each color of mana spent to cast it.
3434 3520
3435 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. 3521 702.43b Sunburst adds counters only if the object with sunburst is entering the battlefield from the stack as a resolving spell and only if one or more colored mana was spent on its costs, including additional or alternative costs.
3436 3522
3437 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. 3523 702.43c Sunburst can also be used to set a variable number for another ability. If the keyword is used in this way, it doesnt matter whether the ability is on a creature spell or on a noncreature spell.
3438 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.” 3524 Example: The ability ModularSunburst 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.
3439 3525
3440 702.43d If an object has multiple instances of sunburst, each one works separately. 3526 702.43d If an object has multiple instances of sunburst, each one works separately.
3441 3527
3442 702.44. Bushido 3528 702.44. Bushido
3443 3529
3444 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.”) 3530 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.)
3445 3531
3446 702.44b If a creature has multiple instances of bushido, each triggers separately. 3532 702.44b If a creature has multiple instances of bushido, each triggers separately.
3447 3533
3448 702.45. Soulshift 3534 702.45. Soulshift
3449 3535
3450 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.” 3536 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.
3451 3537
3452 702.45b If a permanent has multiple instances of soulshift, each triggers separately. 3538 702.45b If a permanent has multiple instances of soulshift, each triggers separately.
3453 3539
3454 702.46. Splice 3540 702.46. Splice
3455 3541
3456 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. 3542 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 cards text box onto that spell and pay [cost] as an additional cost to cast that spell. Paying a cards splice cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
3457 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. 3543 Example: Since the card with splice remains in the players 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 its spliced onto.
3458 3544
3459 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. 3545 702.46b You cant choose to use a splice ability if you cant make the required choices (targets, etc.) for that cards instructions. You cant splice any one card onto the same spell more than once. If youre 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.
3460 3546
3461 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. 3547 702.46c The spell has the characteristics of the main spell, plus the text boxes of each of the spliced cards. The spell doesnt 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.
3462 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. 3548 Example: Glacial Ray is a red card with splice onto Arcane that reads, Glacial Ray deals 2 damage to any target. 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.
3463 3549
3464 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. 3550 702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets wont resolve if all of its targets are illegal on resolution.
3465 3551
3466 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). 3552 702.46e The spell loses any splice changes once it leaves the stack for any reason.
3467 3553
3468 702.47. Offering 3554 702.47. Offering
3469 3555
3470 702.47a Offering is a static ability that functions while the spell with offering is on the stack. “[Subtype] offering” means “As an additional cost to cast this spell, you may sacrifice a [subtype] permanent. If you chose to pay the additional cost, this spell’s total cost is reduced by the sacrificed permanent’s mana cost, and you may cast this spell any time you could cast an instant.” 3556 702.47a Offering is a static ability that functions while the spell with offering is on the stack. [Subtype] offering means As an additional cost to cast this spell, you may sacrifice a [subtype] permanent. If you chose to pay the additional cost, this spells total cost is reduced by the sacrificed permanents mana cost, and you may cast this spell any time you could cast an instant.
3471 3557
3472 702.47b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h). 3558 702.47b You choose which permanent to sacrifice as you make choices for the spell (see rule 601.2b), and you sacrifice that permanent as you pay the total cost (see rule 601.2h).
3473 3559
3474 702.47c Generic mana in the sacrificed permanent’s mana cost reduces generic mana in the spell’s total cost. Colored and colorless mana in the sacrificed permanent’s mana cost reduces mana of the same type in spell’s total cost, and any excess reduces that much generic mana in spell’s total cost. 3560 702.47c Generic mana in the sacrificed permanents mana cost reduces generic mana in the spells total cost. Colored and colorless mana in the sacrificed permanents mana cost reduces mana of the same type in spells total cost, and any excess reduces that much generic mana in spells total cost.
3475 3561
3476 702.48. Ninjutsu 3562 702.48. Ninjutsu
3477 3563
3478 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.” 3564 702.48a Ninjutsu is an activated ability that functions only while the card with ninjutsu is in a players hand. Ninjutsu [cost] means [Cost], Reveal this card from your hand, Return an unblocked attacking creature you control to its owners hand: Put this card onto the battlefield from your hand tapped and attacking.
3479 3565
3480 702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. 3566 702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
3481 3567
3482 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. 3568 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 owners hand.
3569
3570 702.48d Commander ninjutsu is a variant of the ninjutsu ability that also functions while the card with commander ninjutsu is in the command zone. Commander ninjutsu [cost] means [Cost], Reveal this card from your hand or from the command zone, Return an unblocked attacking creature you control to its owners hand: Put this card onto the battlefield tapped and attacking.
3483 3571
3484 702.49. Epic 3572 702.49. Epic
3485 3573
3486 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. 3574 702.49a Epic represents two spell abilities, one of which creates a delayed triggered ability. Epic means For the rest of the game, you cant 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.
3487 3575
3488 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. 3576 702.49b A player cant cast spells once a spell with epic they control resolves, but effects (such as the epic ability itself) can still put copies of spells onto the stack.
3489 3577
3490 702.50. Convoke 3578 702.50. Convoke
3491 3579
3492 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.” 3580 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 spells total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spells total cost, you may tap an untapped creature you control rather than pay that mana.
3493 3581
3494 702.50b The convoke ability isn’t an additional or alternative cost and applies only after the total cost of the spell with convoke is determined. 3582 702.50b The convoke ability isnt an additional or alternative cost and applies only after the total cost of the spell with convoke is determined.
3495 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. 3583 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 other creatures to pay that cost, and the remainder is paid with mana.
3496 3584
3497 702.50c Multiple instances of convoke on the same spell are redundant. 3585 702.50c A creature tapped to pay for mana in a spells total cost this way is said to have convoked that spell.
3586
3587 702.50d Multiple instances of convoke on the same spell are redundant.
3498 3588
3499 702.51. Dredge 3589 702.51. Dredge
3500 3590
3501 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.” 3591 702.51a Dredge is a static ability that functions only while the card with dredge is in a players 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.
3502 3592
3503 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. 3593 702.51b A player with fewer cards in their library than the number required by a dredge ability cant put any of them into their graveyard this way.
3504 3594
3505 702.52. Transmute 3595 702.52. Transmute
3506 3596
3507 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.” 3597 702.52a Transmute is an activated ability that functions only while the card with transmute is in a players 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.
3508 3598
3509 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. 3599 702.52b Although the transmute ability can be activated only if the card is in a players 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.
3510 3600
3511 702.53. Bloodthirst 3601 702.53. Bloodthirst
3512 3602
3513 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.” 3603 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.
3514 3604
3515 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.” 3605 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.
3516 3606
3517 702.53c If an object has multiple instances of bloodthirst, each applies separately. 3607 702.53c If an object has multiple instances of bloodthirst, each applies separately.
3518 3608
3519 702.54. Haunt 3609 702.54. Haunt
3520 3610
3521 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.” 3611 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.
3522 3612
3523 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. 3613 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.
3524 3614
3525 702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone. 3615 702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
3526 3616
3527 702.55. Replicate 3617 702.55. Replicate
3528 3618
3529 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. 3619 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 spells replicate cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
3530 3620
3531 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. 3621 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.
3532 3622
3533 702.56. Forecast 3623 702.56. Forecast
3534 3624
3535 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].” 3625 702.56a A forecast ability is a special kind of activated ability that can be activated only from a players hand. Its written Forecast [Activated ability].
3536 3626
3537 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. 3627 702.56b A forecast ability may be activated only during the upkeep step of the cards owner and only once each turn. The controller of the forecast ability reveals the card with that ability from their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the players hand or until a step or phase that isnt an upkeep step begins, whichever comes first.
3538 3628
3539 702.57. Graft 3629 702.57. Graft
3540 3630
3541 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.” 3631 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.
3542 3632
3543 702.57b If a permanent has multiple instances of graft, each one works separately. 3633 702.57b If a permanent has multiple instances of graft, each one works separately.
3544 3634
3545 702.58. Recover 3635 702.58. Recover
3546 3636
3547 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.” 3637 702.58a Recover is a triggered ability that functions only while the card with recover is in a players 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.
3548 3638
3549 702.59. Ripple 3639 702.59. Ripple
3550 3640
3551 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.” 3641 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.
3552 3642
3553 702.59b If a spell has multiple instances of ripple, each triggers separately. 3643 702.59b If a spell has multiple instances of ripple, each triggers separately.
3554 3644
3555 702.60. Split Second 3645 702.60. Split Second
3556 3646
3557 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.” 3647 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 cant cast other spells or activate abilities that arent mana abilities.
3558 3648
3559 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. 3649 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.
3560 3650
3561 702.60c Multiple instances of split second on the same spell are redundant. 3651 702.60c Multiple instances of split second on the same spell are redundant.
3562 3652
3563 702.61. Suspend 3653 702.61. Suspend
3564 3654
3565 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.” 3655 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 players 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 doesnt 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 its exiled, play it without paying its mana cost if able. If you cant, 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.
3566 3656
3567 702.61b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it. 3657 702.61b A card is suspended if its in the exile zone, has suspend, and has a time counter on it.
3568 3658
3569 702.61c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast. 3659 702.61c While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.
3570 3660
3571 702.61d 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. 3661 702.61d Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3572 3662
3573 702.62. Vanishing 3663 702.62. Vanishing
3574 3664
3575 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.” 3665 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.
3576 3666
3577 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.” 3667 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.
3578 3668
3579 702.62c If a permanent has multiple instances of vanishing, each works separately. 3669 702.62c If a permanent has multiple instances of vanishing, each works separately.
3580 3670
3581 702.63. Absorb 3671 702.63. Absorb
3582 3672
3583 702.63a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.” 3673 702.63a Absorb is a static ability. Absorb N means If a source would deal damage to this creature, prevent N of that damage.
3584 3674
3585 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. 3675 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.
3586 3676
3587 702.63c If an object has multiple instances of absorb, each applies separately. 3677 702.63c If an object has multiple instances of absorb, each applies separately.
3588 3678
3589 702.64. Aura Swap 3679 702.64. Aura Swap
3590 3680
3591 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.” 3681 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.
3592 3682
3593 702.64b If either half of the exchange can’t be completed, the ability has no effect. 3683 702.64b If either half of the exchange cant be completed, the ability has no effect.
3594 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. 3684 Example: You activate the aura swap ability of an Aura. The only Aura card in your hand cant enchant the permanent thats enchanted by the Aura with aura swap. The ability has no effect.
3595 Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect. 3685 Example: You activate the aura swap ability of an Aura that you control but you dont own. The ability has no effect.
3596 3686
3597 702.65. Delve 3687 702.65. Delve
3598 3688
3599 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.” 3689 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 spells total cost, you may exile a card from your graveyard rather than pay that mana.
3600 3690
3601 702.65b The delve ability isn’t an additional or alternative cost and applies only after the total cost of the spell with delve is determined. 3691 702.65b The delve ability isnt an additional or alternative cost and applies only after the total cost of the spell with delve is determined.
3602 3692
3603 702.65c Multiple instances of delve on the same spell are redundant. 3693 702.65c Multiple instances of delve on the same spell are redundant.
3604 3694
3605 702.66. Fortify 3695 702.66. Fortify
3606 3696
3607 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.” 3697 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.
3608 3698
3609 702.66b For more information about Fortifications, see rule 301, “Artifacts.” 3699 702.66b For more information about Fortifications, see rule 301, Artifacts.
3610 3700
3611 702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. 3701 702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
3612 3702
3613 702.67. Frenzy 3703 702.67. Frenzy
3614 3704
3615 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.” 3705 702.67a Frenzy is a triggered ability. Frenzy N means Whenever this creature attacks and isnt blocked, it gets +N/+0 until end of turn.
3616 3706
3617 702.67b If a creature has multiple instances of frenzy, each triggers separately. 3707 702.67b If a creature has multiple instances of frenzy, each triggers separately.
3618 3708
3619 702.68. Gravestorm 3709 702.68. Gravestorm
3620 3710
3621 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.” 3711 702.68a Gravestorm is a triggered ability that functions on the stack. Gravestorm means When you cast this spell, copy it 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.
3622 3712
3623 702.68b If a spell has multiple instances of gravestorm, each triggers separately. 3713 702.68b If a spell has multiple instances of gravestorm, each triggers separately.
3624 3714
3625 702.69. Poisonous 3715 702.69. Poisonous
3626 3716
3627 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.) 3717 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.)
3628 3718
3629 702.69b If a creature has multiple instances of poisonous, each triggers separately. 3719 702.69b If a creature has multiple instances of poisonous, each triggers separately.
3630 3720
3631 702.70. Transfigure 3721 702.70. Transfigure
3632 3722
3633 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.” 3723 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.
3634 3724
3635 702.71. Champion 3725 702.71. Champion
3636 3726
3637 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.” 3727 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 owners control.
3638 3728
3639 702.71b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.” 3729 702.71b The two abilities represented by champion are linked. See rule 607, Linked Abilities.
3640 3730
3641 702.71c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability. 3731 702.71c A permanent is championed by another permanent if the latter exiles the former as the direct result of a champion ability.
3642 3732
3643 702.72. Changeling 3733 702.72. Changeling
3644 3734
3645 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. 3735 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.
3646 3736
3647 702.73. Evoke 3737 702.73. Evoke
3648 3738
3649 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. 3739 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 cards evoke cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3650 3740
3651 702.74. Hideaway 3741 702.74. Hideaway
3652 3742
3653 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.’” 3743 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.
3654 3744
3655 702.75. Prowl 3745 702.75. Prowl
3656 3746
3657 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. 3747 702.75a Prowl is a static ability that functions on the stack. Prowl [cost] means You may pay [cost] rather than pay this spells 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 spells creature types. Paying a spells prowl cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3658 3748
3659 702.76. Reinforce 3749 702.76. Reinforce
3660 3750
3661 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.” 3751 702.76a Reinforce is an activated ability that functions only while the card with reinforce is in a players hand. Reinforce N[cost] means [Cost], Discard this card: Put N +1/+1 counters on target creature.
3662 3752
3663 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. 3753 702.76b Although the reinforce ability can be activated only if the card is in a players 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.
3664 3754
3665 702.77. Conspire 3755 702.77. Conspire
3666 3756
3667 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. 3757 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 spells conspire cost follows the rules for paying additional costs in rules 601.2b and 601.2fh.
3668 3758
3669 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. 3759 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.
3670 3760
3671 702.78. Persist 3761 702.78. Persist
3672 3762
3673 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.” 3763 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 owners control with a -1/-1 counter on it.
3674 3764
3675 702.79. Wither 3765 702.79. Wither
3676 3766
3677 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 source’s controller to put that many -1/-1 counters on that creature. See rule 119.3. 3767 702.79a Wither is a static ability. Damage dealt to a creature by a source with wither isnt marked on that creature. Rather, it causes that sources controller to put that many -1/-1 counters on that creature. See rule 119.3.
3678 3768
3679 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. 3769 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.
3680 3770
3681 702.79c The wither rules function no matter what zone an object with wither deals damage from. 3771 702.79c The wither rules function no matter what zone an object with wither deals damage from.
3682 3772
3683 702.79d Multiple instances of wither on the same object are redundant. 3773 702.79d Multiple instances of wither on the same object are redundant.
3684 3774
3685 702.80. Retrace 3775 702.80. Retrace
3686 3776
3687 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. 3777 702.80a Retrace appears on some instants and sorceries. It represents a static ability that functions while the card with retrace is in a players 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 601.2fh.
3688 3778
3689 702.81. Devour 3779 702.81. Devour
3690 3780
3691 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.” 3781 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.
3692 3782
3693 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.” 3783 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.
3694 3784
3695 702.82. Exalted 3785 702.82. Exalted
3696 3786
3697 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.” 3787 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.
3698 3788
3699 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. 3789 702.82b A creature attacks alone if its the only creature declared as an attacker in a given combat phase. See rule 506.5.
3700 3790
3701 702.83. Unearth 3791 702.83. Unearth
3702 3792
3703 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.” 3793 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.
3704 3794
3705 702.84. Cascade 3795 702.84. Cascade
3706 3796
3707 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.” 3797 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 spells converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that werent cast on the bottom of your library in a random order.
3708 3798
3709 702.84b If a spell has multiple instances of cascade, each triggers separately. 3799 702.84b If a spell has multiple instances of cascade, each triggers separately.
3710 3800
3711 702.85. Annihilator 3801 702.85. Annihilator
3712 3802
3713 702.85a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.” 3803 702.85a Annihilator is a triggered ability. Annihilator N means Whenever this creature attacks, defending player sacrifices N permanents.
3714 3804
3715 702.85b If a creature has multiple instances of annihilator, each triggers separately. 3805 702.85b If a creature has multiple instances of annihilator, each triggers separately.
3716 3806
3717 702.86. Level Up 3807 702.86. Level Up
3718 3808
3719 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.” 3809 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.
3720 3810
3721 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.” 3811 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.
3722 3812
3723 702.87. Rebound 3813 702.87. Rebound
3724 3814
3725 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.” 3815 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.
3726 3816
3727 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. 3817 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 601.2fh.
3728 3818
3729 702.87c Multiple instances of rebound on the same spell are redundant. 3819 702.87c Multiple instances of rebound on the same spell are redundant.
3730 3820
3731 702.88. Totem Armor 3821 702.88. Totem Armor
3732 3822
3733 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.” 3823 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.
3734 3824
3735 702.89. Infect 3825 702.89. Infect
3736 3826
3737 702.89a Infect is a static ability. 3827 702.89a Infect is a static ability.
3738 3828
3739 702.89b Damage dealt to a player by a source with infect doesn’t cause that player to lose life. Rather, it causes that source’s controller to give the player that many poison counters. See rule 119.3. 3829 702.89b Damage dealt to a player by a source with infect doesnt cause that player to lose life. Rather, it causes that sources controller to give the player that many poison counters. See rule 119.3.
3740 3830
3741 702.89c Damage dealt to a creature by a source with infect isn’t marked on that creature. Rather, it causes that source’s controller to put that many -1/-1 counters on that creature. See rule 119.3. 3831 702.89c Damage dealt to a creature by a source with infect isnt marked on that creature. Rather, it causes that sources controller to put that many -1/-1 counters on that creature. See rule 119.3.
3742 3832
3743 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. 3833 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.
3744 3834
3745 702.89e The infect rules function no matter what zone an object with infect deals damage from. 3835 702.89e The infect rules function no matter what zone an object with infect deals damage from.
3746 3836
3747 702.89f Multiple instances of infect on the same object are redundant. 3837 702.89f Multiple instances of infect on the same object are redundant.
3748 3838
3749 702.90. Battle Cry 3839 702.90. Battle Cry
3750 3840
3751 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.” 3841 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.
3752 3842
3753 702.90b If a creature has multiple instances of battle cry, each triggers separately. 3843 702.90b If a creature has multiple instances of battle cry, each triggers separately.
3754 3844
3755 702.91. Living Weapon 3845 702.91. Living Weapon
3756 3846
3757 702.91a Living weapon is a triggered ability. “Living weapon” means “When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.” 3847 702.91a Living weapon is a triggered ability. Living weapon means When this Equipment enters the battlefield, create a 0/0 black Germ creature token, then attach this Equipment to it.
3758 3848
3759 702.92. Undying 3849 702.92. Undying
3760 3850
3761 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.” 3851 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 owners control with a +1/+1 counter on it.
3762 3852
3763 702.93. Miracle 3853 702.93. Miracle
3764 3854
3765 702.93a Miracle is a static ability linked to a triggered ability (see rule 603.11). “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.” 3855 702.93a Miracle is a static ability linked to a triggered ability (see rule 603.11). Miracle [cost] means You may reveal this card from your hand as you draw it if its the first card youve drawn this turn. When you reveal this card this way, you may cast it by paying [cost] rather than its mana cost.
3766 3856
3767 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. 3857 702.93b If a player chooses to reveal a card using its miracle ability, they play with that card revealed until that card leaves their hand, that ability resolves, or that ability otherwise leaves the stack.
3768 3858
3769 702.94. Soulbond 3859 702.94. Soulbond
3770 3860
3771 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.” 3861 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.
3772 3862
3773 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. 3863 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.
3774 3864
3775 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. 3865 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.
3776 3866
3777 702.94d A creature can be paired with only one other creature. 3867 702.94d A creature can be paired with only one other creature.
3778 3868
3779 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. 3869 702.94e A paired creature becomes unpaired if any of the following occur: another player gains control of it or the creature its paired with; it or the creature its paired with stops being a creature; or it or the creature its paired with leaves the battlefield.
3780 3870
3781 702.95. Overload 3871 702.95. Overload
3782 3872
3783 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. 3873 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 spells mana cost and If you chose to pay this spells 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 601.2fh.
3784 3874
3785 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. 3875 702.95b If a player chooses to pay the overload cost of a spell, that spell wont require any targets. It may affect objects that couldnt be chosen as legal targets if the spell were cast without its overload cost being paid.
3786 3876
3787 702.95c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.” 3877 702.95c Overloads second ability creates a text-changing effect. See rule 612, Text-Changing Effects.
3788 3878
3789 702.96. Scavenge 3879 702.96. Scavenge
3790 3880
3791 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.” 3881 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.
3792 3882
3793 702.97. Unleash 3883 702.97. Unleash
3794 3884
3795 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.” 3885 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 cant block as long as it has a +1/+1 counter on it.
3796 3886
3797 702.98. Cipher 3887 702.98. Cipher
3798 3888
3799 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.’” 3889 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.
3800 3890
3801 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. 3891 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.
3802 3892
3803 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. 3893 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.
3804 3894
3805 702.99. Evolve 3895 702.99. Evolve
3806 3896
3807 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.” 3897 702.99a Evolve is a triggered ability. Evolve means Whenever a creature enters the battlefield under your control, if that creatures power is greater than this creatures power and/or that creatures toughness is greater than this creatures toughness, put a +1/+1 counter on this creature.
3808 3898
3809 702.99b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving. 3899 702.99b A creature evolves when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
3810 3900
3811 702.99c A creature can’t have a greater power or toughness than a noncreature permanent. 3901 702.99c A creature cant have a greater power or toughness than a noncreature permanent.
3812 3902
3813 702.99d If a creature has multiple instances of evolve, each triggers separately. 3903 702.99d If a creature has multiple instances of evolve, each triggers separately.
3814 3904
3815 702.100. Extort 3905 702.100. Extort
3816 3906
3817 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.” 3907 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.
3818 3908
3819 702.100b If a permanent has multiple instances of extort, each triggers separately. 3909 702.100b If a permanent has multiple instances of extort, each triggers separately.
3820 3910
3821 702.101. Fuse 3911 702.101. Fuse
3822 3912
3823 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 rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell. 3913 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 players hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
3824 3914
3825 702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.) 3915 702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.)
3826 3916
3827 702.101c The total cost of a fused split spell includes the mana cost of each half. 3917 702.101c The total cost of a fused split spell includes the mana cost of each half.
3828 3918
3829 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. 3919 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.
3830 3920
3831 702.102. Bestow 3921 702.102. Bestow
3832 3922
3833 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. 3923 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 its on the stack and while its 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 spells 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 cards bestow cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3834 3924
3835 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. 3925 702.102b If a spells 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.
3836 3926
3837 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. 3927 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.
3838 Example: Aether 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. 3928 Example: Aether Storm is an enchantment with the ability Creature spells cant be cast. This effect doesnt 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.
3839 3929
3840 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. 3930 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 spells controller. This is an exception to rule 608.3a.
3841 3931
3842 702.102e If an Aura with bestow is attached to an illegal object or player, it becomes unattached. This is an exception to rule 704.5m. 3932 702.102e If an Aura with bestow is attached to an illegal object or player, it becomes unattached. This is an exception to rule 704.5m.
3843 3933
3844 702.103. Tribute 3934 702.103. Tribute
3845 3935
3846 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 put an additional N +1/+1 counters on it as it enters the battlefield.” 3936 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 put an additional N +1/+1 counters on it as it enters the battlefield.
3847 3937
3848 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. 3938 702.103b Objects with tribute have triggered abilities that check if tribute wasnt paid. This condition is true if the opponent chosen as a result of the tribute ability didnt have the creature enter the battlefield with +1/+1 counters as specified by the creatures tribute ability.
3849 3939
3850 702.104. Dethrone 3940 702.104. Dethrone
3851 3941
3852 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.” 3942 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.
3853 3943
3854 702.104b If a creature has multiple instances of dethrone, each triggers separately. 3944 702.104b If a creature has multiple instances of dethrone, each triggers separately.
3855 3945
3856 702.105. Hidden Agenda 3946 702.105. Hidden Agenda
3857 3947
3858 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 choose a card name.” 3948 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 choose a card name.
3859 3949
3860 702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card. 3950 702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
3861 3951
3862 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 115.2h. 3952 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 115.2h.
3863 3953
3864 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. 3954 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 objects hidden agenda ability. See rule 607.2d.
3865 3955
3866 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. 3956 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.
3867 3957
3868 702.105f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You don’t reveal that more than one name was secretly chosen until you reveal the chosen names. 3958 702.105f Double agenda is a variant of the hidden agenda ability. As you put a conspiracy card with double agenda into the command zone, you secretly name two different cards rather than one. You dont reveal that more than one name was secretly chosen until you reveal the chosen names.
3869 3959
3870 702.106. Outlast 3960 702.106. Outlast
3871 3961
3872 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.” 3962 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.
3873 3963
3874 702.107. Prowess 3964 702.107. Prowess
3875 3965
3876 702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.” 3966 702.107a Prowess is a triggered ability. Prowess means Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
3877 3967
3878 702.107b If a creature has multiple instances of prowess, each triggers separately. 3968 702.107b If a creature has multiple instances of prowess, each triggers separately.
3879 3969
3880 702.108. Dash 3970 702.108. Dash
3881 3971
3882 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 than 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. 3972 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 than its mana cost, If this spells dash cost was paid, return the permanent this spell becomes to its owners hand at the beginning of the next end step, and As long as this permanents dash cost was paid, it has haste. Paying a cards dash cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3883 3973
3884 702.109. Exploit 3974 702.109. Exploit
3885 3975
3886 702.109a Exploit is a triggered ability. “Exploit” means “When this creature enters the battlefield, you may sacrifice a creature.” 3976 702.109a Exploit is a triggered ability. Exploit means When this creature enters the battlefield, you may sacrifice a creature.
3887 3977
3888 702.109b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves. 3978 702.109b A creature with exploit exploits a creature when the controller of the exploit ability sacrifices a creature as that ability resolves.
3889 3979
3890 702.110. Menace 3980 702.110. Menace
3891 3981
3892 702.110a Menace is an evasion ability. 3982 702.110a Menace is an evasion ability.
3893 3983
3894 702.110b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”) 3984 702.110b A creature with menace cant be blocked except by two or more creatures. (See rule 509, Declare Blockers Step.)
3895 3985
3896 702.110c Multiple instances of menace on the same creature are redundant. 3986 702.110c Multiple instances of menace on the same creature are redundant.
3897 3987
3898 702.111. Renown 3988 702.111. Renown
3899 3989
3900 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.” 3990 702.111a Renown is a triggered ability. Renown N means When this creature deals combat damage to a player, if it isnt renowned, put N +1/+1 counters on it and it becomes renowned.
3901 3991
3902 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. 3992 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 permanents copiable values.
3903 3993
3904 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) 3994 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)
3905 3995
3906 702.112. Awaken 3996 702.112. Awaken
3907 3997
3908 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. 3998 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 spells mana cost as you cast this spell and If this spells awaken cost was paid, put N +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. Its still a land. Paying a spells awaken cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3909 3999
3910 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. 4000 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 spells awaken cost. Otherwise the spell is cast as if it didnt have that target.
3911 4001
3912 702.113. Devoid 4002 702.113. Devoid
3913 4003
3914 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. 4004 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.
3915 4005
3916 702.114. Ingest 4006 702.114. Ingest
3917 4007
3918 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.” 4008 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 their library.
3919 4009
3920 702.114b If a creature has multiple instances of ingest, each triggers separately. 4010 702.114b If a creature has multiple instances of ingest, each triggers separately.
3921 4011
3922 702.115. Myriad 4012 702.115. Myriad
3923 4013
3924 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 create a token that’s a copy of this creature that’s tapped and attacking that player or a planeswalker he or she controls. If one or more tokens are created this way, exile the tokens at end of combat.” 4014 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 create a token thats a copy of this creature thats tapped and attacking that player or a planeswalker they control. If one or more tokens are created this way, exile the tokens at end of combat.
3925 4015
3926 702.115b If a creature has multiple instances of myriad, each triggers separately. 4016 702.115b If a creature has multiple instances of myriad, each triggers separately.
3927 4017
3928 702.116. Surge 4018 702.116. Surge
3929 4019
3930 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. 4020 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 spells mana cost as you cast this spell if you or one of your teammates has cast another spell this turn. Paying a spells surge cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3931 4021
3932 702.117. Skulk 4022 702.117. Skulk
3933 4023
3934 702.117a Skulk is an evasion ability. 4024 702.117a Skulk is an evasion ability.
3935 4025
3936 702.117b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”) 4026 702.117b A creature with skulk cant be blocked by creatures with greater power. (See rule 509, Declare Blockers Step.)
3937 4027
3938 702.117c Multiple instances of skulk on the same creature are redundant. 4028 702.117c Multiple instances of skulk on the same creature are redundant.
3939 4029
3940 702.118. Emerge 4030 702.118. Emerge
3941 4031
3942 702.118a Emerge represents two static abilities that function while the spell with emerge is on the stack. “Emerge [cost]” means “You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost” and “If you chose to pay this spell’s emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creature’s converted mana cost.” Paying a card’s emerge cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h. 4032 702.118a Emerge represents two static abilities that function while the spell with emerge is on the stack. Emerge [cost] means You may cast this spell by paying [cost] and sacrificing a creature rather than paying its mana cost and If you chose to pay this spells emerge cost, its total cost is reduced by an amount of generic mana equal to the sacrificed creatures converted mana cost. Paying a cards emerge cost follows the rules for paying alternative costs in rules 601.2b and 601.2fh.
3943 4033
3944 702.118b You choose which creature to sacrifice as you choose to pay a spell’s emerge cost (see rule 601.2b), and you sacrifice that creature as you pay the total cost (see rule 601.2h). 4034 702.118b You choose which creature to sacrifice as you choose to pay a spells emerge cost (see rule 601.2b), and you sacrifice that creature as you pay the total cost (see rule 601.2h).
3945 4035
3946 702.119. Escalate 4036 702.119. Escalate
3947 4037
3948 702.119a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. “Escalate [cost]” means “For each mode you choose beyond the first as you cast this spell, you pay an additional [cost].” Paying a spell’s escalate cost follows the rules for paying additional costs in rules 601.2f–h. 4038 702.119a Escalate is a static ability of modal spells (see rule 700.2) that functions while the spell with escalate is on the stack. Escalate [cost] means For each mode you choose beyond the first as you cast this spell, you pay an additional [cost]. Paying a spells escalate cost follows the rules for paying additional costs in rules 601.2fh.
3949 4039
3950 702.120. Melee 4040 702.120. Melee
3951 4041
3952 702.120a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.” 4042 702.120a Melee is a triggered ability. Melee means Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.
3953 4043
3954 702.120b If a creature has multiple instances of melee, each triggers separately. 4044 702.120b If a creature has multiple instances of melee, each triggers separately.
3955 4045
3956 702.121. Crew 4046 702.121. Crew
3957 4047
3958 702.121a Crew is an activated ability of Vehicle cards. “Crew N” means “Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.” 4048 702.121a Crew is an activated ability of Vehicle cards. Crew N means Tap any number of untapped creatures you control with total power N or greater: This permanent becomes an artifact creature until end of turn.
3959 4049
3960 702.121b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability. 4050 702.121b A creature crews a Vehicle when its tapped to pay the cost to activate a Vehicles crew ability.
3961 4051
3962 702.121c If an effect states that a creature “can’t crew Vehicles,” that creature can’t be tapped to pay the crew cost of a Vehicle. 4052 702.121c If an effect states that a creature cant crew Vehicles, that creature cant be tapped to pay the crew cost of a Vehicle.
3963 4053
3964 702.122. Fabricate 4054 702.122. Fabricate
3965 4055
3966 702.122a Fabricate is a triggered ability. “Fabricate N” means “When this permanent enters the battlefield, you may put N +1/+1 counters on it. If you don’t, create N 1/1 colorless Servo artifact creature tokens.” 4056 702.122a Fabricate is a triggered ability. Fabricate N means When this permanent enters the battlefield, you may put N +1/+1 counters on it. If you dont, create N 1/1 colorless Servo artifact creature tokens.
3967 4057
3968 702.122b If a permanent has multiple instances of fabricate, each triggers separately. 4058 702.122b If a permanent has multiple instances of fabricate, each triggers separately.
3969 4059
3970 702.123. Partner 4060 702.123. Partner
3971 4061
3972 702.123a Partner is an ability that modifies the rules for deck construction in the Commander variant (see rule 903), and it functions before the game begins. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has partner. 4062 702.123a Partner is an ability that modifies the rules for deck construction in the Commander variant (see rule 903), and it functions before the game begins. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has partner.
3973 4063
3974 702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone. 4064 702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.
3975 4065
3976 702.123c A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4. 4066 702.123c A rule or effect that refers to your commanders color identity refers to the combined color identities of your two commanders. See rule 903.4.
3977 4067
3978 702.123d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast. When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately. See rule 903.11a. 4068 702.123d Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast. When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately. See rule 903.11a.
3979 4069
3980 702.123e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied. 4070 702.123e If an effect refers to your commander while you have two commanders, it refers to either one. If an effect causes you to perform an action on your commander and it could affect both, you choose which it refers to at the time the effect is applied.
3981 4071
4072 702.123f Partner with [name] is a variant of the partner ability. Partner with [name] represents two abilities. One is a static ability that modifies the rules for deck construction. Rather than a single legendary creature card, you may designate two legendary creature cards as your commander if each has a partner with [name] ability with the others name. You cant designate two legendary cards as your commander if one has a partner with [name] ability and the other isnt the named card. The other ability represented by partner with [name] is a triggered ability that means When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.
4073
3982 702.124. Undaunted 4074 702.124. Undaunted
3983 4075
3984 702.124a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means “This spell costs {1} less to cast for each opponent you have.” 4076 702.124a Undaunted is a static ability that functions while the spell with undaunted is on the stack. Undaunted means This spell costs {1} less to cast for each opponent you have.
3985 4077
3986 702.124b Players who have left the game are not counted when determining how many opponents you have. 4078 702.124b Players who have left the game are not counted when determining how many opponents you have.
3987 4079
3988 702.124c If a spell has multiple instances of undaunted, each of them applies. 4080 702.124c If a spell has multiple instances of undaunted, each of them applies.
3989 4081
3990 702.125. Improvise 4082 702.125. Improvise
3991 4083
3992 702.125a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.” 4084 702.125a Improvise is a static ability that functions while the spell with improvise is on the stack. Improvise means For each generic mana in this spells total cost, you may tap an untapped artifact you control rather than pay that mana.
3993 4085
3994 702.125b The improvise ability isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined. 4086 702.125b The improvise ability isnt an additional or alternative cost and applies only after the total cost of the spell with improvise is determined.
3995 4087
3996 702.125c Multiple instances of improvise on the same spell are redundant. 4088 702.125c Multiple instances of improvise on the same spell are redundant.
3997 4089
3998 702.126. Aftermath 4090 702.126. Aftermath
3999 4091
4000 702.126a Aftermath is an ability found on some split cards (see rule 708, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.” 4092 702.126a Aftermath is an ability found on some split cards (see rule 708, Split Cards). It represents three static abilities. Aftermath means You may cast this half of this split card from your graveyard, This half of this split card cant be cast from any zone other than a graveyard, and If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.
4001 4093
4002 702.127. Embalm 4094 702.127. Embalm
4003 4095
4004 702.127a Embalm is an activated ability that functions while the card with embalm is in a graveyard. “Embalm [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s white, it has no mana cost, and it’s a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.” 4096 702.127a Embalm is an activated ability that functions while the card with embalm is in a graveyard. Embalm [cost] means [Cost], Exile this card from your graveyard: Create a token thats a copy of this card, except its white, it has no mana cost, and its a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.
4005 4097
4006 702.127b A token is “embalmed” if it’s created by a resolving embalm ability. 4098 702.127b A token is embalmed if its created by a resolving embalm ability.
4007 4099
4008 702.128. Eternalize 4100 702.128. Eternalize
4009 4101
4010 702.128a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. “Eternalize [cost]” means “[Cost], Exile this card from your graveyard: Create a token that’s a copy of this card, except it’s black, it’s 4/4, it has no mana cost, and it’s a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.” 4102 702.128a Eternalize is an activated ability that functions while the card with eternalize is in a graveyard. Eternalize [cost] means [Cost], Exile this card from your graveyard: Create a token thats a copy of this card, except its black, its 4/4, it has no mana cost, and its a Zombie in addition to its other types. Activate this ability only any time you could cast a sorcery.
4011 4103
4012 702.129. Afflict 4104 702.129. Afflict
4013 4105
4014 702.129a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.” 4106 702.129a Afflict is a triggered ability. Afflict N means Whenever this creature becomes blocked, defending player loses N life.
4015 4107
4016 702.129b If a creature has multiple instances of afflict, each triggers separately. 4108 702.129b If a creature has multiple instances of afflict, each triggers separately.
4017 4109
4110 702.130. Ascend
4111
4112 702.130a Ascend on an instant or sorcery spell represents a spell ability. It means If you control ten or more permanents and you dont have the citys blessing, you get the citys blessing for the rest of the game.
4113
4114 702.130b Ascend on a permanent represents a static ability. It means Any time you control ten or more permanents and you dont have the citys blessing, you get the citys blessing for the rest of the game.
4115
4116 702.130c The citys blessing is a designation that has no rules meaning other than to act as a marker that other rules and effects can identify. Any number of players may have the citys blessing at the same time.
4117
4118 702.130d After a player gets the citys blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
4119
4120 702.131. Assist
4121
4122 702.131a Assist is a static ability that modifies the rules of paying for the spell with assist (see rules 601.2g-h). If the total cost to cast a spell with assist includes a generic mana component, before you activate mana abilities while casting it, you may choose another player. That player has a chance to activate mana abilities. Once that player chooses not to activate any more mana abilities, you have a chance to activate mana abilities. Before you begin to pay the total cost of the spell, the player you chose may pay for any amount of the generic mana in the spells total cost.
4123
4124 702.132. Jump-Start
4125
4126 702.132a Jump-start appears on some instants and sorceries. It represents two static abilities: one that functions while the card is in a players graveyard and another that functions while the card is on the stack. Jump-start means You may cast this card from your graveyard by discarding a card as an additional cost to cast it and If this spell was cast using its jump-start ability, exile this card instead of putting it anywhere else any time it would leave the stack. Casting a spell using its jump-start ability follows the rules for paying additional costs in rules 601.2b and 601.2fh.
4127
4128 702.133. Mentor
4129
4130 702.133a Mentor is a triggered ability. Mentor means Whenever this creature attacks, put a +1/+1 counter on target attacking creature with power less than this creatures power.
4131
4132 702.133b If a creature has multiple instances of mentor, each triggers separately.
4133
4018 703. Turn-Based Actions 4134 703. Turn-Based Actions
4019 4135
4020 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. 4136 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 dont use the stack.
4021 4137
4022 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.”) 4138 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.)
4023 4139
4024 703.2. Turn-based actions are not controlled by any player. 4140 703.2. Turn-based actions are not controlled by any player.
4025 4141
4026 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. 4142 703.3. Whenever a step or phase begins, if its 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.
4027 4143
4028 703.4. The turn-based actions are as follows: 4144 703.4. The turn-based actions are as follows:
4029 4145
4030 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. 4146 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.
4031 4147
4032 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. 4148 703.4b Immediately after the phasing action has been completed during the untap step, the active player determines which permanents they control will untap. Then they untap them all simultaneously. See rule 502.2.
4033 4149
4034 703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1. 4150 703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
4035 4151
4036 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 701.23. 4152 703.4d In an Archenemy game (see rule 904), immediately after the archenemys precombat main phase begins, that player sets the top card of their scheme deck in motion. See rule 701.24.
4037 4153
4038 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. 4154 703.4e Immediately after a players precombat main phase begins, that player puts a lore counter on each Saga enchantment they control. In an Archenemy game, this happens after the archenemys scheme action. See rule 714, Saga Cards.
4039 4155
4040 703.4f Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1. 4156 703.4f Immediately after the beginning of combat step begins, if the game being played is a multiplayer game in which the active players opponents dont all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. See rule 507.1.
4041 4157
4042 703.4g Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1. 4158 703.4g Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
4043 4159
4044 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. 4160 703.4h Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
4045 4161
4046 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. 4162 703.4i Immediately after blockers have been declared during the declare blockers step, for each attacking creature thats become blocked by multiple creatures, the active player announces the damage assignment order among the blocking creatures. See rule 509.2.
4047 4163
4048 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. 4164 703.4j Immediately after the active player has announced damage assignment orders (if necessary) during the declare blockers step, for each creature thats blocking multiple creatures, the defending player announces the damage assignment order among the attacking creatures. See rule 509.3.
4049 4165
4050 703.4k Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2. 4166 703.4k Immediately after the combat damage step begins, each player in APNAP order announces how each attacking or blocking creature they control assigns its combat damage. See rule 510.1.
4051 4167
4052 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. 4168 703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
4053 4169
4054 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. 4170 703.4n Immediately after the cleanup step begins, if the active players hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. See rule 514.1.
4055 4171
4056 703.4p When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4. 4172 703.4p 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.
4173
4174 703.4q When each step or phase ends, any unused mana left in a players mana pool empties. See rule 500.4.
4057 4175
4058 704. State-Based Actions 4176 704. State-Based Actions
4059 4177
4060 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. 4178 704.1. State-based actions are game actions that happen automatically whenever certain conditions (listed below) are met. State-based actions dont use the stack.
4061 4179
4062 704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”) 4180 704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, Handling Triggered Abilities.)
4063 4181
4064 704.2. State-based actions are checked throughout the game and are not controlled by any player. 4182 704.2. State-based actions are checked throughout the game and are not controlled by any player.
4065 4183
4066 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. 4184 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 steps first check and no triggered abilities are waiting to be put on the stack, then no player gets priority and the step ends.
4067 4185
4068 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability. 4186 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
4069 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. 4187 Example: A player controls a creature with the ability This creatures 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 spells 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.
4070 4188
4071 704.5. The state-based actions are as follows: 4189 704.5. The state-based actions are as follows:
4072 4190
4073 704.5a If a player has 0 or less life, he or she loses the game. 4191 704.5a If a player has 0 or less life, that player loses the game.
4074 4192
4075 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. 4193 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, that player loses the game.
4076 4194
4077 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 704.5t instead. 4195 704.5c If a player has ten or more poison counters, that player loses the game. Ignore this rule in Two-Headed Giant games; see rule 704.5u instead.
4078 4196
4079 704.5d If a token is in a zone other than the battlefield, it ceases to exist. 4197 704.5d If a token is in a zone other than the battlefield, it ceases to exist.
4080 4198
4081 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. 4199 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.
4082 4200
4083 704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event. 4201 704.5f If a creature has toughness 0 or less, its put into its owners graveyard. Regeneration cant replace this event.
4084 4202
4085 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. 4203 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.
4086 4204
4087 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. 4205 704.5h If a creature has toughness greater than 0, and its 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.
4088 4206
4089 704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard. 4207 704.5i If a planeswalker has loyalty 0, its put into its owners graveyard.
4090 4208
4091 704.5j 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.” 4209 704.5j 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.
4092 4210
4093 704.5k 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.” 4211 704.5k 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.
4094 4212
4095 704.5m 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. 4213 704.5m 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 owners graveyard.
4096 4214
4097 704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield. 4215 704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
4098 4216
4099 704.5p 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. 4217 704.5p If a creature is attached to an object or player, it becomes unattached and remains on the battlefield. Similarly, if a permanent thats neither an Aura, an Equipment, nor a Fortification is attached to an object or player, it becomes unattached and remains on the battlefield.
4100 4218
4101 704.5q 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. 4219 704.5q 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.
4102 4220
4103 704.5r 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. 4221 704.5r If a permanent with an ability that says it cant 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.
4104 4222
4105 704.5s 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.” 4223 704.5s If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number and it isnt the source of a chapter ability that has triggered but not yet left the stack, that Sagas controller sacrifices it. See rule 714, Saga Cards.
4106 4224
4107 704.5t 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.” 4225 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.
4108 4226
4109 704.5u 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.” 4227 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.
4110 4228
4111 704.5v In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck. See rule 904, “Archenemy.” 4229 704.5v In a Commander game, a player thats been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, Commander.
4112 4230
4113 704.5w 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.” 4231 704.5w In an Archenemy game, if a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owners scheme deck. See rule 904, Archenemy.
4232
4233 704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isnt the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, Planechase.
4114 4234
4115 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. 4235 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.
4116 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. 4236 Example: You control Lichs 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. Theres 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, youd lose the game due to rule 704.5a and rule 704.5b. Instead, Lichs Mirror replaces that game loss and you keep playing.
4117 4237
4118 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. 4238 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 permanents last known information is derived from the game state before any of those state-based actions were performed.
4119 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. 4239 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.
4120 4240
4121 705. Flipping a Coin 4241 705. Flipping a Coin
4122 4242
4123 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. 4243 705.1. An effect that instructs a player to flip a coin may care whether that player wins or loses the flip. To flip a coin for such an effect, the player flips the coin and calls heads or tails. If the call matches the result, the 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.
4124 4244
4125 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. 4245 705.2. If an effect instructs a player to flip a coin and that effect cares only whether the coin comes up heads or tails without specifying a winner or loser of the flip, that player flips a coin without making a call. No player wins or loses this kind of flip.
4126 4246
4127 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.” 4247 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 thats being flipped doesnt 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.
4128 4248
4129 706. Copying Objects 4249 706. Copying Objects
4130 4250
4131 706.1. Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token 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.) 4251 706.1. Some objects become or turn another object into a copy of a spell, permanent, or card. Some effects create a token thats a copy of another object. (Certain older cards were printed with the phrase search for a copy. This section doesnt cover those cards, which have received new text in the Oracle card reference.)
4132 4252
4133 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. 4253 706.2. When copying an object, the copy acquires the copiable values of the original objects 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.
4134 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.) 4254 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 Staffs ability, however, and will become a creature if that ability is activated.)
4135 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. 4255 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 cant pay {2}{B}{B} to turn it face up.
4136 4256
4137 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). 4257 706.2a A copy acquires the color of the object its copying because that value is derived from its mana cost or color indicator. A copy acquires the abilities of the object its copying because those values are derived from its rules text. A copy doesnt wind up with two values of each ability (that is, it doesnt copy the objects abilities and its rules text, then have that rules text define a new set of abilities).
4138 4258
4139 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. 4259 706.2b Once an object has been copied, changing the copiable values of the original object wont cause the copy to change,
4140 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. 4260
4141 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. 4261 706.2c If a static ability generates a continuous effect thats a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.
4142 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. 4262
4143 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. 4263 706.3. The copys copiable values become the copied information, as modified by the copys status (see rule 110.6). Objects that copy the object will use the new copiable values.
4144 4264 Example: Vesuvan Doppelganger reads, You may have Vesuvan Doppelganger enter the battlefield as a copy of any creature on the battlefield, except it doesnt copy that creatures color and it gains At the beginning of your upkeep, you may have this creature become a copy of target creature, except it doesnt copy that creatures 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 Doppelgangers upkeep-triggered ability.
4145 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. 4265 Example: Tomoya the Revealer (a flipped flip card) becomes a copy of Nezumi Shortfang (an unflipped flip card). Tomoyas characteristics become the characteristics of Stabwhisker the Odious, which is the flipped version of Nezumi Shortfang.
4146 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. 4266 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 Demons 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 its turned face up, it will have the characteristics of Branchsnap Lorian.
4147 4267 Example: A face-down Grinning Demon (a creature with morph) becomes a copy of Wandering Ones (a 1/1 blue Spirit creature that doesnt 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 cant turn it face up as a special action. If an effect turns it face up, it will have the characteristics of Wandering Ones.
4148 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. 4268
4149 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. 4269 706.4. Some effects cause a permanent thats copying a permanent to copy a different object while remaining on the battlefield. The change doesnt trigger enters-the-battlefield or leaves-the-battlefield abilities. This also doesnt change any noncopy effects presently affecting the permanent.
4150 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. 4270 Example: Unstable Shapeshifter reads, Whenever a creature enters the battlefield, Unstable Shapeshifter becomes a copy of that creature and gains this ability. Its 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.
4151 4271
4152 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. 4272 706.5. An object that enters the battlefield as a copy or thats a copy of another object becomes a copy as it enters the battlefield. It doesnt enter the battlefield, and then become a copy of that permanent. If the text thats 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.
4153 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. 4273 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 cant, 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.
4154 4274 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 Walls enters-the-battlefield triggered ability, so the Clones controller draws a card.
4155 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.” 4275
4156 4276 706.6. When copying a permanent, any choices that have been made for that permanent arent copied. Instead, if an object enters the battlefield as a copy of another permanent, the objects controller will get to make any as [this] enters the battlefield choices for it.
4157 706.7a If an ability causes a player to “choose a [value]” 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. 4277 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 wont copy the creature type choice of the Automaton; rather, the controller of the Clone will get to make a new choice.
4158 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. 4278
4159 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. 4279 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 cant 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.
4160 4280
4161 706.8. When copying a double-faced permanent, a face-up meld card, or a melded permanent, only the copiable values of the face that’s currently up are copied. (See rule 711, “Double-Faced Cards,” and rule 712, “Meld Cards.”) 4281 706.7a If an ability causes a player to choose a [value] and a second, linked ability refers to that choice, the second ability is the only ability that can refer to that choice. An object doesnt 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) doesnt copy that abilitys 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 wont do anything.
4282 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 didnt enter the battlefield as a Voice of All card, so the protection ability doesnt protect it from anything at all.
4283 Example: A Vesuvan Doppelganger enters the battlefield as a copy of Voice of All, and the Doppelgangers controller chooses blue. Later, the Doppelganger copies Quirion Elves, which has the ability, {T}: Add one mana of the chosen color. Even though a color was chosen for the Doppelganger, it wasnt 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.
4284
4285 706.8. When copying a double-faced permanent, a face-up meld card, or a melded permanent, only the copiable values of the face thats currently up are copied. (See rule 711, Double-Faced Cards, and rule 712, Meld Cards.)
4162 4286
4163 706.9. Copy effects may include modifications or exceptions to the copying process. 4287 706.9. Copy effects may include modifications or exceptions to the copying process.
4164 4288
4165 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. 4289 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.
4166 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. 4290 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.
4167 4291
4168 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. 4292 706.9b Some copy effects specifically state that they dont copy certain characteristics and instead retain their original values. They may also simply state that certain characteristics are not copied.
4169 4293
4170 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. 4294 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.
4171 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. 4295 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 its 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.
4172 4296
4173 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. 4297 706.9d When applying a copy effect that doesnt 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.
4174 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. 4298 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 its 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.
4175 4299
4176 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. 4300 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 isnt cast and a copy of an activated ability isnt 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.
4177 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. 4301 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 modal green instant. 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.
4178 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. 4302 Example: Fling is an instant that reads, As an additional cost to cast this spell, sacrifice a creature and Fling deals damage equal to the sacrificed creatures power to any target. When determining how much damage a copy of Fling deals, it checks the power of the creature sacrificed to pay for the original Fling.
4179 4303
4180 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. 4304 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.
4181 4305
4182 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. 4306 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.
4183 4307
4184 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. 4308 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 copys targets will be, the copy is put onto the stack with those targets.
4185 4309
4186 706.10d Some effects copy a spell or ability for each player or object it “could target.” The copies are put onto the stack with those targets in the order of their controller’s choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isn’t a legal target for each instance of the word “target,” a copy isn’t created for that player or object. 4310 706.10d Some effects copy a spell or ability for each player or object it could target. The copies are put onto the stack with those targets in the order of their controllers choice. If the spell or ability has more than one target, each of its targets must be the same player or object. If that player or object isnt a legal target for each instance of the word target, a copy isnt created for that player or object.
4311
4312 706.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copys targets must be that player or object. If that player or object isnt a legal target for each instance of the word target, the copy isnt created.
4187 4313
4188 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. 4314 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.
4189 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. 4315 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 its no longer a copy of Crazed Armodon at that time.
4190 4316
4191 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. 4317 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 601.2ah 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.
4192 4318
4193 707. Face-Down Spells and Permanents 4319 707. Face-Down Spells and Permanents
4194 4320
4195 707.1. Some cards allow spells and permanents to be face down. 4321 707.1. Some cards allow spells and permanents to be face down.
4196 4322
4197 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.”) 4323 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 objects characteristics. (See rule 613, Interaction of Continuous Effects, and rule 706, Copying Objects.)
4198 4324
4199 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. 4325 707.2a If a face-up permanent is turned face down by a spell or ability that doesnt list any characteristics for that object, 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 also has these characteristics unless otherwise specified by the effect that put it onto the battlefield face down or allowed it to be cast face down. These values are the copiable values of that objects characteristics.
4200 4326
4201 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). 4327 707.3. Objects that are put onto the battlefield face down are turned face down before they enter the battlefield, so the permanents enters-the-battlefield abilities wont trigger (if triggered) or have any effect (if static).
4202 4328
4203 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. 4329 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 spells characteristics. Any effects or prohibitions that would apply to casting an object with these characteristics (and not the face-up objects characteristics) are applied to casting this object. The permanent the spell becomes will be a face-down permanent.
4204 4330
4205 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. 4331 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 its phased out). You cant look at face-down cards in any other zone or face-down spells or permanents controlled by another player.
4206 4332
4207 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. 4333 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.
4208 4334
4209 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. 4335 707.7. The ability or rules that allow a permanent to be face down may also allow the permanents controller to turn it face up. Spells normally cant be turned face up.
4210 4336
4211 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. 4337 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 dont trigger and dont have any effect, because the permanent has already entered the battlefield.
4212 4338
4213 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. 4339 707.9. If a face-down permanent moves from the battlefield to any other zone, its owner must reveal it to all players as they move 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 they move 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.
4214 4340
4215 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. 4341 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.
4216 4342
4217 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. 4343 707.11. If a face-down permanent would have an As [this permanent] is turned face up . . . ability after its turned face up, that ability is applied while that permanent is being turned face up, not afterward.
4218 4344
4219 708. Split Cards 4345 708. Split Cards
4220 4346
4221 708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back. 4347 708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
4222 4348
4223 708.2. 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. 4349 708.2. 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.
4224 4350
4225 708.3. A player chooses which half of a split card he or she is casting before putting it onto the stack. 4351 708.3. A player chooses which half of a split card they are casting before putting it onto the stack.
4226 4352
4227 708.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack. 4353 708.3a Only the chosen half is evaluated to see if it can be cast. Only that half is considered to be put onto the stack.
4228 4354
4229 708.3b While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist. 4355 708.3b While on the stack, only the characteristics of the half being cast exist. The other halfs characteristics are treated as though they didnt exist.
4230 4356
4231 708.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 706.12.) 4357 708.3c An effect may create a copy of a split card and allow a player to cast the copy. That copy retains the characteristics of the two halves separated into the same two halves as the original card. (See rule 706.12.)
4232 4358
4233 708.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined. This is a change from previous rules. 4359 708.4. In every zone except the stack, the characteristics of a split card are those of its two halves combined. This is a change from previous rules.
4234 4360
4235 708.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split card’s name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name. 4361 708.4a Each split card has two names. If an effect instructs a player to choose a card name and the player wants to choose a split cards name, the player must choose one of those names and not both. An object has the chosen name if one of its names is the chosen name.
4236 4362
4237 708.4b The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and converted mana cost are determined from its combined mana cost. 4363 708.4b The mana cost of a split card is the combined mana costs of its two halves. A split cards colors and converted mana cost are determined from its combined mana cost.
4238 Example: Assault/Battery’s mana cost is {3}{R}{G}. It’s a red and green card with a converted mana cost of 5. If you cast Assault, the resulting spell is a red spell with a converted mana cost of 1. 4364 Example: Assault/Batterys mana cost is {3}{R}{G}. Its a red and green card with a converted mana cost of 5. If you cast Assault, the resulting spell is a red spell with a converted mana cost of 1.
4239 4365
4240 708.4c A split card has each card type specified on either of its halves and each ability in the text box of each half. 4366 708.4c A split card has each card type specified on either of its halves and each ability in the text box of each half.
4241 4367
4242 708.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.101, “Fuse”). 4368 708.4d The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.101, Fuse).
4243 4369
4244 709. Flip Cards 4370 709. Flip Cards
4245 4371
4246 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. 4372 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 cards normal characteristics. Additional alternative characteristics appear upside down on the card. The back of a flip card is the normal Magic card back.
4247 4373
4248 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. 4374 709.1a The top half of a flip card contains the cards 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.
4249 4375
4250 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. 4376 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.
4251 4377
4252 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. 4378 709.1c A flip cards color and mana cost dont change if the permanent is flipped. Also, any changes to it by external effects will still apply.
4253 4379
4254 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. 4380 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 dont apply and the alternative versions of those characteristics apply instead.
4255 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. 4381 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 cant find this flip card. An effect that says Legendary creatures get +2/+2 doesnt affect Akki Lavarunner, but it does affect Tok-Tok.
4256 4382
4257 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. 4383 709.3. You must ensure that its clear at all times whether a permanent you control is flipped or not, both when its untapped and when its tapped. Common methods for distinguishing between flipped and unflipped permanents include using coins or dice to mark flipped objects.
4258 4384
4259 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. 4385 709.4. Flipping a permanent is a one-way process. Once a permanent is flipped, its 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.
4260 4386
4261 709.5. If an effect instructs a player to choose a card name and the player wants to choose a flip card’s alternative name, the player may do so. 4387 709.5. If an effect instructs a player to choose a card name and the player wants to choose a flip cards alternative name, the player may do so.
4262 4388
4263 710. Leveler Cards 4389 710. Leveler Cards
4264 4390
4265 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. 4391 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.
4266 4392
4267 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].” 4393 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].
4268 4394
4269 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 has base power and toughness [P/T] and has [abilities].” 4395 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 has base power and toughness [P/T] and has [abilities].
4270 4396
4271 710.2b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].” 4397 710.2b {LEVEL N3+} [Abilities] [P/T] means As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].
4272 4398
4273 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. 4399 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.
4274 4400
4275 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. 4401 710.4. Any ability a leveler card has that isnt 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.
4276 4402
4277 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. 4403 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.
4278 4404
4279 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box. 4405 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
4280 4406
4281 711. Double-Faced Cards 4407 711. Double-Faced Cards
4282 4408
4283 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 701.26, “Transform.”) 4409 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 cant transform. (See rule 701.27, Transform.)
4284 4410
4285 711.1a A double-faced card’s front face is marked by a front-face symbol in its upper left corner. On Magic Origins double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan cards, the front-face symbol is a compass rose. 4411 711.1a A double-faced cards front face is marked by a front-face symbol in its upper left corner. On Magic Origins and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon set, the front-face symbol is a sun. On other Eldritch Moon double-faced cards, the front-face symbol is a full moon. On Ixalan cards, the front-face symbol is a compass rose.
4286 4412
4287 711.1b A double-faced card’s back face is marked by a back-face symbol in its upper left corner. On Magic Origins double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan cards, the back-face symbol is a land icon. 4413 711.1b A double-faced cards back face is marked by a back-face symbol in its upper left corner. On Magic Origins and Core Set 2019 double-faced cards, the back-face symbol is a full Planeswalker icon. On cards in the Innistrad block and Shadows over Innistrad set, as well as on Ulrich, Uncontested Alpha in the Eldritch Moon set, the back-face symbol is a crescent moon. On other Eldritch Moon double-faced cards, the back-face symbol is a stylized image of Emrakul. On Ixalan cards, the back-face symbol is a land icon.
4288 4414
4289 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. 4415 711.1c If the back face of a double-faced card is a creature, the front face of that card will have the back faces power and toughness printed in gray above the power and toughness box. This is reminder text and has no effect on game play.
4290 4416
4291 711.1d Meld cards have a Magic card face on one side and half of an oversized Magic card face on the other. These aren’t double-faced cards and are subject to their own set of rules. See rule 712, “Meld Cards.” 4417 711.1d Meld cards have a Magic card face on one side and half of an oversized Magic card face on the other. These arent double-faced cards and are subject to their own set of rules. See rule 712, Meld Cards.
4292 4418
4293 711.2. Players who are allowed to look at a double-faced card may look at both faces. 4419 711.2. Players who are allowed to look at a double-faced card may look at both faces.
4294 4420
4295 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 (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6. 4421 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 (see rule 713). Sanctioned tournaments have additional rules for playing with double-faced cards. See rule 100.6.
4296 4422
4297 711.4. Each face of a double-faced card has its own set of characteristics. 4423 711.4. Each face of a double-faced card has its own set of characteristics.
4298 4424
4299 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. 4425 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.
4300 4426
4301 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. 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. 4427 711.4b While a double-faced permanents 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. 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.
4302 4428
4303 711.5. Only permanents represented by double-faced cards can transform. (See rule 701.26, “Transform.”) If a spell or ability instructs a player to transform any permanent that isn’t represented by a double-faced card, nothing happens. 4429 711.5. Only permanents represented by double-faced cards can transform. (See rule 701.27, Transform.) If a spell or ability instructs a player to transform any permanent that isnt represented by a double-faced card, nothing happens.
4304 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. 4430 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 cant transform.
4305 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. 4431 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.
4306 4432
4307 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. 4433 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.
4308 4434
4309 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.” 4435 711.7. If a double-faced card is cast as a spell, its put on the stack with its front face up. See rule 601, Casting Spells.
4310 4436
4311 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. 4437 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.
4312 4438
4313 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. 4439 711.8a If a player is instructed to put a card that isnt a double-faced card onto the battlefield transformed, that card stays in its current zone.
4314 4440
4315 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.” 4441 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.
4316 4442
4317 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. 4443 711.9a While face down, a double-faced permanent cant transform. If it is turned face up, it will have its front face up.
4318 4444
4319 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. 4445 711.10. Double-faced permanents cant be turned face down. If a spell or ability tries to turn a double-faced permanent face down, nothing happens.
4320 4446
4321 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 713, “Checklist Cards.” 4447 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 713, Checklist Cards.
4322 4448
4323 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. 4449 711.12. When a double-faced permanent transforms, it doesnt become a new object. Any effects that applied to that permanent will continue to apply to it after it transforms.
4324 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. 4450 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.
4325 4451
4326 711.13. If an effect instructs a player to choose a card name, the player may name either face of a double-faced card but not both. 4452 711.13. If an effect instructs a player to choose a card name, the player may name either face of a double-faced card but not both.
4327 4453
4328 712. Meld Cards 4454 712. Meld Cards
4329 4455
4330 712.1. A meld card has a Magic card face on one side and half of an oversized Magic card face on the other. It doesn’t have a Magic card back. 4456 712.1. A meld card has a Magic card face on one side and half of an oversized Magic card face on the other. It doesnt have a Magic card back.
4331 4457
4332 712.1a There are three specific meld pairs. Each meld pair consists of two specific cards whose back faces combine to form one oversized Magic card face: Midnight Scavengers and Graf Rats meld to form Chittering Host; Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township; and Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares. 4458 712.1a There are three specific meld pairs. Each meld pair consists of two specific cards whose back faces combine to form one oversized Magic card face: Midnight Scavengers and Graf Rats meld to form Chittering Host; Hanweir Garrison and Hanweir Battlements meld to form Hanweir, the Writhing Township; and Bruna, the Fading Light and Gisela, the Broken Blade meld to form Brisela, Voice of Nightmares.
4333 4459
4334 712.1b A meld card isn’t a double-faced card. It can’t transform or enter the battlefield transformed. (See rule 711, “Double-Faced Cards.”) 4460 712.1b A meld card isnt a double-faced card. It cant transform or enter the battlefield transformed. (See rule 711, Double-Faced Cards.)
4335 4461
4336 712.2. One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.35, “Meld”). The resulting permanent is a single object represented by two cards. 4462 712.2. One card in each meld pair has an ability that exiles both that object and its counterpart and melds them. To meld the two cards in a meld pair, put them onto the battlefield with their back faces up and combined (see rule 701.36, Meld). The resulting permanent is a single object represented by two cards.
4337 4463
4338 712.3. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics. 4464 712.3. The front face of each meld card and the combined face formed by a meld pair each has its own set of characteristics.
4339 4465
4340 712.3a While a meld 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. 4466 712.3a While a meld 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.
4341 4467
4342 712.3b While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its converted mana cost is the sum of the converted mana costs of its front faces. If a permanent is copying a melded permanent, the converted mana cost of the copy is 0. See rule 202.3c. 4468 712.3b While the two cards of a meld pair are on the battlefield as a melded permanent, the object represented by those cards has only the characteristics of the combined back face, and its converted mana cost is the sum of the converted mana costs of its front faces. If a permanent is copying a melded permanent, the converted mana cost of the copy is 0. See rule 202.3c.
4343 4469
4344 712.3c Anything that needs information about a meld card or a melded permanent sees only the information given by the face that is currently up. 4470 712.3c Anything that needs information about a meld card or a melded permanent sees only the information given by the face that is currently up.
4345 Example: A Clone enters the battlefield as a copy of Chittering Host (the combined back face of a meld pair). It has the characteristics of Chittering Host, even though the object it becomes is represented by only a single card, and its convered mana cost is 0. 4471 Example: A Clone enters the battlefield as a copy of Chittering Host (the combined back face of a meld pair). It has the characteristics of Chittering Host, even though the object it becomes is represented by only a single card, and its converted mana cost is 0.
4346 4472
4347 712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone. 4473 712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.
4348 Example: Chittering Host, a melded permanent, dies. An ability that triggers “whenever a creature dies” triggers once. An ability that triggers “whenever a card is put into a graveyard from anywhere” triggers twice. 4474 Example: Chittering Host, a melded permanent, dies. An ability that triggers whenever a creature dies triggers once. An ability that triggers whenever a card is put into a graveyard from anywhere triggers twice.
4349 4475
4350 712.4a If a melded permanent is put into its owner’s graveyard or library, that player may arrange the two cards in any order. If it’s put into its owner’s library, that player doesn’t reveal the order. 4476 712.4a If a melded permanent is put into its owners graveyard or library, that player may arrange the two cards in any order. If its put into its owners library, that player doesnt reveal the order.
4351 4477
4352 712.4b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.6j. 4478 712.4b If a player exiles a melded permanent, that player determines the relative timestamp order of the two cards at that time. This is an exception to the procedure described in rule 613.6j.
4353 Example: Duplicant is a card with the abilities “When Duplicant enters the battlefield, you may exile target nontoken creature” and “As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. It’s still a Shapeshifter.” As Duplicant’s first ability exiles Chittering Host, a melded permanent, Duplicant’s controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats. 4479 Example: Duplicant is a card with the abilities When Duplicant enters the battlefield, you may exile target nontoken creature and As long as a card exiled with Duplicant is a creature card, Duplicant has the power, toughness, and creature types of the last creature card exiled with Duplicant. Its still a Shapeshifter. As Duplicants first ability exiles Chittering Host, a melded permanent, Duplicants controller chooses whether the last creature card exiled is Midnight Scavengers or Graf Rats.
4354 4480
4355 712.4c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them. 4481 712.4c If an effect can find the new object that a melded permanent becomes as it leaves the battlefield, it finds both cards. (See rule 400.7.) If that effect causes actions to be taken upon those cards, the same actions are taken upon each of them.
4356 Example: Otherworldly Journey is an instant that reads “Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner’s control with a +1/+1 counter on it.” A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it. 4482 Example: Otherworldly Journey is an instant that reads Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owners control with a +1/+1 counter on it. A player casts Otherworldly Journey targeting Chittering Host, a melded permanent. Chittering Host is exiled. At the beginning of the next end step, Midnight Scavengers and Graf Rats are both returned to the battlefield, each with a +1/+1 counter on it.
4357 Example: False Demise is an Aura with the ability “When enchanted creature dies, return that card to the battlefield under your control.” A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield. 4483 Example: False Demise is an Aura with the ability When enchanted creature dies, return that card to the battlefield under your control. A Chittering Host enchanted by False Demise dies. The triggered ability returns both Midnight Scavengers and Graf Rats to the battlefield.
4358 Example: Mimic Vat is an artifact that reads, in part, “Whenever a nontoken creature dies, you may exile that card.” A Chittering Host dies. As Mimic Vat’s triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not. 4484 Example: Mimic Vat is an artifact that reads, in part, Whenever a nontoken creature dies, you may exile that card. A Chittering Host dies. As Mimic Vats triggered ability resolves, its controller makes a single choice and both cards that represented Chittering Host are either exiled or not.
4359 4485
4360 712.4d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rule 903.9a. 4486 712.4d If multiple replacement effects could be applied to the event of a melded permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to one of the two cards affects both cards. If the melded permanent is a commander, it may be exempt from this rule; see rule 903.9a.
4361 Example: Leyline of the Void is an enchantment that reads, in part, “If a card would be put into an opponent’s graveyard from anywhere, exile it instead.” Wheel of Sun and Moon is an Aura with enchant player and the ability “If a card would be put into enchanted player’s graveyard from anywhere, instead that card is revealed and put on the bottom of its owner’s library.” If the controller of Chittering Host is affected by both cards’ effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone. 4487 Example: Leyline of the Void is an enchantment that reads, in part, If a card would be put into an opponents graveyard from anywhere, exile it instead. Wheel of Sun and Moon is an Aura with enchant player and the ability If a card would be put into enchanted players graveyard from anywhere, instead that card is revealed and put on the bottom of its owners library. If the controller of Chittering Host is affected by both cards effects, that player chooses one effect to apply to the event and Midnight Scavengers and Graf Rats are both moved to the appropriate zone.
4362 4488
4363 712.4e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved. 4489 712.4e If an effect needs to know the number of objects that changed zones, a melded permanent among those objects counts as one object that moved. If the effect needs to know the number of cards that changed zones, that melded permanent counts as two cards that moved.
4364 4490
4365 712.5. Players who are allowed to look at a meld card may look at its half of the combined back face. Players may access Oracle text for the other member of the meld pair and the combined face at any time (see rule 108.1). 4491 712.5. Players who are allowed to look at a meld card may look at its half of the combined back face. Players may access Oracle text for the other member of the meld pair and the combined face at any time (see rule 108.1).
4366 4492
4367 712.6. Meld cards in a player’s deck may be represented by checklist cards. See rule 713, “Checklist Cards.” 4493 712.6. Meld cards in a players deck may be represented by checklist cards. See rule 713, Checklist Cards.
4368 4494
4369 712.7. If a meld card is cast as a spell, it’s put on the stack with its front face up. See rule 601, “Casting Spells.” 4495 712.7. If a meld card is cast as a spell, its put on the stack with its front face up. See rule 601, Casting Spells.
4370 4496
4371 712.8. A meld card enters the battlefield with its front face up unless it’s being melded with its counterpart. 4497 712.8. A meld card enters the battlefield with its front face up unless its being melded with its counterpart.
4372 4498
4373 712.9. If an effect allows a player to cast a meld card as a face-down spell, or if a meld 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.” 4499 712.9. If an effect allows a player to cast a meld card as a face-down spell, or if a meld 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.
4374 4500
4375 712.10. Meld cards on the battlefield and melded permanents can’t be turned face down. If a spell or ability tries to turn such a permanent face down, nothing happens. 4501 712.10. Meld cards on the battlefield and melded permanents cant be turned face down. If a spell or ability tries to turn such a permanent face down, nothing happens.
4376 4502
4377 712.11. If an effect instructs a player to choose a card name, the player may choose the name of a front face of a meld card or the combined back face of a meld pair. 4503 712.11. If an effect instructs a player to choose a card name, the player may choose the name of a front face of a meld card or the combined back face of a meld pair.
4378 4504
4379 713. Checklist Cards 4505 713. Checklist Cards
4380 4506
4381 713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card. 4507 713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card.
4382 4508
4383 713.2. 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 or meld 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 card the checklist card represents. 4509 713.2. 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 or meld 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 card the checklist card represents.
4384 4510
4385 713.3. If a checklist card is used in a deck, the 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 or a meld card. 4511 713.3. If a checklist card is used in a deck, the 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 cant be included in a deck unless it is representing a double-faced card or a meld card.
4386 4512
4387 713.4. For all game purposes, the checklist card is considered to be the card it’s representing. 4513 713.4. For all game purposes, the checklist card is considered to be the card its representing.
4388 4514
4389 713.5. If the checklist card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead. 4515 713.5. If the checklist card is face up in a public zone, it should be set aside and the double-faced card or meld card that it represents should be used instead.
4390 4516
4391 714. Controlling Another Player 4517 714. Saga Cards
4392 4518
4393 714.1. 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. 4519 714.1. Each Saga card has a striated text box containing a number of chapter symbols. Its illustration is vertically oriented on the right side of the card, and its type line is along the bottom of the card.
4394 4520
4395 714.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works. 4521 714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
4396 4522
4397 714.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn. 4523 714.2a A chapter symbol includes a Roman numeral, indicated here as {rN}. The numeral I represents 1, II represents 2, and III represents 3.
4398 4524
4399 714.2. One card (Word of Command) allows a player to control another player for a limited duration. 4525 714.2b {rN}[Effect] means When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].
4400 4526
4401 714.3. 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. 4527 714.2c {rN1}, {rN2}[Effect] means the same as {rN1}[Effect] and {rN2}[Effect].
4402 4528
4403 714.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player. 4529 714.2d A Sagas final chapter number is the greatest value among chapter abilities it has. If a Saga somehow has no chapter abilities, its final chapter number is 0.
4404 Example: The controller of a player can see that player’s hand and the face of any face-down creatures he or she controls. 4530
4405 4531 714.3. Sagas use lore counters to track their progress.
4406 714.5. 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. 4532
4533 714.3a As a Saga enters the battlefield, its controller puts a lore counter it.
4534
4535 714.3b As a players precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based action doesnt use the stack.
4536
4537 714.4. If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isnt the source of a chapter ability that has triggered but not yet left the stack, that Sagas controller sacrifices it. This state-based action doesnt use the stack.
4538
4539 715. Controlling Another Player
4540
4541 715.1. Some cards allow a player to control another player during that players 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 doesnt end until the beginning of the next turn.
4542
4543 715.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
4544
4545 715.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
4546
4547 715.2. One card (Word of Command) allows a player to control another player for a limited duration.
4548
4549 715.3. Only control of the player changes. All objects are controlled by their normal controllers. A player whos being controlled during their turn is still the active player.
4550
4551 715.4. If information about an object in the game would be visible to the player being controlled, its visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, its visible only to that player, not the controller of the player.
4552 Example: The controller of a player can see that players hand and the face of any face-down creatures they control.
4553
4554 715.5. 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.
4407 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. 4555 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.
4408 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. 4556 Example: The controller of another player decides which of that players 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.
4409 4557
4410 714.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player. 4558 715.5a The controller of another player can use only that players resources (cards, mana, and so on) to pay costs for that player.
4411 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. 4559 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 players hand.
4412 4560
4413 714.5b 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. 4561 715.5b The controller of another player cant make choices or decisions for that player that arent called for by the rules or by any objects. The controller also cant make any choices or decisions for the player that would be called for by the tournament rules.
4414 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. 4562 Example: The player whos being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.
4415 4563
4416 714.6. 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. 4564 715.6. The controller of another player cant make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.
4417 4565
4418 714.7. 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. 4566 715.7. 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.
4419 4567
4420 714.8. A player who controls another player also continues to make his or her own choices and decisions. 4568 715.8. A player who controls another player also continues to make their own choices and decisions.
4421 4569
4422 714.9. A player may gain control of himself or herself. That player will make his or her own decisions and choices as normal. 4570 715.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.
4423 4571
4424 715. Ending the Turn 4572 716. Ending the Turn
4425 4573
4426 715.1. Some cards 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”). 4574 716.1. Some cards 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).
4427 4575
4428 715.1a 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 715.2). 4576 716.1a If there are any triggered abilities that triggered before this process began but havent been put onto the stack yet, those abilities cease to exist. They wont be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 716.2).
4429 4577
4430 715.1b Exile every object on the stack, including the object that’s resolving. Remove all creatures and planeswalkers 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”). 4578 716.1b Exile every object on the stack, including the object thats resolving. Remove all creatures and planeswalkers from combat. All objects not on the battlefield or in the command zone that arent represented by cards will cease to exist the next time state-based actions are checked (see rule 704, State-Based Actions).
4431 4579
4432 715.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack. 4580 716.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
4433 4581
4434 715.1d 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. 4582 716.1d 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.
4435 4583
4436 715.2. 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.” 4584 716.2. 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.
4437 4585
4438 715.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped. 4586 716.3. Even though the turn ends, at the beginning of the end step triggered abilities dont trigger because the end step is skipped.
4439 4587
4440 716. The Monarch 4588 717. The Monarch
4441 4589
4442 716.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch. 4590 717.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.
4443 4591
4444 716.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 112.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.” 4592 717.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 112.8. The full texts of these abilities are At the beginning of the monarchs end step, that player draws a card and Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.
4445 4593
4446 716.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch. 4594 717.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.
4447 4595
4448 716.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch. 4596 717.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch.
4449 4597
4450 717. Restarting the Game 4598 718. Restarting the Game
4451 4599
4452 717.1. 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: 4600 718.1. 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:
4453 4601
4454 717.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game. 4602 718.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
4455 4603
4456 717.2. 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. 4604 718.2. 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 doesnt change, regardless of their location when the new game begins.
4457 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. 4605 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 players library when the new game begins.
4458 4606
4459 717.3. 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.”) 4607 718.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their 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.)
4460 4608
4461 717.4. 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. 4609 718.4. The effect that restarts the game finishes resolving just before the first turns 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 turns upkeep step.
4462 4610
4463 717.5. 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. 4611 718.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owners deck as the new game begins.
4464 4612
4465 717.5a 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.” 4613 718.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game wont begin the new game in the command zone. However, it remains that decks commander for the new game. See rule 903, Commander.
4466 4614
4467 717.6. If a Magic subgame (see rule 718) 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. 4615 718.6. If a Magic subgame (see rule 719) 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.
4468 4616
4469 717.7. 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. 4617 718.7. 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.
4470 4618
4471 718. Subgames 4619 719. Subgames
4472 4620
4473 718.1. One card (Shahrazad) allows players to play a Magic subgame. 4621 719.1. One card (Shahrazad) allows players to play a Magic subgame.
4474 4622
4475 718.1a 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. 4623 719.1a A subgame is a completely separate Magic game created by an effect. Essentially, its 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.
4476 4624
4477 718.1b 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. 4625 719.1b 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.
4478 4626
4479 718.2. 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 718.2a–d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.” 4627 719.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their 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 719.2ad. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, Starting the Game.
4480 4628
4481 718.2a 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.) 4629 719.2a As a subgame of a Planechase game starts, each player moves their 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.)
4482 4630
4483 718.2b 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. 4631 719.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.
4484 4632
4485 718.2c 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. 4633 719.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if its there) to the subgame command zone.
4486 4634
4487 718.2d 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.) 4635 719.2d As a subgame of an Archenemy game starts, the archenemy moves their 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.)
4488 4636
4489 718.3. 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.”) 4637 719.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their 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.)
4490 4638
4491 718.4. 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. 4639 719.4. 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.
4492 4640
4493 718.4a 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. 4641 719.4a 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 wont be put onto the stack until the main game resumes.
4494 4642
4495 718.4b 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. 4643 719.4b A players main-game counters arent 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.
4496 4644
4497 718.5. 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 718.5a–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. 4645 719.5. At the end of a subgame, each player takes all cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgames exile zone. Except as specified in rules 719.5ad, 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 thats 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.
4498 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. 4646 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 owners main-game library when the subgame ends.
4499 4647
4500 718.5a 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. 4648 719.5a 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 owners planar deck. Then each player moves their planar deck from the subgame command zone to the main-game command zone and shuffles it.
4501 4649
4502 718.5b 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. 4650 719.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 311.2.
4503 4651
4504 718.5c 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. 4652 719.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if its there) to the main-game command zone.
4505 4653
4506 718.5d 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. 4654 719.5d 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 owners scheme deck. Then the archenemy moves their scheme deck from the subgame command zone to the main-game command zone and shuffles it.
4507 4655
4508 718.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame. 4656 719.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
4509 4657
4510 719. Taking Shortcuts 4658 720. Taking Shortcuts
4511 4659
4512 719.1. 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. 4660 720.1. 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.
4513 4661
4514 719.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable. 4662 720.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.
4515 4663
4516 719.1b 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. 4664 720.1b 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.
4517 4665
4518 719.2. Taking a shortcut follows the following procedure. 4666 720.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/en/resources/rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.
4519 4667
4520 719.2a 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. 4668 720.2. Taking a shortcut follows the following procedure.
4521 Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” 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 or she 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 create a token (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. 4669
4522 4670 720.2a 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 cant 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.
4523 719.2b 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. 4671 Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability {T}: Create a 1/1 green Elf Warrior creature token, and another player controls Intruder Alarm, which reads, in part, Whenever a creature enters the battlefield, untap all creatures. When the player has priority, they may suggest Ill create a million tokens, indicating the sequence of activating the creatures ability, all players passing priority, letting the creatures ability resolve and create a token (which causes Intruder Alarms ability to trigger), Intruder Alarms controller putting that triggered ability on the stack, all players passing priority, Intruder Alarms 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.
4524 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. 4672
4525 4673 720.2b 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 they will make a game choice thats different than whats been proposed. (The player doesnt need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.
4526 719.2c 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. 4674 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, Id 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.
4527 4675
4528 719.3. 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. 4676 720.2c 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.
4529 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. 4677
4530 4678 720.3. 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.
4531 719.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.) 4679 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 creatures ability, it resolves, then the nonactive player activates her permanents 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 creatures ability again). The creature doesnt have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanents 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.
4532 4680
4533 719.5. 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. 4681 720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
4534 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. 4682
4535 4683 720.5. 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.
4536 719.6. 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. 4684 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.
4537 4685
4538 720. Handling Illegal Actions 4686 720.6. 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.
4539 4687
4540 720.1. 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. 4688 721. Handling Illegal Actions
4541 4689
4542 720.2. 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. 4690 721.1. If a player takes an illegal action or starts to take an action but cant 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. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasnt 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.
4691
4692 721.2. 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.
4543 4693
4544 8. Multiplayer Rules 4694 8. Multiplayer Rules
4545 4695
4546 800. General 4696 800. General
4547 4697
4551 4701
4552 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. 4702 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.
4553 4703
4554 800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game. 4704 800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.
4555 4705
4556 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. 4706 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 they left, priority passes to the next player in turn order whos still in the game.
4557 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. 4707 Example: Alex casts Mind Control, an Aura that reads, You control enchanted creature, on Biancas Assault Griffin. If Alex leaves the game, so does Mind Control, and Assault Griffin reverts to Biancas control. If, instead, Bianca leaves the game, so does Assault Griffin, and Mind Control is put into Alexs graveyard.
4558 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. 4708 Example: Alex casts Act of Treason, which reads, in part, Gain control of target creature until end of turn, targeting Biancas Runeclaw Bears. If Alex leaves the game, Act of Treasons change-of-control effect ends and Runeclaw Bears reverts to Biancas control.
4559 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. 4709 Example: Alex casts Bribery, which reads, Search target opponents library for a creature card and put that card onto the battlefield under your control. Then that player shuffles their library, targeting Bianca. Alex puts Serra Angel onto the battlefield from Biancas library. If Bianca leaves the game, Serra Angel also leaves the game. If, instead, Alex leaves the game, Serra Angel is exiled.
4560 Example: Alex controls Genesis Chamber, which reads, “Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature’s controller creates a 1/1 colorless Myr artifact creature token.” 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. 4710 Example: Alex controls Genesis Chamber, which reads, Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creatures controller creates a 1/1 colorless Myr artifact creature token. If Alex leaves the game, all such Myr tokens that entered the battlefield under Alexs control leave the game, and all such Myr tokens that entered the battlefield under any other players control remain in the game.
4561 4711
4562 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 be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, he or she isn’t. 4712 800.4b If an object would change to the control of a player who has left the game, it doesnt. If a token would be created under the control of a player who has left the game, no token is created. If an object would be put onto the battlefield or onto the stack under the control of a player who has left the game, that object remains in its current zone. If a player would be controlled by a player who has left the game, they arent.
4563 4713
4564 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. 4714 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.
4565 4715
4566 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. 4716 800.4d If an object that would be owned by a player who has left the game would be created in any zone, it isnt created. If a triggered ability that would be controlled by a player who has left the game would be put onto the stack, it isnt put on the stack.
4567 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. 4717 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 owners control at the beginning of the next end step. During Alexs turn, Bianca uses Astral Slides ability to exile Alexs 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 isnt put on the stack. Hypnotic Specter never returns to the battlefield.
4568 4718
4569 800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned. 4719 800.4e If combat damage would be assigned to a player who has left the game, that damage isnt assigned.
4570 4720
4571 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. 4721 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.
4572 4722
4573 800.4g If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice. 4723 800.4g If a rule requires a player who has left the game to make a choice, the next player in turn order makes that choice.
4574 4724
4575 800.4h 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. 4725 800.4h If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game.
4576 4726
4577 800.4i 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. 4727 800.4i If a player leaves the game during their 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.
4578 4728
4579 800.4j If a player who has left the game would begin a turn, that turn doesn’t begin. 4729 800.4j If a player who has left the game would begin a turn, that turn doesnt begin.
4580 4730
4581 800.4k 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. 4731 800.4k When a player leaves the game, any continuous effects with durations that last until that players 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.
4582 4732
4583 800.4m 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.” 4733 800.4m 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.
4584 4734
4585 800.4n 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. 4735 800.4n In a Planechase game, if the player designated as the planar controller would leave the game, instead the next player in turn order that wouldnt leave the game becomes the planar controller, then the old planar controller leaves the game. See rule 309.5.
4586 4736
4587 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. 4737 800.5. In a multiplayer game, the first time a player takes a mulligan, they draw a new hand of as many cards as they had before. Subsequent hands decrease by one card as normal.
4588 4738
4589 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. 4739 800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesnt skip the draw step of their 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.
4590 4740
4591 801. Limited Range of Influence Option 4741 801. Limited Range of Influence Option
4592 4742
4593 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. 4743 801.1. Limited range of influence is an option that can be applied to most multiplayer games. Its always used in the Emperor variant (see rule 809), and its often used for games involving five or more players.
4594 4744
4595 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. 4745 801.2. A players 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 players range of influence. Objects controlled by players within a players range of influence are also within that players range of influence. Range of influence covers spells, abilities, effects, damage dealing, attacking, making choices, and winning the game.
4596 4746
4597 801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence. 4747 801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.
4598 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. 4748 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.
4599 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. 4749 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.
4600 4750
4601 801.2b A player is always within his or her own range of influence. 4751 801.2b A player is always within their own range of influence.
4602 4752
4603 801.2c The particular players within each player’s range of influence are determined as each turn begins. 4753 801.2c The particular players within each players range of influence are determined as each turn begins.
4604 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. 4754 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 Alexs range of influence. If Rob leaves the game, Carissa will enter Alexs range of influence at the start of the next turn.
4605 4755
4606 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. 4756 801.2d An object is within a players range of influence if its controlled by that player or by another player within that many seats of that player.
4607 4757
4608 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. 4758 801.3. Creatures can attack only opponents within their controllers range of influence or planeswalkers controlled by those opponents. If no opponents are within a players range of influence, creatures that player controls cant attack.
4609 4759
4610 801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls. 4760 801.4. Objects and players outside a players range of influence cant be the targets of spells or abilities that player controls.
4611 4761
4612 801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used. 4762 801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.
4613 4763
4614 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. 4764 801.5a If a player is asked to choose an object or player, they must choose one within their range of influence.
4615 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. 4765 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, {T}: Cuombajj Witches deals 1 damage to any target and 1 damage to any target of an opponents choice, targeting Rob and choosing Rob as the opponent who picks the other target. Rob must choose a target thats 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.
4616 4766
4617 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. 4767 801.5b If a player is asked to choose between one or more options (and not between one or more objects or players), they can choose between those options even if those options refer to objects or players outside the players range of influence.
4618 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. 4768 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 two 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.
4619 4769
4620 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. 4770 801.5c If an effect requires a choice and theres no player who can make that choice within its controllers range of influence, the closest appropriate player to its controllers left makes that choice.
4621 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. 4771 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 emperors range of influence, the nearest opponent to the emperors left separates the cards into piles.
4622 4772
4623 801.6. A player can’t activate the activated abilities of an object outside of his or her range of influence. 4773 801.6. A player cant activate the activated abilities of an object outside of their range of influence.
4624 4774
4625 801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller. 4775 801.7. A triggered ability doesnt trigger unless its trigger event happens entirely within the range of influence of its sources controller.
4626 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. 4776 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 Alexs 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. Alexs Runeclaw Bear attacks the player to Alexs left and becomes blocked. The ability of Robs first Aura triggers because the entire event (Runeclaw Bear becomes blocked) happens within Robs range of influence. The ability of Robs second Aura doesnt trigger, however, because that event includes the blocking creature, which is out of Robs range.
4627 4777
4628 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 rules 603.6 and 603.10. 4778 801.7a If a trigger event includes an object moving out of or into a players range of influence, use the game state before or after the event as appropriate to determine whether the triggered ability will trigger. See rules 603.6 and 603.10.
4629 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. 4779 Example: Carissa and Alex are outside each others 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 their library into their graveyard. The Runeclaw Bear is destroyed and is put into Alexs graveyard. The ability of Alexs Extractor Demon doesnt trigger because the leaves-the-battlefield event was outside Alexs range of influence. The ability of Carissas 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.
4630 4780
4631 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. 4781 801.8. An Aura cant enchant an object or player outside its controllers range of influence. If an Aura is attached to an illegal object or player, the Aura is put into its owners graveyard as a state-based action. See rule 704.
4632 4782
4633 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. 4783 801.9. An Equipment cant equip an object outside its controllers range of influence, and a Fortification cant fortify an object outside its controllers 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.
4634 4784
4635 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. 4785 801.10. Spells and abilities cant affect objects or players outside their controllers 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.
4636 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. 4786 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 Alexs left, and the player to Alexs right. No other creatures are dealt damage.
4637 4787
4638 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. 4788 801.11. If a spell or ability requires information from the game, it gets only information from within its controllers range of influence. It doesnt see objects or events outside its controllers range of influence.
4639 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. 4789 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 Alexs creatures based only on what creatures are controlled by Alex, the player to Alexs left, and the player to Alexs right. It wont take other creatures into account.
4640 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. 4790 Example: In the same game, Rob is sitting to the right of Alex. Coat of Arms will boost Robs creatures based on what creatures are controlled by players within Alexs range of influence, including the player sitting to Alexs left, whos out of Robs range of influence.
4641 4791
4642 801.12. The “world rule” (see rule 704.5k) applies to a permanent only if other world permanents are within its controller’s range of influence. 4792 801.12. The world rule (see rule 704.5k) applies to a permanent only if other world permanents are within its controllers range of influence.
4643 4793
4644 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.” 4794 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 cant be carried out, in which case the player simply ignores the impossible instructions. See rule 614, Replacement Effects, and rule 615, Prevention Effects.
4645 4795
4646 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. 4796 801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controllers range of influence, that portion of the event does nothing.
4647 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. 4797 Example: Alex casts Lava Axe (Lava Axe deals 5 damage to target player or planeswalker.) targeting Rob. In response, Rob casts Captains Maneuver (The next X damage that would be dealt to target creature, planeswalker, or player this turn is dealt to another target creature, planeswalker, or player instead.) with X equal to 3, targeting Carissa. Carissa isnt in Alexs range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.
4648 4798
4649 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. 4799 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 abilitys controllers 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 abilitys controllers 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 abilitys controllers range of influence.
4650 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. 4800 Example: Rob is within Alexs 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.
4651 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. 4801 Example: Rob is within Alexs range of influence, but Carissa is not. Carissa casts Lightning Blast (Lightning Blast deals 4 damage to any target.) targeting Rob. In response, Alex casts Mending Hands (Prevent the next 4 damage that would be dealt to any target this turn.) targeting Rob. The damage to Rob is prevented.
4652 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. 4802 Example: Rob is within Alexs 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 Robs creatures deal combat damage to each other.
4653 4803
4654 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. 4804 801.14. If an effect states that a player wins the game, all of that players opponents within that players range of influence lose the game instead.
4655 4805
4656 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. 4806 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 abilitys controller and all players within that players range of influence. They leave the game. All remaining players continue to play the game.
4657 4807
4658 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. 4808 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 thats 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.
4659 4809
4660 801.17. Effects that restart the game (see rule 717) are exempt from the limited range of influence option. All players in the game will be involved in the new game. 4810 801.17. Effects that restart the game (see rule 718) are exempt from the limited range of influence option. All players in the game will be involved in the new game.
4661 4811
4662 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.” 4812 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.
4663 4813
4664 802. Attack Multiple Players Option 4814 802. Attack Multiple Players Option
4665 4815
4666 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. 4816 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.
4667 4817
4668 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. 4818 802.2. As the combat phase starts, the attacking player doesnt choose an opponent to become the defending player. Instead, all the attacking players opponents are defending players during the combat phase.
4669 4819
4670 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 is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from 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. 4820 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 its referring to is the player that creature is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player its referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from 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.
4671 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. 4821 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.
4672 4822
4673 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.” 4823 802.3. As the attacking player declares each attacking creature, they choose a defending player or a planeswalker controlled by a defending player for it to attack. See rule 508, Declare Attackers Step.
4674 4824
4675 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. 4825 802.3a Restrictions and requirements that dont 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.
4676 4826
4677 802.3b Creatures in a band can’t attack different players. See rule 702.21, “Banding.” 4827 802.3b Creatures in a band cant attack different players. See rule 702.21, Banding.
4678 4828
4679 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. 4829 802.4. If more than one player is being attacked or controls a planeswalker thats 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 their blocks, then the second defending player, and so on.
4680 4830
4681 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. 4831 802.4a A defending player can block only with creatures they control. Those creatures can block only creatures attacking that player or a planeswalker that player controls.
4682 4832
4683 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. 4833 802.4b When determining whether a defending players blocks are legal, ignore any creatures attacking other players and any blocking creatures controlled by other players.
4684 4834
4685 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.” 4835 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 they control. See rule 510, Combat Damage Step.
4686 4836
4687 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.” 4837 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.
4688 4838
4689 803. Attack Left and Attack Right Options 4839 803. Attack Left and Attack Right Options
4690 4840
4691 803.1. Some multiplayer games use the optional attack left or attack right rules. 4841 803.1. Some multiplayer games use the optional attack left or attack right rules.
4692 4842
4693 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. 4843 803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left. If a players nearest opponent to the left is more than one seat away, the player cant attack.
4694 4844
4695 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. 4845 803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right. If a players nearest opponent to the right is more than one seat away, the player cant attack.
4696 4846
4697 804. Deploy Creatures Option 4847 804. Deploy Creatures Option
4698 4848
4699 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. 4849 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 dont use this option.
4700 4850
4701 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.” 4851 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.
4702 4852
4703 805. Shared Team Turns Option 4853 805. Shared Team Turns Option
4704 4854
4705 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. 4855 805.1. Some multiplayer games between teams use the shared team turns option. Its 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.
4706 4856
4707 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. 4857 805.2. Within each team, the player seated in the rightmost seat from that teams perspective is the primary player. If the players on a team cant 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.
4708 4858
4709 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. 4859 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.
4710 4860
4711 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. 4861 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 that player 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 a teammate has decided to keep their opening hand. After all players have kept an opening hand, any player on the starting team whose hand contains fewer cards than that players starting hand size may look at the top card of their library. That players teammates may also look at that card. The player may put that card on the bottom of their library. This process is repeated for each other team in turn order. See rule 103.4.
4712 4862
4713 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. 4863 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 that players opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
4714 4864
4715 805.4. Each team takes turns rather than each player. 4865 805.4. Each team takes turns rather than each player.
4716 4866
4717 805.4a The team whose turn it is is the active team. Each other team is a nonactive team. 4867 805.4a The team whose turn it is is the active team. Each other team is a nonactive team.
4718 4868
4719 805.4b Each player on a team draws a card during that team’s draw step. 4869 805.4b Each player on a team draws a card during that teams draw step.
4720 4870
4721 805.4c Each player on a team may play a land during each of that team’s turns. 4871 805.4c Each player on a team may play a land during each of that teams turns.
4722 4872
4723 805.5. Teams have priority, not individual players. 4873 805.5. Teams have priority, not individual players.
4724 4874
4725 805.5a A player may cast a spell, activate an ability, or take a special action when his or her team has priority. 4875 805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority.
4726 4876
4727 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. 4877 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.
4728 4878
4729 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. 4879 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.
4730 4880
4731 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. 4881 805.6a If an effect instructs more than one player to draw cards in a game thats using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that players draws, then each player on each nonactive team in turn order does the same.
4732 4882
4733 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. 4883 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.
4734 4884
4735 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 first player controls the affected player’s team. 4885 805.8. If an effect gives a player an extra turn or adds a phase or step to that players turn, that players team takes the extra turn, phase, or step. If an effect causes a player to skip a step, phase, or turn, that players 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 first player controls the affected players team.
4736 4886
4737 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. 4887 805.9. Any ability that refers to the active player refers to one specific active player, not to all of the active players. The abilitys controller chooses which one the ability refers to at the time its effect is applied.
4738 4888
4739 805.10. The shared team turns option uses different combat rules than other multiplayer options. 4889 805.10. The shared team turns option uses different combat rules than other multiplayer options.
4740 4890
4741 805.10a 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. 4891 805.10a Each teams 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.
4742 4892
4743 805.10b As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player or planeswalker that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1. 4893 805.10b As the declare attackers step begins, the active team declares attackers. For each attacking creature, the attacking team announces which defending player or planeswalker that creature is attacking. The active team has one combined attack, and that set of attacking creatures must be legal as a whole. See rule 508.1.
4744 4894
4745 805.10c Any rule, object, or effect that refers to an “attacking player” refers to one specific attacking player, not to all of the attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player it’s referring to is the player who controls that attacking creature. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one. 4895 805.10c Any rule, object, or effect that refers to an attacking player refers to one specific attacking player, not to all attacking players. If an ability of a blocking creature refers to an attacking player, or a spell or ability refers to both a blocking creature and an attacking player, then unless otherwise specified, the attacking player its referring to is the player who controls the attacking creature that blocking creature is blocking. If a spell or ability could apply to multiple blocking creatures, the appropriate attacking player is individually determined for each of those blocking creatures. If there are multiple attacking players that could be chosen, the controller of the spell or ability chooses one.
4746 4896
4747 805.10d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team or attacking a planeswalker controlled by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1. 4897 805.10d As the declare blockers step begins, the defending team declares blockers. Creatures controlled by the defending players can block creatures attacking any player on the defending team or attacking a planeswalker controlled by one of those players. The defending team has one combined block, and that set of blocking creatures must be legal as a whole. See rule 509.1.
4748 4898
4749 805.10e 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 is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player it’s referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from 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. 4899 805.10e 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 its referring to is the player that creature is attacking, or the controller of the planeswalker that creature is attacking. If that creature is no longer attacking, the defending player its referring to is the player that creature was attacking before it was removed from combat or the controller of the planeswalker that creature was attacking before it was removed from 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.
4750 4900
4751 805.10f 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. 4901 805.10f Once blockers have been declared, for each attacking creature thats become blocked by multiple creatures, the active team announces the damage assignment order among the blocking creatures. Then, for each creature thats blocking multiple creatures, the defending team announces the damage assignment order among the attacking creatures.
4752 4902
4753 805.10g As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1. 4903 805.10g As the combat damage step begins, the active team announces how each attacking creature will assign its combat damage. Then the defending team announces how each blocking creature will assign its combat damage. See rule 510.1.
4754 4904
4755 806. Free-for-All Variant 4905 806. Free-for-All Variant
4756 4906
4757 806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other. 4907 806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.
4758 4908
4759 806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options. 4909 806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.
4760 4910
4761 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.” 4911 806.2a The limited range of influence option usually isnt 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.
4762 4912
4763 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.” 4913 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.
4764 4914
4765 806.2c The deploy creatures option isn’t used in the Free-for-All variant. 4915 806.2c The deploy creatures option isnt used in the Free-for-All variant.
4766 4916
4767 806.3. The players are randomly seated around the table. 4917 806.3. The players are randomly seated around the table.
4768 4918
4769 807. Grand Melee Variant 4919 807. Grand Melee Variant
4770 4920
4774 4924
4775 807.2a Each player has a range of influence of 1 (see rule 801). 4925 807.2a Each player has a range of influence of 1 (see rule 801).
4776 4926
4777 807.2b The attack left option is used (see rule 803). 4927 807.2b The attack left option is used (see rule 803).
4778 4928
4779 807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant. 4929 807.2c The attack multiple players and deploy creatures options arent used in the Grand Melee variant.
4780 4930
4781 807.3. The players are seated at random. 4931 807.3. The players are seated at random.
4782 4932
4783 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. 4933 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 players turn.
4784 4934
4785 807.4a There is one turn marker for each full four players in the game. 4935 807.4a There is one turn marker for each full four players in the game.
4786 Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers. 4936 Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.
4787 4937
4788 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. 4938 807.4b The starting player in the game gets the first turn marker. The player four seats to that players 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.
4789 4939
4790 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. 4940 807.4c After a player ends their turn, that player passes the turn marker to the player on their left. If a player with a turn marker leaves the game during their turn, the player to their left takes the turn marker after that turn ends. If a player with a turn marker leaves the game before their turn begins, the player to their left takes the turn marker immediately.
4791 4941
4792 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. 4942 807.4d A player who receives a turn marker cant begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.
4793 4943
4794 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. 4944 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 players 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.
4795 4945
4796 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. 4946 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.
4797 4947
4798 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. 4948 807.4g If a player whos taking a turn has a turn marker thats been designated for removal, that turn marker is removed rather than being passed after that turn ends. If a player whos not taking a turn has a turn marker thats 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.
4799 4949
4800 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. 4950 807.4h If one or more consecutively seated players leave the game, the players that were on either side of those seats dont enter one anothers range of influence until the next turn begins.
4801 4951
4802 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. 4952 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 their 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 players left, the extra turn waits to begin until the player four seats to their left takes the other turn marker. If a turn marker is within three seats on the players right, the player passes the turn marker to their left when the turn ends rather than keeping it, and the player will take the extra turn immediately before their next turn.
4803 4953
4804 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. 4954 807.4j If an effect would cause a player to take an extra turn after the current turn, but that player wouldnt have a turn marker at the start of that turn, that player will take the extra turn immediately before their next turn instead.
4805 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. 4955 Example: During Alexs turn, he casts Time Walk, which causes him to take an extra turn after this one. During the same turn, the player to Alexs left leaves the game, which causes the number of turn markers to be reduced. After Alexs current turn ends, his turn marker is removed. He wont take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker.
4806 4956
4807 807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack. 4957 807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.
4808 4958
4809 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. 4959 807.5a A player gets priority for a particular turn markers stack only if the turn marker is within their range of influence or an object on that stack is controlled by a player within their range of influence.
4810 4960
4811 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. 4961 807.5b If a player has priority for multiple stacks and casts a spell, activates an ability, or a triggered ability they control 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 cant target objects on multiple stacks.
4812 4962
4813 808. Team vs. Team Variant 4963 808. Team vs. Team Variant
4814 4964
4815 808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it. 4965 808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.
4816 4966
4818 4968
4819 808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options. 4969 808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.
4820 4970
4821 808.3a The attack multiple players option is used (see rule 802). 4971 808.3a The attack multiple players option is used (see rule 802).
4822 4972
4823 808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant. 4973 808.3b The deploy creatures options and limited range of influence options usually arent used in the Team vs. Team variant.
4824 4974
4825 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. 4975 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.
4826 4976
4827 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. 4977 808.5. In the Team vs. Team variant, a teams resources (cards in hand, mana, and so on) are not shared. Teammates may review each others hands and discuss strategies at any time. Teammates cant manipulate each others cards or permanents.
4828 4978
4829 809. Emperor Variant 4979 809. Emperor Variant
4830 4980
4831 809.1. The Emperor variant involves two or more teams of three players each. 4981 809.1. The Emperor variant involves two or more teams of three players each.
4832 4982
4833 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. 4983 809.2. Each team sits together on one side of the table. Each team decides the order in which its 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.
4834 4984
4835 809.3. The Emperor variant uses the following default options. 4985 809.3. The Emperor variant uses the following default options.
4836 4986
4837 809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.” 4987 809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, Limited Range of Influence Option.
4838 4988
4839 809.3b Emperor games use the deploy creatures option (see rule 804). 4989 809.3b Emperor games use the deploy creatures option (see rule 804).
4840 4990
4841 809.3c A player can attack only an opponent seated immediately next to him or her. 4991 809.3c A player can attack only an opponent seated immediately next to them.
4842 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. 4992 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.
4843 4993
4844 809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left. 4994 809.4. Randomly determine which emperor goes first. Turn order goes to the players left.
4845 4995
4846 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.) 4996 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.)
4847 4997
4848 809.5a A team wins the game if its emperor wins. 4998 809.5a A team wins the game if its emperor wins.
4849 4999
4851 5001
4852 809.5c The game is a draw for a team if the game is a draw for its emperor. 5002 809.5c The game is a draw for a team if the game is a draw for its emperor.
4853 5003
4854 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. 5004 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.
4855 5005
4856 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. 5006 809.6a Each generals range of influence should be the minimum number that allows one general from an opposing team to begin the game within their range of influence. Each emperors range of influence should be the minimum number that allows two generals from opposing teams to begin the game within their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.
4857 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. 5007 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.
4858 5008
4859 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. 5009 809.7. In the Emperor variant, a teams resources (cards in hand, mana, and so on) are not shared. Teammates may review each others hands and discuss strategies at any time. Teammates cant manipulate each others cards or permanents.
4860 5010
4861 810. Two-Headed Giant Variant 5011 810. Two-Headed Giant Variant
4862 5012
4863 810.1. Two-Headed Giant games are played with two teams of two players each. 5013 810.1. Two-Headed Giant games are played with two teams of two players each.
4864 5014
4866 5016
4867 810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit. 5017 810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.
4868 5018
4869 810.4. Each team has a shared life total, which starts at 30 life. 5019 810.4. Each team has a shared life total, which starts at 30 life.
4870 5020
4871 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. 5021 810.5. With the exception of life total and poison counters, a teams resources (cards in hand, mana, and so on) are not shared in the Two-Headed Giant variant. Teammates may review each others hands and discuss strategies at any time. Teammates cant manipulate each others cards or permanents.
4872 5022
4873 810.6. The team who plays first skips the draw step of its first turn. 5023 810.6. The team who plays first skips the draw step of its first turn.
4874 5024
4875 810.7. The Two-Headed Giant variant uses a modified version of the combat rules for the shared team turns option. 5025 810.7. The Two-Headed Giant variant uses the combat rules for the shared team turns option (see rule 805.10). This is a change from previous rules.
4876
4877 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.
4878
4879 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.”
4880 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. If that time has already occurred, that player makes that choice as the object enters the battlefield or gains the ability.
4881 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.”
4882
4883 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.
4884 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.
4885
4886 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.
4887 Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can’t be blocked.
4888
4889 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.
4890
4891 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.
4892 5026
4893 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. 5027 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.
4894 5028
4895 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 says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game. 5029 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 says that a player cant win the game, that players team cant win the game. If an effect says that a player cant lose the game, that players team cant lose the game.
4896 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. 5030 Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, You dont lose the game for having 0 or less life. If that players teams life total is 0 or less, that team doesnt lose the game.
4897 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. 5031 Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that players library. That player loses the game, so that players entire team loses the game.
4898 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. 5032 Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, You cant lose the game and your opponents cant win the game. Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.
4899 5033
4900 810.8b If a player concedes, his or her team leaves the game immediately. That team loses the game. 5034 810.8b If a player concedes, their team leaves the game immediately. That team loses the game.
4901 5035
4902 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.) 5036 810.8c If a teams life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)
4903 5037
4904 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.) 5038 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.)
4905 5039
4906 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. 5040 810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the teams shared life total.
4907 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. 5041 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.
4908 5042
4909 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. 5043 810.9a If a cost or effect needs to know the value of an individual players life total, that cost or effect uses the teams life total instead.
4910 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. 5044 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 players life total. That player gains 17 life, so the team winds up at 34 life.
4911 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. 5045 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 players upkeep, the players team wins the game if their teams life total is 50 or more.
4912 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. 5046 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.
4913 5047
4914 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.) 5048 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 teams life total. (Players can always pay 0 life.)
4915 5049
4916 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. 5050 810.9c If an effect sets a single players life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The teams life total is adjusted by the amount of life that player gained or lost.
4917 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. 5051 Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, Target players life total becomes 10. That players life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.
4918 5052
4919 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. 5053 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.
4920 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. 5054 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 players 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 teams life total winds up at 7.
4921 5055
4922 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. 5056 810.9e A player cant exchange life totals with their teammate. If an effect would cause that to occur, the exchange wont happen.
4923 5057
4924 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. 5058 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.
4925 5059
4926 810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life. 5060 810.9g If an effect says that a player cant gain life, no player on that players team can gain life.
4927 5061
4928 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. 5062 810.9h If an effect says that a player cant lose life, no player on that players team can lose life or pay any amount of life other than 0.
4929 5063
4930 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team. 5064 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
4931 5065
4932 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. 5066 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 players team has. If an effect needs to know how many poison counters a players opponents have, that effect uses the number of poison counters opposing teams have.
4933 5067
4934 810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters. 5068 810.10b If an effect says that a player loses poison counters, that players team loses that many poison counters.
4935 5069
4936 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. 5070 810.10c If an effect says that a player cant get poison counters, no player on that players team can get poison counters.
4937 5071
4938 810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that player’s team has. A player is “poisoned” if his or her team has one or more poison counters. 5072 810.10d If a rule or effect needs to know what kinds of counters an individual player has, that effect uses the kinds of counters that player has and the kinds of counters that players team has. A player is poisoned if that players team has one or more poison counters.
4939 5073
4940 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.) 5074 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 teams 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.)
4941 5075
4942 811. Alternating Teams Variant 5076 811. Alternating Teams Variant
4943 5077
4944 811.1. Alternating Teams games are played with two or more teams of equal size. 5078 811.1. Alternating Teams games are played with two or more teams of equal size.
4945 5079
4946 811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options. 5080 811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.
4947 5081
4948 811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.” 5082 811.2a The recommended range of influence is 2. See rule 801, Limited Range of Influence Option.
4949 5083
4950 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.” 5084 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.
4951 5085
4952 811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant. 5086 811.2c The deploy creatures option isnt normally used in the Alternating Teams variant.
4953 5087
4954 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. 5088 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.
4955 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. 5089 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.
4956 5090
4957 811.4. A player can’t attack opponents who aren’t seated next to him or her. 5091 811.4. A player cant attack opponents who arent seated next to them.
4958 5092
4959 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. 5093 811.5. In the Alternating Teams variant, a teams resources (cards in hand, mana, and so on) are not shared. Teammates cant review each others hands unless they are sitting next to each other. Teammates may discuss strategies at any time. Teammates cant manipulate each others cards or permanents.
4960 5094
4961 5095
4962 9. Casual Variants 5096 9. Casual Variants
4963 5097
4964 900. General 5098 900. General
4969 5103
4970 901. Planechase 5104 901. Planechase
4971 5105
4972 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. 5106 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.
4973 5107
4974 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.” 5108 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.
4975 5109
4976 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.”) 5110 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.)
4977 5111
4978 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. 5112 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.
4979 5113
4980 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. 5114 901.4. At the start of the game, each player shuffles their planar deck so that the cards are in a random order. Each deck is placed face down next to its owners library. All plane and phenomenon cards remain in the command zone throughout the game, both while theyre part of a planar deck and while theyre face up.
4981 5115
4982 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. 5116 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 their planar deck off that planar deck and turns it face up. If its a phenomenon card, the player puts that card on the bottom of their 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. The face-up plane card becomes the starting plane.
4983 5117
4984 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. 5118 901.6. The owner of a plane or phenomenon card is the player who started the game with it in their 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 wouldnt leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.
4985 5119
4986 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. 5120 901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The cards static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
4987 5121
4988 901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object. 5122 901.7a A face-up plane card or phenomenon card thats turned face down becomes a new object.
4989 5123
4990 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 701.22, “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. 5124 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 701.23, 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.
4991 5125
4992 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 115.2g.) 5126 901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesnt use the stack. Note that this number wont 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 115.2g.)
4993 5127
4994 901.9a If the die roll is a blank face, nothing happens. The active player gets priority. 5128 901.9a If the die roll is a blank face, nothing happens. The active player gets priority.
4995 5129
4996 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. 5130 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.
4997 5131
4998 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.) 5132 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.)
4999 5133
5000 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. 5134 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 their planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.
5001 5135
5002 901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist. 5136 901.10a If a plane leaves the game while a planeswalking ability is on the stack, that ability ceases to exist.
5003 5137
5004 901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller. 5138 901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.
5005 5139
5006 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 701.22. 5140 901.11. After the game has started, if a player moves the top card of their 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 701.23.
5007 5141
5008 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 704.5w). Abilities may also instruct a player to planeswalk. 5142 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 phenomenons triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
5009 5143
5010 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. 5144 901.11b The plane card thats turned face up is the plane the player planeswalks to. The plane card or phenomenon card thats turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.
5011 5145
5012 901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes. 5146 901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.
5013 5147
5014 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. 5148 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.
5015 5149
5016 901.12a Each player has his or her own planar deck. 5150 901.12a Each player has their own planar deck.
5017 5151
5018 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. 5152 901.12b The planar controller is normally the primary player of the active team. However, if the current planar controllers team would leave the game, instead the primary player of the next team in turn order that wouldnt leave the game becomes the planar controller, then the old planar controllers team leaves the game. The new planar controller retains that designation until they leave the game or a different team becomes the active team, whichever comes first.
5019 5153
5020 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. 5154 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 controllers team.
5021 5155
5022 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. 5156 901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each players cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.
5023 5157
5024 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.”) 5158 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.)
5025 5159
5026 901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time. 5160 901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.
5027 5161
5028 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. 5162 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.
5029 5163
5030 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. 5164 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 owners planar deck. No player is considered to have planeswalked.
5031 5165
5032 901.15. Single Planar Deck Option 5166 901.15. Single Planar Deck Option
5033 5167
5034 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. 5168 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 cant 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.
5035 5169
5036 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. 5170 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.
5037 5171
5038 901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used. 5172 901.15c If any rule or ability refers to a players planar deck, the communal planar deck is used.
5039 5173
5040 902. Vanguard 5174 902. Vanguard
5041 5175
5042 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. 5176 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.
5043 5177
5044 902.2. A Vanguard game may be a two-player game or a multiplayer game. 5178 902.2. A Vanguard game may be a two-player game or a multiplayer game.
5045 5179
5046 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. 5180 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 owners library before the game begins. All vanguard cards remain in the command zone throughout the game.
5047 5181
5048 902.4. Each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card. 5182 902.4. Each players starting life total is 20 plus or minus the life modifier of their vanguard card.
5049 Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17. 5183 Example: The life modifier of a players vanguard card is -3. That players starting life total is 17.
5050 5184
5051 902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of his or her vanguard card. 5185 902.5. Each players starting hand size is seven cards, as modified by the hand modifier of their vanguard card.
5052 5186
5053 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. 5187 902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles their hand back into their library, then draws a new hand of one fewer cards than they had before. (In a multiplayer game, a players first mulligan is for the same number of cards as they had before.) See rule 103.4.
5054 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. 5188 Example: The hand modifier of a players vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan, they draw a new hand of 8 cards. The next mulligan is for 7 cards, and so on.
5055 5189
5056 902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her vanguard card. 5190 902.5b A players maximum hand size is seven, as modified by the hand modifier of their vanguard card.
5057 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. 5191 Example: The hand modifier of a players vanguard card is -1. That players maximum hand size is six. If that player has more than six cards in their hand as their cleanup step begins, they will discard all but six of them.
5058 5192
5059 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. 5193 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.
5060 5194
5061 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. 5195 902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The cards static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
5062 5196
5063 903. Commander 5197 903. Commander
5064 5198
5065 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. 5199 903.1. In the Commander variant, each deck is led by a legendary creature designated as that decks 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.
5066 5200
5067 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.” 5201 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.
5068 5202
5069 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. 5203 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.
5070 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. 5204 Example: A commander thats been turned face down (due to Ixidrons effect, for example) is still a commander. A commander thats copying another card (due to Cytoshapes effect, for example) is still a commander. A permanent thats copying a commander (such as a Body Double, for example, copying a commander in a players graveyard) is not a commander.
5071 5205
5072 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. 5206 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.
5073 5207
5074 903.3b If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander. 5208 903.3b If a players commander is a meld card and its melded with the other member of its meld pair, the resulting melded permanent is that players commander.
5075 5209
5076 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). 5210 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 cards mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
5077 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. 5211 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 artifacts converted mana cost to any target. Boshs color identity is red.
5078 5212
5079 903.4a Color identity is established before the game begins. 5213 903.4a Color identity is established before the game begins.
5080 5214
5081 903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2. 5215 903.4b Reminder text is ignored when determining a cards color identity. See rule 207.2.
5082 5216
5083 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. 5217 903.4c The back face of a double-faced card (see rule 711) is included when determining a cards color identity. This is an exception to rule 711.4a.
5084 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. 5218 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 cards color identity is blue and red.
5085 5219
5086 903.5. Each Commander deck is subject to the following deck construction rules. 5220 903.5. Each Commander deck is subject to the following deck construction rules.
5087 5221
5088 903.5a Each deck must contain exactly 100 cards, including its commander. 5222 903.5a Each deck must contain exactly 100 cards, including its commander.
5089 5223
5090 903.5b Other than basic lands, each card in a Commander deck must have a different English name. 5224 903.5b Other than basic lands, each card in a Commander deck must have a different English name.
5091 5225
5092 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. 5226 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 decks commander.
5093 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. 5227 Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Worts 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.
5094 5228
5095 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. 5229 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 commanders color identity.
5096 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. 5230 Example: Wort, the Raidmothers color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It cant include any land cards with the basic land types Plains, Island, or Swamp.
5097 5231
5098 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. 5232 903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining 99 cards of their deck so that the cards are in a random order. Those cards become the players library.
5099 5233
5100 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. 5234 903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
5101 5235
5102 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. 5236 903.8. A player may cast a commander they own 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. This additional cost is informally known as the commander tax.
5103 5237
5104 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. 5238 903.9. If a commander would be exiled from anywhere or put into its owners 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.
5105 5239
5106 903.9a If a commander is a melded permanent and its owner chooses to put it into the command zone this way, that permanent and the card representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone. 5240 903.9a If a commander is a melded permanent and its owner chooses to put it into the command zone this way, that permanent and the card representing it that isnt a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.
5107 5241
5108 903.10. 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.) 5242 903.10. 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.)
5109 5243
5110 903.10a 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.) 5244 903.10a A player thats 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.)
5245
5246 903.11. Brawl Option
5247
5248 903.11a Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.
5249
5250 903.11b Brawl decks are usually constructed using cards from the Standard format.
5251
5252 903.11c A player designates either a legendary planeswalker or a legendary creature as their commander.
5253
5254 903.11d A players deck must contain exactly 60 cards, including its commander.
5255
5256 903.11e In a two-player Brawl game, each players starting life total is 25. In a multiplayer Brawl game, each players starting life total is 30.
5257
5258 903.11f In any Brawl game, the first time a player takes a mulligan, they draw a new hand of as many cards they as had before. Subsequent hands decrease by one card as normal.
5259
5260 903.11g Brawl games do not use the state-based action described in rule 704.5v, which causes a player to lose the game if theyve been dealt 21 or more combat damage by a commander.
5111 5261
5112 904. Archenemy 5262 904. Archenemy
5113 5263
5114 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. 5264 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.
5115 5265
5117 5267
5118 904.2a One of the teams consists of exactly one player, who is designated the archenemy. 5268 904.2a One of the teams consists of exactly one player, who is designated the archenemy.
5119 5269
5120 904.2b The other team consists of any number of players. 5270 904.2b The other team consists of any number of players.
5121 5271
5122 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.”) 5272 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.)
5123 5273
5124 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. 5274 904.4. At the start of the game, the archenemy shuffles their scheme deck so that the cards are in a random order. The scheme deck is placed face down next to the archenemys library. All scheme cards remain in the command zone throughout the game, both while theyre part of a scheme deck and while theyre face up.
5125 5275
5126 904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20. 5276 904.5. The archenemys starting life total is 40. Each other players starting life total is 20.
5127 5277
5128 904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game. 5278 904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
5129 5279
5130 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. 5280 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.
5131 5281
5132 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. 5282 904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The cards static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.
5133 5283
5134 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 701.23.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger. 5284 904.9. Immediately after the archenemys precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called setting that scheme in motion. (See rule 701.24.) This turn-based action doesnt use the stack. Abilities of that scheme card that trigger When you set this scheme in motion trigger.
5135 5285
5136 904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on 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.) 5286 904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owners scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)
5137 5287
5138 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 701.24). 5288 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 701.25).
5139 5289
5140 904.12. Supervillain Rumble Option 5290 904.12. Supervillain Rumble Option
5141 5291
5142 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. 5292 904.12a As an alternative option, players may play a Free-for-All game in which each player has their own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.
5143 5293
5144 904.12b Each player in this game is an archenemy. 5294 904.12b Each player in this game is an archenemy.
5145 5295
5146 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. 5296 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.
5147 5297
5148 905. Conspiracy Draft 5298 905. Conspiracy Draft
5149 5299
5150 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. 5300 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 GatheringConspiracy and/or Conspiracy: Take the Crown booster packs by default.
5151 5301
5152 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. 5302 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 them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
5153 5303
5154 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. 5304 905.1b In the first and third draft rounds, booster packs are passed to each players left. In the second draft round, booster packs are passed to each players right.
5155 5305
5156 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. 5306 905.1c During the draft, a player can look only at cards in the booster pack they are currently drafting from, cards they have 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 them to.
5157 5307
5158 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. 5308 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 players card pool. The player builds their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
5159 5309
5160 905.2. Several cards in the Magic: The Gathering—Conspiracy set have abilities that function during the draft. 5310 905.2. Some cards have abilities that function during the draft.
5161 5311
5162 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. 5312 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 cant agree on an order, those actions are taken in a random order.
5163 5313
5164 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. 5314 905.2b Some cards instruct players to reveal them as theyre 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 players drafted cards pile.
5165 5315
5166 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. 5316 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 players drafted cards pile. While the card is face up, all players may look at it.
5167 5317
5168 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.” 5318 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.
5169 5319
5170 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. 5320 905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from their sideboard into the command zone.
5171 5321
5172 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.” 5322 905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, they may turn a face-down conspiracy card they control face up. See rule 702.105, Hidden Agenda.
5173 5323
5174 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. 5324 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.
5175 5325
5176 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. 5326 905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.
5177 5327
5178 Glossary 5328 Glossary
5179 5329
5180 Abandon 5330 Abandon
5181 To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.24, “Abandon.” 5331 To turn a face-up ongoing scheme card face down and put it on the bottom of its owners scheme deck. See rule 701.25, Abandon.
5182 5332
5183 Ability 5333 Ability
5184 1. Text on an object that explains what that object does or can do. 5334 1. Text on an object that explains what that object does or can do.
5185 2. An activated or triggered ability on the stack. This kind of ability is an object. 5335 2. An activated or triggered ability on the stack. This kind of ability is an object.
5186 See rule 112, “Abilities,” and section 6, “Spells, Abilities, and Effects.” 5336 See rule 112, Abilities, and section 6, Spells, Abilities, and Effects.
5187 5337
5188 Ability Word 5338 Ability Word
5189 An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c. 5339 An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.
5190 5340
5191 Absorb 5341 Absorb
5192 A keyword ability that prevents damage. See rule 702.63, “Absorb.” 5342 A keyword ability that prevents damage. See rule 702.63, Absorb.
5193 5343
5194 Activate 5344 Activate
5195 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.” 5345 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.
5196 5346
5197 Activated Ability 5347 Activated Ability
5198 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.” 5348 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.
5199 5349
5200 Activation Cost 5350 Activation Cost
5201 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.” 5351 Everything that appears before the colon in an activated abilitys text. It must be paid to activate the ability. See rule 117, Costs, and rule 602, Activating Activated Abilities.
5202 5352
5203 Active Player 5353 Active Player
5204 The player whose turn it is. See rule 102.1. 5354 The player whose turn it is. See rule 102.1.
5205 5355
5206 Active Player, Nonactive Player Order 5356 Active Player, Nonactive Player Order
5208 5358
5209 Active Team 5359 Active Team
5210 The team whose turn it is in a game using the shared team turns option. See rule 805.4a. 5360 The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
5211 5361
5212 Additional Cost 5362 Additional Cost
5213 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.” 5363 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.
5214 5364
5215 Affinity 5365 Affinity
5216 A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, “Affinity.” 5366 A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, Affinity.
5217 5367
5218 Afflict 5368 Afflict
5219 A keyword ability that makes the defending player lose life for blocking. See rule 702.129, “Afflict.” 5369 A keyword ability that makes the defending player lose life for blocking. See rule 702.129, Afflict.
5220 5370
5221 Aftermath 5371 Aftermath
5222 A keyword ability that lets a player cast one half of a split card only from his or her graveyard. See rule 702.126, “Aftermath.” 5372 A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.126, Aftermath.
5223 5373
5224 Alternating Teams Variant 5374 Alternating Teams Variant
5225 A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.” 5375 A multiplayer variant played among two or more teams of equal size. See rule 811, Alternating Teams Variant.
5226 5376
5227 Alternative Cost 5377 Alternative Cost
5228 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.” 5378 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.
5229 5379
5230 Amplify 5380 Amplify
5231 A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, “Amplify.” 5381 A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, Amplify.
5232 5382
5233 Anchor Word 5383 Anchor Word
5234 A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b. 5384 A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.
5235 5385
5236 Annihilator 5386 Annihilator
5237 A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, “Annihilator.” 5387 A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, Annihilator.
5238 5388
5239 Ante 5389 Ante
5240 1. A zone used only when playing “for keeps.” 5390 1. A zone used only when playing for keeps.
5241 2. To put a card into the ante zone. 5391 2. To put a card into the ante zone.
5242 See rule 407, “Ante.” 5392 See rule 407, Ante.
5393
5394 Any Target
5395 A spell or ability may require any target. Any target is the same as target creature, player, or planeswalker. See rule 114.4.
5243 5396
5244 APNAP Order 5397 APNAP Order
5245 See Active Player, Nonactive Player Order. 5398 See Active Player, Nonactive Player Order.
5246 5399
5247 Archenemy 5400 Archenemy
5248 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.” 5401 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.
5249 2. A player in an Archenemy game who is playing with a scheme deck. 5402 2. A player in an Archenemy game who is playing with a scheme deck.
5250 5403
5251 Artifact 5404 Artifact
5252 A card type. An artifact is a permanent. See rule 301, “Artifacts.” 5405 A card type. An artifact is a permanent. See rule 301, Artifacts.
5253 5406
5254 Artifact Creature 5407 Artifact Creature
5255 A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.” 5408 A combination of artifact and creature thats subject to the rules for both. See rule 301, Artifacts, and rule 302, Creatures.
5256 5409
5257 Artifact Land 5410 Artifact Land
5258 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.” 5411 A combination of artifact and land thats 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.
5259 5412
5260 Artifact Type 5413 Artifact Type
5261 A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types. 5414 A subtype thats correlated to the artifact card type. See rule 301, Artifacts. See rule 205.3g for the list of artifact types.
5262 5415
5263 As Though 5416 As Though
5264 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. 5417 Text used to indicate that the game, for some specific purpose, treats a condition as true even though its not. See rule 609.4.
5418
5419 Ascend
5420 A keyword causing a player to get the designation of the citys blessing once they control ten permanents. See rule 702.130, Ascend.
5421
5422 Assemble
5423 Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set arent included in these rules.
5265 5424
5266 Assign Combat Damage 5425 Assign Combat Damage
5267 To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.” 5426 To determine how an attacking or blocking creature will deal its combat damage. See rule 510, Combat Damage Step.
5427
5428 Assist
5429 A keyword ability that lets another player help you pay for a spell. See rule 702.131, Assist.
5268 5430
5269 At End of Turn (Obsolete) 5431 At End of Turn (Obsolete)
5270 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.” 5432 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.
5271 5433
5272 Attach 5434 Attach
5273 To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.” 5435 To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, Attach.
5274 5436
5275 Attack 5437 Attack
5276 To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.” 5438 To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, Declare Attackers Step.
5277 5439
5278 Attack Alone 5440 Attack Alone
5279 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. 5441 A creature attacks alone if its the only creature declared as an attacker during the declare attackers step. A creature is attacking alone if its attacking but no other creatures are. See rule 506.5.
5280 5442
5281 Attack Left Option 5443 Attack Left Option
5282 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.” 5444 An option that may be used in certain multiplayer variants. See rule 803, Attack Left and Attack Right Options.
5283 5445
5284 Attack Multiple Players Option 5446 Attack Multiple Players Option
5285 An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.” 5447 An option that may be used in certain multiplayer variants. See rule 802, Attack Multiple Players Option.
5286 5448
5287 Attack Right Option 5449 Attack Right Option
5288 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.” 5450 An option that may be used in certain multiplayer variants. See rule 803, Attack Left and Attack Right Options.
5289 5451
5290 Attacking Creature 5452 Attacking Creature
5291 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.” 5453 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 its removed from combat or the combat phase ends, whichever comes first. See rule 508, Declare Attackers Step.
5292 5454
5293 Attacks and Isn’t Blocked 5455 Attacking Team
5294 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. 5456 The team who can attack during the combat phase of a multiplayer game using the shared team turns option. See rule 805, Shared Team Turns Option.
5457
5458 Attacks and Isnt Blocked
5459 An ability that triggers when a creature attacks and isnt blocked triggers when the creature becomes an unblocked attacking creature. See rule 509.1h.
5295 5460
5296 Aura 5461 Aura
5297 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.” 5462 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.
5298 5463
5299 Aura Swap 5464 Aura Swap
5300 A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, “Aura Swap.” 5465 A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, Aura Swap.
5301 5466
5302 Awaken 5467 Awaken
5303 A keyword ability that lets you turn a land you control into a creature. See rule 702.112, “Awaken.” 5468 A keyword ability that lets you turn a land you control into a creature. See rule 702.112, Awaken.
5304 5469
5305 Banding, “Bands with Other” 5470 Banding, Bands with Other
5306 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.” 5471 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.
5307 5472
5308 Base Power, Base Toughness 5473 Base Power, Base Toughness
5309 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.” 5474 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.
5310 5475
5311 Basic 5476 Basic
5312 A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.” 5477 A supertype thats normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, Supertypes.
5313 5478
5314 Basic Landcycling 5479 Basic Landcycling
5315 See Typecycling. 5480 See Typecycling.
5316 5481
5317 Basic Land Type 5482 Basic Land Type
5318 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.” 5483 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.
5319 5484
5320 Battle Cry 5485 Battle Cry
5321 A keyword ability that makes other attacking creatures better in combat. See rule 702.90, “Battle Cry.” 5486 A keyword ability that makes other attacking creatures better in combat. See rule 702.90, Battle Cry.
5322 5487
5323 Battlefield 5488 Battlefield
5324 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.” 5489 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.
5325 5490
5326 Becomes 5491 Becomes
5327 A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d. 5492 A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
5328 5493
5329 Beginning of Combat Step 5494 Beginning of Combat Step
5330 Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.” 5495 Part of the turn. This step is the first step of the combat phase. See rule 507, Beginning of Combat Step.
5331 5496
5332 Beginning Phase 5497 Beginning Phase
5333 Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.” 5498 Part of the turn. This phase is the first phase of the turn. See rule 501, Beginning Phase.
5334 5499
5335 Bestow 5500 Bestow
5336 A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, “Bestow.” 5501 A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, Bestow.
5337 5502
5338 Block 5503 Block
5339 To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.” 5504 To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, Declare Blockers Step.
5340 5505
5341 Block Alone 5506 Block Alone
5342 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. 5507 A creature blocks alone if its the only creature declared as a blocker during the declare blockers step. A creature is blocking alone if its blocking but no other creatures are. See rule 506.5.
5343 5508
5344 Blocked Creature 5509 Blocked Creature
5345 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.” 5510 An attacking creature that another creature blocks or that an effect causes to become blocked. It remains a blocked creature until its removed from combat, an effect says that it becomes unblocked, or the combat phase ends, whichever comes first. See rule 509, Declare Blockers Step.
5346 5511
5347 Blocking Creature 5512 Blocking Creature
5348 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.” 5513 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 its removed from combat or the combat phase ends, whichever comes first. See rule 509, Declare Blockers Step.
5349 5514
5350 Bloodthirst 5515 Bloodthirst
5351 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, “Bloodthirst.” 5516 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, Bloodthirst.
5352 5517
5353 Bolster 5518 Bolster
5354 A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.31, “Bolster.” 5519 A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.32, Bolster.
5355 5520
5356 Booster Pack 5521 Booster Pack
5357 A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b. 5522 A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.
5358 5523
5524 Brawl
5525 An option for the Commander casual variant. See rule 903.11, Brawl Option.
5526
5359 Bury (Obsolete) 5527 Bury (Obsolete)
5360 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].” 5528 A term that meant put [a permanent] into its owners 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 cant be regenerated, or Sacrifice [a permanent].
5361 5529
5362 Bushido 5530 Bushido
5363 A keyword ability that can make a creature better in combat. See rule 702.44, “Bushido.” 5531 A keyword ability that can make a creature better in combat. See rule 702.44, Bushido.
5364 5532
5365 Buyback 5533 Buyback
5366 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.” 5534 A keyword ability of instants and sorceries that can let the spell return to its owners hand as it resolves. See rule 702.26, Buyback.
5367 5535
5368 Card 5536 Card
5369 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.” 5537 The standard component of the game. Magic cards may be traditional or nontraditional. Tokens arent considered cards. In the text of spells or abilities, the term card is used only to refer to a card thats not on the battlefield or on the stack, such as a creature card in a players hand. See rule 108, Cards.
5370 5538
5371 Card Pool 5539 Card Pool
5372 In a Limited format, the cards a player may use, in addition to basic land cards, to build his or her deck. 5540 In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.
5373 5541
5374 Card Type 5542 Card Type
5375 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.” 5543 A characteristic. Except for abilities on the stack, each object has a card type, even if that object isnt a card. Each card type has its own rules. See rule 205, Type Line, and section 3, Card Types.
5376 5544
5377 Cascade 5545 Cascade
5378 A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, “Cascade.” 5546 A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, Cascade.
5379 5547
5380 Cast 5548 Cast
5381 To take a card 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.” 5549 To take a card 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.
5382 5550
5383 Caster (Obsolete) 5551 Caster (Obsolete)
5384 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.” 5552 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.
5385 5553
5386 Casting Cost (Obsolete) 5554 Casting Cost (Obsolete)
5387 An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference. 5555 An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
5388 5556
5389 Champion, Championed 5557 Champion, Championed
5390 “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.” 5558 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.
5391 5559
5392 Change a Target 5560 Change a Target
5393 To choose a new, legal target for a spell or ability. See rule 114.6. 5561 To choose a new, legal target for a spell or ability. See rule 114.7.
5394 5562
5395 Changeling 5563 Changeling
5396 A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, “Changeling.” 5564 A characteristic-defining ability that grants the object its on every creature type. See rule 702.72, Changeling.
5397 5565
5398 Chaos Ability 5566 Chaos Ability
5399 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. 5567 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.
5400 5568
5401 Chaos Symbol 5569 Chaos Symbol
5402 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. 5570 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.
5403 5571
5404 Characteristics 5572 Characteristics
5405 Information that defines an object. See rule 109.3. 5573 Information that defines an object. See rule 109.3.
5406 5574
5407 Characteristic-Defining Ability 5575 Characteristic-Defining Ability
5408 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. 5576 A kind of static ability that conveys information about an objects 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.
5409 5577
5410 Checklist Card 5578 Checklist Card
5411 A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, “Checklist Cards.” 5579 A game supplement with a Magic card back that can be used to represent a double-faced card or meld card. See rule 713, Checklist Cards.
5412 5580
5413 Cipher 5581 Cipher
5414 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.” 5582 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.
5583
5584 Citys Blessing
5585 A designation a player can have. The ascend keyword causes a player to get this designation once they control ten permanents. See rule 702.130, Ascend.
5415 5586
5416 Clash 5587 Clash
5417 To have a mini-contest involving the top cards of players’ libraries. See rule 701.21, “Clash.” 5588 To have a mini-contest involving the top cards of players libraries. See rule 701.22, Clash.
5418 5589
5419 Cleanup Step 5590 Cleanup Step
5420 Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.” 5591 Part of the turn. This step is the second and final step of the ending phase. See rule 514, Cleanup Step.
5421 5592
5422 Collector Number 5593 Collector Number
5423 A number printed on most cards that has no effect on game play. See rule 212, “Information Below the Text Box.” 5594 A number printed on most cards that has no effect on game play. See rule 212, Information Below the Text Box.
5424 5595
5425 Color 5596 Color
5426 1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” 5597 1. A characteristic of an object. See rule 105, Colors, and rule 202, Mana Cost and Color.
5427 2. An attribute mana may have. See rule 106, “Mana.” 5598 2. An attribute mana may have. See rule 106, Mana.
5428 5599
5429 Colorless 5600 Colorless
5430 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” 5601 1. An object with no color is colorless. Colorless is not a color. See rule 105, Colors, and rule 202, Mana Cost and Color.
5431 2. A type of mana. See rule 106, “Mana,” and rule 107.4c. 5602 2. A type of mana. See rule 106, Mana, and rule 107.4c.
5432 5603
5433 Color Identity 5604 Color Identity
5434 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4. 5605 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.
5435 5606
5436 Color Indicator 5607 Color Indicator
5437 A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.” 5608 A characteristic of an object. See rule 105, Colors, and rule 204, Color Indicator.
5438 5609
5439 Combat Damage 5610 Combat Damage
5440 Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.” 5611 Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, Combat Damage Step.
5441 5612
5442 Combat Damage Step 5613 Combat Damage Step
5443 Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.” 5614 Part of the turn. This step is the fourth step of the combat phase. See rule 510, Combat Damage Step.
5444 5615
5445 Combat Phase 5616 Combat Phase
5446 Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.” 5617 Part of the turn. This phase is the third phase of the turn. See rule 506, Combat Phase.
5447 5618
5448 Command 5619 Command
5449 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.” 5620 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.
5450 5621
5451 Commander 5622 Commander
5452 1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.” 5623 1. A casual variant in which each deck is led by a legendary creature. See rule 903, Commander.
5453 2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant. 5624 2. A designation given to one legendary creature card in each players deck in the Commander casual variant.
5625
5626 Commander Ninjutsu
5627 A variant of the ninjutsu ability. See rule 702.48, Ninjutsu.
5628
5629 Commander Tax
5630 Informal term for the additional cost to cast a commander based on the number of times a player has cast it previously this game. See rule 903.8.
5454 5631
5455 Concede 5632 Concede
5456 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.” 5633 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.
5457 5634
5458 Conspiracy 5635 Conspiracy
5459 A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, “Conspiracies.” 5636 A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, Conspiracies.
5460 5637
5461 Conspiracy Draft 5638 Conspiracy Draft
5462 A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.” 5639 A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, Conspiracy Draft.
5463 5640
5464 Conspire 5641 Conspire
5465 A keyword ability that creates a copy of a spell. See rule 702.77, “Conspire.” 5642 A keyword ability that creates a copy of a spell. See rule 702.77, Conspire.
5466 5643
5467 Constructed 5644 Constructed
5468 A way of playing in which each player creates his or her own deck ahead of time. See rule 100.2a. 5645 A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.
5469 5646
5470 Continuous Effect 5647 Continuous Effect
5471 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.” 5648 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.
5472 5649
5473 Continuous Artifact (Obsolete) 5650 Continuous Artifact (Obsolete)
5474 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.” 5651 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.
5475 5652
5476 Control, Controller 5653 Control, Controller
5477 “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. 5654 Control is the system that determines who gets to use an object in the game. An objects controller is the player who currently controls it. See rule 108.4.
5478 5655
5479 Control Another Player 5656 Control Another Player
5480 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 714, “Controlling Another Player.” 5657 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 715, Controlling Another Player.
5481 5658
5482 Converted Mana Cost 5659 Converted Mana Cost
5483 The total amount of mana in a mana cost, regardless of color. See rule 202.3. 5660 The total amount of mana in a mana cost, regardless of color. See rule 202.3.
5484 5661
5485 Convoke 5662 Convoke
5486 A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, “Convoke.” 5663 A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, Convoke.
5487 5664
5488 Copiable Values 5665 Copiable Values
5489 Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3. 5666 Values of an objects characteristics that are checked by copy effects. See rules 706.2 and 706.3.
5490 5667
5491 Copy 5668 Copy
5492 1. To create a new object whose copiable values have been set to those of another object. 5669 1. To create a new object whose copiable values have been set to those of another object.
5493 2. An object whose copiable values have been set to those of another object. 5670 2. An object whose copiable values have been set to those of another object.
5494 See rule 706, “Copying Objects.” 5671 See rule 706, Copying Objects.
5495 5672
5496 Cost 5673 Cost
5497 An action or payment necessary to take another action or to stop another action from taking place. See rule 117, “Costs.” 5674 An action or payment necessary to take another action or to stop another action from taking place. See rule 117, Costs.
5498 5675
5499 Counter 5676 Counter
5500 1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.” 5677 1. To cancel a spell or ability so it doesnt resolve and none of its effects occur. See rule 701.5, Counter.
5501 2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, “Counters.” 5678 2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, Counters.
5502 5679
5503 Counts As (Obsolete) 5680 Counts As (Obsolete)
5504 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. 5681 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.
5505 5682
5506 Create 5683 Create
5507 To create a token is to put a token onto the battlefield. See rule 701.6, “Create.” 5684 To create a token is to put a token onto the battlefield. See rule 701.6, Create.
5508 5685
5509 Creature 5686 Creature
5510 A card type. A creature is a permanent. See rule 302, “Creatures.” 5687 A card type. A creature is a permanent. See rule 302, Creatures.
5511 5688
5512 Creature Type 5689 Creature Type
5513 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. 5690 A subtype thats 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.
5514 5691
5515 Crew 5692 Crew
5516 A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, “Artifacts,” and rule 702.121, “Crew.” 5693 A keyword ability that lets you tap creatures to turn a Vehicle into an artifact creature. See rule 301, Artifacts, and rule 702.121, Crew.
5517 5694
5518 Cumulative Upkeep 5695 Cumulative Upkeep
5519 A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, “Cumulative Upkeep.” 5696 A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, Cumulative Upkeep.
5520 5697
5521 Cycling 5698 Cycling
5522 A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, “Cycling.” 5699 A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, Cycling.
5523 5700
5524 Damage 5701 Damage
5525 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.” 5702 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.
5526 5703
5527 Damage Assignment Order 5704 Damage Assignment Order
5528 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. 5705 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 its blocking. See rules 509.2 and 509.3.
5529 5706
5530 Dash 5707 Dash
5531 A keyword ability that allows creatures to be especially aggressive. See rule 702.108, “Dash.” 5708 A keyword ability that allows creatures to be especially aggressive. See rule 702.108, Dash.
5532 5709
5533 Deal 5710 Deal
5534 See Damage. 5711 See Damage.
5535 5712
5536 Deathtouch 5713 Deathtouch
5537 A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.” 5714 A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, Deathtouch.
5538 5715
5539 Deck 5716 Deck
5540 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.” 5717 The collection of cards a player starts the game with; it becomes that players library. See rule 100, General, and rule 103, Starting the Game.
5541 5718
5542 Declare Attackers 5719 Declare Attackers
5543 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. 5720 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.
5544 5721
5545 Declare Attackers Step 5722 Declare Attackers Step
5546 Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.” 5723 Part of the turn. This step is the second step of the combat phase. See rule 508, Declare Attackers Step.
5547 5724
5548 Declare Blockers 5725 Declare Blockers
5549 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. 5726 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.
5550 5727
5551 Declare Blockers Step 5728 Declare Blockers Step
5552 Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.” 5729 Part of the turn. This step is the third step of the combat phase. See rule 509, Declare Blockers Step.
5553 5730
5554 Defender 5731 Defender
5555 A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.” 5732 A keyword ability that prohibits a creature from attacking. See rule 702.3, Defender.
5556 5733
5557 Defending Player 5734 Defending Player
5558 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. 5735 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 805.10.
5559 5736
5560 Defending Team 5737 Defending Team
5561 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. 5738 The team who can be attacked, and whose planeswalkers can be attacked, during the combat phase of a multiplayer game using the shared team turns option. See rule 805, Shared Team Turns Option.
5562 5739
5563 Delayed Triggered Ability 5740 Delayed Triggered Ability
5564 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. 5741 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.
5565 5742
5566 Delve 5743 Delve
5567 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.” 5744 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.
5568 5745
5569 Dependency 5746 Dependency
5570 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. 5747 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.
5571 5748
5572 Deploy Creatures Option 5749 Deploy Creatures Option
5573 An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.” 5750 An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, Deploy Creatures Option.
5574 5751
5575 Destroy 5752 Destroy
5576 To move a permanent from the battlefield to its owner’s graveyard. See rule 701.7, “Destroy.” 5753 To move a permanent from the battlefield to its owners graveyard. See rule 701.7, Destroy.
5577 5754
5578 Detain 5755 Detain
5579 A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.27, “Detain.” 5756 A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.28, Detain.
5580 5757
5581 Dethrone 5758 Dethrone
5582 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.” 5759 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.
5583 5760
5584 Devoid 5761 Devoid
5585 A characteristic-defining ability that makes an object colorless. See rule 702.113, “Devoid.” 5762 A characteristic-defining ability that makes an object colorless. See rule 702.113, Devoid.
5586 5763
5587 Devotion 5764 Devotion
5588 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. 5765 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.
5589 5766
5590 Devour 5767 Devour
5591 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, “Devour.” 5768 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, Devour.
5592 5769
5593 Dies 5770 Dies
5594 A creature “dies” if it is put into a graveyard from the battlefield. See rule 700.4. 5771 A creature or planeswalker dies if it is put into a graveyard from the battlefield. See rule 700.4.
5595 5772
5596 Discard 5773 Discard
5597 To move a card from its owner’s hand to that player’s graveyard. See rule 701.8, “Discard.” 5774 To move a card from its owners hand to that players graveyard. See rule 701.8, Discard.
5775
5776 Double Agenda
5777 A variant of the hidden agenda ability. See rule 702.105, Hidden Agenda.
5778
5779 Double Strike
5780 A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, Double Strike.
5598 5781
5599 Double-Faced Cards 5782 Double-Faced Cards
5600 Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, “Double-Faced Cards.” 5783 Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, Double-Faced Cards.
5601
5602 Double Strike
5603 A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
5604 5784
5605 Draft 5785 Draft
5606 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. 5786 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.
5607 2. To choose a card during a draft and put it into your card pool. 5787 2. To choose a card during a draft and put it into your card pool.
5608 5788
5609 Draft Round 5789 Draft Round
5610 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. 5790 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.
5611 5791
5612 Draw 5792 Draw
5613 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.” 5793 1. To put the top card of a players library into their hand as a turn-based action or as the result of an effect that uses the word draw. See rule 120, Drawing a Card.
5614 2. The result of a game in which neither player wins or loses. See rule 104.4. 5794 2. The result of a game in which neither player wins or loses. See rule 104.4.
5615 5795
5616 Draw Step 5796 Draw Step
5617 Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.” 5797 Part of the turn. This step is the third and final step of the beginning phase. See rule 504, Draw Step.
5618 5798
5619 Dredge 5799 Dredge
5620 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.” 5800 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.51, Dredge.
5621 5801
5622 During (Obsolete) 5802 During (Obsolete)
5623 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. 5803 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.
5624 5804
5625 Echo 5805 Echo
5626 A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.” 5806 A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, Echo.
5627 5807
5628 EDH (Obsolete) 5808 EDH (Obsolete)
5629 An older name for the Commander casual variant. See rule 903, “Commander.” 5809 An older name for the Commander casual variant. See rule 903, Commander.
5630 5810
5631 Effect 5811 Effect
5632 Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.” 5812 Something that happens in the game as a result of a spell or ability. See rule 609, Effects.
5633 5813
5634 Embalm 5814 Embalm
5635 A keyword ability that lets a player exile a creature card from his or her graveyard to create a mummified token version of that card. See rule 702.127, “Embalm.” 5815 A keyword ability that lets a player exile a creature card from their graveyard to create a mummified token version of that card. See rule 702.127, Embalm.
5636 5816
5637 Emblem 5817 Emblem
5638 An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.” 5818 An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, Emblems.
5639 5819
5640 Emerge 5820 Emerge
5641 A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, “Emerge.” 5821 A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, Emerge.
5642 5822
5643 Emperor 5823 Emperor
5644 The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.” 5824 The middle player on each team in an Emperor game. See rule 809, Emperor Variant.
5645 5825
5646 Emperor Variant 5826 Emperor Variant
5647 A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.” 5827 A multiplayer variant played among three-player teams. See rule 809, Emperor Variant.
5648 5828
5649 Enchant 5829 Enchant
5650 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.” 5830 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.
5651 5831
5652 Enchantment 5832 Enchantment
5653 A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura. 5833 A card type. An enchantment is a permanent. See rule 303, Enchantments. See also Aura.
5654 5834
5655 Enchantment Type 5835 Enchantment Type
5656 A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types. 5836 A subtype thats correlated to the enchantment card type. See rule 303, Enchantments. See rule 205.3h for the list of enchantment types.
5657 5837
5658 Encoded 5838 Encoded
5659 A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.” 5839 A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, Cipher.
5660 5840
5661 Encounter 5841 Encounter
5662 To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.” 5842 To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, Phenomena.
5663 5843
5664 End of Combat Step 5844 End of Combat Step
5665 Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.” 5845 Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, End of Combat Step.
5666 5846
5667 End Step 5847 End Step
5668 Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.” 5848 Part of the turn. This step is the first step of the ending phase. See rule 513, End Step.
5669 5849
5670 End the Turn 5850 End the Turn
5671 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 715, “Ending the Turn.” 5851 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 716, Ending the Turn.
5672 5852
5673 Ending Phase 5853 Ending Phase
5674 Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.” 5854 Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, Ending Phase.
5675 5855
5676 Energy Symbol 5856 Energy Symbol
5677 The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from himself or herself. 5857 The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
5678 5858
5679 Enters the Battlefield 5859 Enters the Battlefield
5680 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, 603.6d, and 614.12. 5860 A nontoken permanent enters the battlefield when its moved onto the battlefield from another zone. A token enters the battlefield when its created. See rules 403.3, 603.6a, 603.6d, and 614.12.
5681 5861
5682 Entwine 5862 Entwine
5683 A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, “Entwine.” 5863 A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, Entwine.
5684 5864
5685 Epic 5865 Epic
5686 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.” 5866 A keyword ability that lets a player copy a spell at the beginning of each of their upkeeps at the expense of casting any other spells for the rest of the game. See rule 702.49, Epic.
5687 5867
5688 Equip 5868 Equip
5689 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.” 5869 A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, Artifacts, and rule 702.6, Equip.
5690 5870
5691 Equipment 5871 Equipment
5692 An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.” 5872 An artifact subtype. Equipment can be attached to creatures. See rule 301, Artifacts, and rule 702.6, Equip.
5693 5873
5694 Escalate 5874 Escalate
5695 A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, “Escalate.” 5875 A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, Escalate.
5696 5876
5697 Eternalize 5877 Eternalize
5698 A keyword ability that lets a player exile a creature card from his or her graveyard to create an eternalized token version of that card. See rule 702.128, “Eternalize.” 5878 A keyword ability that lets a player exile a creature card from their graveyard to create an eternalized token version of that card. See rule 702.128, Eternalize.
5699 5879
5700 Evasion Ability 5880 Evasion Ability
5701 An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c. 5881 An ability that restricts what creatures can block an attacking creature. See rules 509.1bc.
5702 5882
5703 Event 5883 Event
5704 Anything that happens in a game. See rule 700.1. 5884 Anything that happens in a game. See rule 700.1.
5705 5885
5706 Evoke 5886 Evoke
5707 A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, “Evoke.” 5887 A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, Evoke.
5708 5888
5709 Evolve 5889 Evolve
5710 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.” 5890 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.
5711 5891
5712 Exalted 5892 Exalted
5713 A keyword ability that can make a creature better in combat. See rule 702.82, “Exalted.” 5893 A keyword ability that can make a creature better in combat. See rule 702.82, Exalted.
5714 5894
5715 Exchange 5895 Exchange
5716 To swap two things, such as objects, sets of objects, or life totals. See rule 701.9, “Exchange.” 5896 To swap two things, such as objects, sets of objects, or life totals. See rule 701.10, Exchange.
5717 5897
5718 Exert 5898 Exert
5719 A keyword action that stops a permanent from untapping during the next uptap step of the player who exerted it. See rule 701.37, “Exert.” 5899 A keyword action that stops a permanent from untapping during the next uptap step of the player who exerted it. See rule 701.38, Exert.
5720 5900
5721 Exile 5901 Exile
5722 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone. 5902 1. A zone. Exile is essentially a holding area for cards. It used to be known as the removed-from-the-game zone.
5723 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. 5903 2. To put an object into the exile zone from whatever zone its currently in. An exiled card is one thats been put into the exile zone.
5724 See rule 406, “Exile.” 5904 See rule 406, Exile.
5725 5905
5726 Expansion Symbol 5906 Expansion Symbol
5727 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.” 5907 A cards 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.
5728 5908
5729 Exploit 5909 Exploit
5730 A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, “Exploit.” 5910 A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, Exploit.
5731 5911
5732 Explore 5912 Explore
5733 A keyword action that causes a player to reveal the top card of his or her library and then to take different actions depending on whether a land card is revealed this way. See rule 701.38, “Explore.” 5913 A keyword action that causes a player to reveal the top card of their library and then to take different actions depending on whether a land card is revealed this way. See rule 701.39, Explore.
5734 5914
5735 Extort 5915 Extort
5736 A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, “Extort.” 5916 A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, Extort.
5737 5917
5738 Extra Turn 5918 Extra Turn
5739 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. 5919 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.
5740 5920
5741 Fabricate 5921 Fabricate
5742 A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.122, “Fabricate.” 5922 A keyword ability that lets you choose whether to create Servo tokens or put +1/+1 counters on a creature. See rule 702.122, Fabricate.
5743 5923
5744 Face Down 5924 Face Down
5745 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.” 5925 1. A card is face down if its physically positioned so the card back is showing. Cards in some zones are normally kept face down. See section 4, Zones.
5746 2. A status a permanent may have. See rule 110.6 and rule 702.36, “Morph.” 5926 2. A status a permanent may have. See rule 110.6 and rule 702.36, Morph.
5747 3. Face-down spells have additional rules. See rule 707, “Face-Down Spells and Permanents,” and rule 702.36, “Morph.” 5927 3. Face-down spells have additional rules. See rule 707, Face-Down Spells and Permanents, and rule 702.36, Morph.
5748 5928
5749 Face Up 5929 Face Up
5750 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.” 5930 1. A card is face up if its physically positioned so the card front is showing. Cards in some zones are normally kept face up. See section 4, Zones.
5751 2. A default status a permanent may have. See rule 110.6 and rule 702.36, “Morph.” 5931 2. A default status a permanent may have. See rule 110.6 and rule 702.36, Morph.
5752 5932
5753 Fading 5933 Fading
5754 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, “Fading.” 5934 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, Fading.
5755 5935
5756 Fateseal 5936 Fateseal
5757 To manipulate some of the cards on top of an opponent’s library. See rule 701.20, “Fateseal.” 5937 To manipulate some of the cards on top of an opponents library. See rule 701.21, Fateseal.
5758 5938
5759 Fear 5939 Fear
5760 A keyword ability that restricts how a creature may be blocked. See rule 702.35, “Fear.” 5940 A keyword ability that restricts how a creature may be blocked. See rule 702.35, Fear.
5761 5941
5762 Fight 5942 Fight
5763 When two creatures fight, each deals damage equal to its power to the other. See rule 701.11, “Fight.” 5943 When two creatures fight, each deals damage equal to its power to the other. See rule 701.12, Fight.
5764 5944
5765 First Strike 5945 First Strike
5766 A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.” 5946 A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, First Strike.
5767 5947
5768 Flanking 5948 Flanking
5769 A keyword ability that can make a creature better in combat. See rule 702.24, “Flanking.” 5949 A keyword ability that can make a creature better in combat. See rule 702.24, Flanking.
5770 5950
5771 Flash 5951 Flash
5772 A keyword ability that lets a player play a card any time he or she could cast an instant. See rule 702.8, “Flash.” 5952 A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, Flash.
5773 5953
5774 Flashback 5954 Flashback
5775 A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.33, “Flashback.” 5955 A keyword ability that lets a player cast a card from their graveyard. See rule 702.33, Flashback.
5776 5956
5777 Flavor Text 5957 Flavor Text
5778 Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2. 5958 Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.
5779 5959
5780 Flip Cards 5960 Flip Cards
5781 Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, “Flip Cards.” 5961 Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, Flip Cards.
5782 5962
5783 Flipped 5963 Flipped
5784 A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped. 5964 A status a permanent may have. See rule 110.6 and rule 709, Flip Cards. See also Unflipped.
5785 5965
5786 Flipping a Coin 5966 Flipping a Coin
5787 A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.” 5967 A method of randomization with two possible outcomes of equal likelihood. See rule 705, Flipping a Coin.
5788 5968
5789 Flying 5969 Flying
5790 A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.” 5970 A keyword ability that restricts how a creature may be blocked. See rule 702.9, Flying.
5791 5971
5792 Forecast 5972 Forecast
5793 A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.56, “Forecast.” 5973 A keyword ability that allows an activated ability to be activated from a players hand. See rule 702.56, Forecast.
5794 5974
5795 Forest 5975 Forest
5796 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. 5976 One of the five basic land types. Any land with this subtype has the ability {T}: Add {G}. See rule 305.6.
5797 5977
5798 Forestcycling 5978 Forestcycling
5799 See Typecycling. 5979 See Typecycling.
5800 5980
5801 Forestwalk 5981 Forestwalk
5802 See Landwalk. 5982 See Landwalk.
5803 5983
5804 Fortification 5984 Fortification
5805 An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.66, “Fortify.” 5985 An artifact subtype. Fortifications can be attached to lands. See rule 301, Artifacts, and rule 702.66, Fortify.
5806 5986
5807 Fortify 5987 Fortify
5808 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.” 5988 A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, Artifacts, and rule 702.66, Fortify.
5809 5989
5810 Frenzy 5990 Frenzy
5811 A keyword ability that can make a creature better in combat. See rule 702.67, “Frenzy.” 5991 A keyword ability that can make a creature better in combat. See rule 702.67, Frenzy.
5812 5992
5813 Free-for-All 5993 Free-for-All
5814 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.” 5994 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, Free-for-All Variant.
5815 5995
5816 Fuse 5996 Fuse
5817 A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, “Fuse.” 5997 A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, Fuse.
5818 5998
5819 Fused Split Spell 5999 Fused Split Spell
5820 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.” 6000 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.
5821 6001
5822 General 6002 General
5823 Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.” 6003 Any player in the Emperor multiplayer variant who isnt an emperor. See rule 809, Emperor Variant.
5824 6004
5825 Generic Mana 6005 Generic Mana
5826 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. 6006 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.
5827 6007
5828 Global Enchantment (Obsolete) 6008 Global Enchantment (Obsolete)
5829 An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference. 6009 An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
5830 6010
5831 Goad 6011 Goad
5832 A keyword action that forces a creature to attack and to attack another player if able. See rule 701.36, “Goad.” 6012 A keyword action that forces a creature to attack and to attack another player if able. See rule 701.37, Goad.
5833 6013
5834 Graft 6014 Graft
5835 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.” 6015 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.
5836 6016
5837 Grand Melee 6017 Grand Melee
5838 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.” 6018 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.
5839 6019
5840 Gravestorm 6020 Gravestorm
5841 A keyword ability that creates copies of a spell. See rule 702.68, “Gravestorm.” 6021 A keyword ability that creates copies of a spell. See rule 702.68, Gravestorm.
5842 6022
5843 Graveyard 6023 Graveyard
5844 1. A zone. A player’s graveyard is his or her discard pile. 6024 1. A zone. A players graveyard is their discard pile.
5845 2. All the cards in a player’s graveyard. 6025 2. All the cards in a players graveyard.
5846 See rule 404, “Graveyard.” 6026 See rule 404, Graveyard.
5847 6027
5848 Hand 6028 Hand
5849 1. A zone. A player’s hand is where that player holds cards he or she has drawn but not played yet. 6029 1. A zone. A players hand is where that player holds cards they have drawn but not played yet.
5850 2. All the cards in a player’s hand. 6030 2. All the cards in a players hand.
5851 See rule 402, “Hand.” 6031 See rule 402, Hand.
5852 6032
5853 Hand Modifier 6033 Hand Modifier
5854 A characteristic that only vanguards have. See rule 210, “Hand Modifier.” 6034 A characteristic that only vanguards have. See rule 210, Hand Modifier.
5855 6035
5856 Haste 6036 Haste
5857 A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6. 6037 A keyword ability that lets a creature ignore the summoning sickness rule. See rule 702.10, Haste, and rule 302.6.
5858 6038
5859 Haunt 6039 Haunt
5860 A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.54, “Haunt.” 6040 A keyword ability that exiles cards. A card exiled this way haunts a creature targeted by the haunt ability. See rule 702.54, Haunt.
5861 6041
5862 Hexproof 6042 Hexproof
5863 A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.” 6043 A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, Hexproof.
5864 6044
5865 Hidden Agenda 6045 Hidden Agenda
5866 A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, “Hidden Agenda.” 6046 A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, Hidden Agenda.
5867 6047
5868 Hidden Zone 6048 Hidden Zone
5869 A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone. 6049 A zone in which not all players can be expected to see the cards faces. See rule 400.2. See also Public Zone.
5870 6050
5871 Hideaway 6051 Hideaway
5872 A keyword ability that lets a player store a secret card. See rule 702.74, “Hideaway.” 6052 A keyword ability that lets a player store a secret card. See rule 702.74, Hideaway.
6053
6054 Historic
6055 An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.
5873 6056
5874 Horsemanship 6057 Horsemanship
5875 A keyword ability that restricts how a creature may be blocked. See rule 702.30, “Horsemanship.” 6058 A keyword ability that restricts how a creature may be blocked. See rule 702.30, Horsemanship.
5876 6059
5877 Hybrid Card 6060 Hybrid Card
5878 A card with one or more hybrid mana symbols in its mana cost. See rule 202.2d. 6061 A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.
5879 6062
5880 Hybrid Mana Symbols 6063 Hybrid Mana Symbols
5881 A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4. 6064 A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
5882 6065
5883 If 6066 If
5884 See Intervening “If” Clause. 6067 See Intervening If Clause.
5885 6068
5886 Illegal Action 6069 Illegal Action
5887 An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 720, “Handling Illegal Actions.” 6070 An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 721, Handling Illegal Actions.
5888 6071
5889 Illegal Target 6072 Illegal Target
5890 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. 6073 A target that no longer exists or no longer meets the specifications stated by the spell or ability thats targeting it. See rule 608.2b.
5891 6074
5892 Illustration 6075 Illustration
5893 A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.” 6076 A picture printed on the upper half of a card that has no effect on game play. See rule 203, Illustration.
5894 6077
5895 Illustration Credit 6078 Illustration Credit
5896 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.” 6079 Information printed directly below the text box that has no effect on game play. See rule 212, Information Below the Text Box.
5897 6080
5898 Imprint 6081 Imprint
5899 “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. 6082 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.
5900 6083
5901 Improvise 6084 Improvise
5902 A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, “Improvise.” 6085 A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, Improvise.
5903 6086
5904 In Play (Obsolete) 6087 In Play (Obsolete)
5905 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. 6088 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.
5906 6089
5907 In Response To 6090 In Response To
5908 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. 6091 An instant spell thats been cast, or an activated ability thats 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.
5909 6092
5910 Independent 6093 Independent
5911 See Dependency. 6094 See Dependency.
5912 6095
5913 Indestructible 6096 Indestructible
5914 A keyword ability that precludes a permanent from being destroyed. See rule 702.12. 6097 A keyword ability that precludes a permanent from being destroyed. See rule 702.12.
5915 6098
5916 Infect 6099 Infect
5917 A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, “Infect.” 6100 A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, Infect.
5918 6101
5919 Ingest 6102 Ingest
5920 A keyword ability that can exile the top card of a player’s library. See rule 702.114, “Ingest.” 6103 A keyword ability that can exile the top card of a players library. See rule 702.114, Ingest.
5921 6104
5922 Instant 6105 Instant
5923 A card type. An instant is not a permanent. See rule 304, “Instants.” 6106 A card type. An instant is not a permanent. See rule 304, Instants.
5924 6107
5925 Instead 6108 Instead
5926 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.” 6109 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.
5927 6110
5928 Interrupt (Obsolete) 6111 Interrupt (Obsolete)
5929 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. 6112 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 theyre mana abilities, in which case they follow those rules instead). All relevant cards have been given errata in the Oracle card reference.
5930 6113
5931 Intervening “If” Clause 6114 Intervening If Clause
5932 A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4 6115 A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4
5933 6116
5934 Intimidate 6117 Intimidate
5935 A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.” 6118 A keyword ability that restricts how a creature may be blocked. See rule 702.13, Intimidate.
5936 6119
5937 Investigate 6120 Investigate
5938 A keyword action that creates a Clue artifact token. See rule 701.34, “Investigate.” 6121 A keyword action that creates a Clue artifact token. See rule 701.35, Investigate.
5939 6122
5940 Island 6123 Island
5941 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. 6124 One of the five basic land types. Any land with this subtype has the ability {T}: Add {U}. See rule 305.6.
5942 6125
5943 Islandcycling 6126 Islandcycling
5944 See Typecycling. 6127 See Typecycling.
5945 6128
5946 Islandhome (Obsolete) 6129 Islandhome (Obsolete)
5947 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. 6130 An obsolete keyword ability that meant This creature cant 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.
5948 6131
5949 Islandwalk 6132 Islandwalk
5950 See Landwalk. 6133 See Landwalk.
5951 6134
6135 Jump-Start
6136 A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.132, Jump-Start.
6137
5952 Keyword Ability 6138 Keyword Ability
5953 A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.” 6139 A game term, such as flying or haste, used as shorthand for a longer ability or group of abilities. See rule 702, Keyword Abilities.
5954 6140
5955 Keyword Action 6141 Keyword Action
5956 A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.” 6142 A verb, such as destroy or cast, used as a game term rather than as its normal English meaning. See rule 701, Keyword Actions.
5957 6143
5958 Kicker, Kicked 6144 Kicker, Kicked
5959 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.” 6145 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.
5960 6146
5961 Land 6147 Land
5962 A card type. A land is a permanent. See rule 305, “Lands.” 6148 A card type. A land is a permanent. See rule 305, Lands.
5963 6149
5964 Land Type 6150 Land Type
5965 A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types. 6151 A subtype thats correlated to the land card type. See rule 305, Lands. See rule 205.3i for the list of land types.
5966 6152
5967 Landwalk 6153 Landwalk
5968 A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.” 6154 A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, Landwalk.
5969 6155
5970 Last Known Information 6156 Last Known Information
5971 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 800.4h. 6157 Information about an object thats no longer in the zone its expected to be in, or information about a player thats no longer in the game. This information captures that objects last existence in that zone or that players last existence in the game. See rules 112.7a, 608.2b, 608.2g, and 800.4h.
5972 6158
5973 Layer 6159 Layer
5974 A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order. 6160 A system used to determine in which order continuous effects are applied. See rule 613, Interaction of Continuous Effects. See also Dependency, Timestamp Order.
5975 6161
5976 Leaves the Battlefield 6162 Leaves the Battlefield
5977 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 603.10. 6163 A permanent leaves the battlefield when its moved from the battlefield to another zone, or (if its phased in) when it leaves the game because its owner leaves the game. See rules 603.6c and 603.10.
5978 6164
5979 Legal Text 6165 Legal Text
5980 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.” 6166 Information printed directly below the text box that has no effect on game play. See rule 212, Information Below the Text Box.
5981 6167
5982 Legend (Obsolete) 6168 Legend (Obsolete)
5983 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. 6169 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.
5984 6170
5985 Legendary 6171 Legendary
5986 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule. 6172 A supertype thats normally relevant on permanents. See rule 205.4, Supertypes. See also Legend Rule.
5987 6173
5988 Legend Rule 6174 Legend Rule
5989 A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners’ graveyards. See rule 704.5j. 6175 A state-based action that causes a player who controls two or more legendary permanents with the same name to put all but one into their owners graveyards. See rule 704.5j.
5990 6176
5991 Lethal Damage 6177 Lethal Damage
5992 An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g. 6178 An amount of damage greater than or equal to a creatures toughness. See rules 119.6, 510.1, and 704.5g.
5993 6179
5994 Level Symbol 6180 Level Symbol
5995 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.” 6181 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.
5996 6182
5997 Level Up 6183 Level Up
5998 A keyword ability that can put level counters on a creature. See rule 702.86, “Level Up.” 6184 A keyword ability that can put level counters on a creature. See rule 702.86, Level Up.
5999 6185
6000 Leveler Cards 6186 Leveler Cards
6001 Cards with striated text boxes and three power/toughness boxes. See rule 710, “Leveler Cards.” 6187 Cards with striated text boxes and three power/toughness boxes. See rule 710, Leveler Cards.
6002 6188
6003 Library 6189 Library
6004 1. A zone. A player’s library is where that player draws cards from. 6190 1. A zone. A players library is where that player draws cards from.
6005 2. All the cards in a player’s library. 6191 2. All the cards in a players library.
6006 See rule 401, “Library.” 6192 See rule 401, Library.
6007 6193
6008 Life, Life Total 6194 Life, Life Total
6009 Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 118, “Life.” 6195 Each player has an amount of life, represented by that players life total. Life may be gained or lost. See rule 118, Life.
6010 6196
6011 Life Modifier 6197 Life Modifier
6012 A characteristic that only vanguards have. See rule 211, “Life Modifier.” 6198 A characteristic that only vanguards have. See rule 211, Life Modifier.
6013 6199
6014 Lifelink 6200 Lifelink
6015 A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.” 6201 A keyword ability that causes a player to gain life. See rule 702.15, Lifelink.
6016 6202
6017 Limited 6203 Limited
6018 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. 6204 A way of playing in which each player gets a quantity of unopened Magic product and creates their own deck on the spot. See rule 100.2.
6019 6205
6020 Limited Range of Influence 6206 Limited Range of Influence
6021 An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.” 6207 An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, Limited Range of Influence Option.
6022 6208
6023 Linked Abilities 6209 Linked Abilities
6024 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.” 6210 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.
6025 6211
6026 Living Weapon 6212 Living Weapon
6027 A keyword ability that creates a creature token and then attaches the Equipment with the ability to that token. See rule 702.91, “Living Weapon.” 6213 A keyword ability that creates a creature token and then attaches the Equipment with the ability to that token. See rule 702.91, Living Weapon.
6028 6214
6029 Local Enchantment (Obsolete) 6215 Local Enchantment (Obsolete)
6030 An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference. 6216 An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
6031 6217
6032 Loop 6218 Loop
6033 A set of actions that could be repeated indefinitely. See rule 719, “Taking Shortcuts.” 6219 A set of actions that could be repeated indefinitely. See rule 720, Taking Shortcuts.
6034 6220
6035 Lose the Game 6221 Lose the Game
6036 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 903.10 (for an additional rule for Commander games). 6222 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 903.10 (for an additional rule for Commander games).
6037 6223
6038 Loyalty 6224 Loyalty
6039 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.” 6225 1. Part of a card that only planeswalkers have. A planeswalker cards loyalty is printed in its lower right corner. See rule 209, Loyalty.
6040 2. A characteristic that only planeswalkers have. See rule 306.5. 6226 2. A characteristic that only planeswalkers have. See rule 306.5.
6041 6227
6042 Loyalty Ability 6228 Loyalty Ability
6043 An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.” 6229 An activated ability with a loyalty symbol in its cost. See rule 606, Loyalty Abilities.
6044 6230
6045 Madness 6231 Madness
6046 A keyword ability that lets a player cast a card he or she discards. See rule 702.34, “Madness.” 6232 A keyword ability that lets a player cast a card they discard. See rule 702.34, Madness.
6047 6233
6048 Main Game 6234 Main Game
6049 The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 718, “Subgames.” 6235 The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 719, Subgames.
6050 6236
6051 Main Phase 6237 Main Phase
6052 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.” 6238 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.
6053 6239
6054 Mana 6240 Mana
6055 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.” 6241 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.
6056 6242
6057 Mana Ability 6243 Mana Ability
6058 An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.” 6244 An activated or triggered ability that could create mana and doesnt use the stack. See rule 605, Mana Abilities.
6059 6245
6060 Mana Burn (Obsolete) 6246 Mana Burn (Obsolete)
6061 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. 6247 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.
6062 6248
6063 Mana Cost 6249 Mana Cost
6064 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.” 6250 A characteristic, and part of a card. A cards 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.
6065 6251
6066 Mana Pool 6252 Mana Pool
6067 Where mana created by an effect is temporarily stored. See rule 106.4. 6253 Where mana created by an effect is temporarily stored. See rule 106.4.
6068 6254
6069 Mana Source (Obsolete) 6255 Mana Source (Obsolete)
6070 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. 6256 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.
6071 6257
6072 Mana Symbol 6258 Mana Symbol
6073 An icon that represents mana or a mana cost. See rule 107.4. 6259 An icon that represents mana or a mana cost. See rule 107.4.
6074 6260
6075 Manifest 6261 Manifest
6076 A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.32, “Manifest,” and rule 707, “Face-Down Spells and Permanents.” 6262 A keyword action that puts a card onto the battlefield face down as a 2/2 creature. See rule 701.33, Manifest, and rule 707, Face-Down Spells and Permanents.
6077 6263
6078 Match 6264 Match
6079 A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6. 6265 A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
6080 6266
6081 Maximum Hand Size 6267 Maximum Hand Size
6082 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. 6268 The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.
6083 6269
6084 Megamorph 6270 Megamorph
6085 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.” 6271 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.
6086 6272
6087 Meld 6273 Meld
6088 To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.35, “Meld.” 6274 To turn two members of a meld pair so their back faces are up and combined into one oversized Magic card. See rule 701.36, Meld.
6089 6275
6090 Meld Cards 6276 Meld Cards
6091 Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, “Meld Cards.” 6277 Cards with a Magic card face on one side and half of an oversized Magic card face on the other. See rule 712, Meld Cards.
6092 6278
6093 Melee 6279 Melee
6094 A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, “Melee.” 6280 A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, Melee.
6095 6281
6096 Menace 6282 Menace
6097 An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, “Menace.” 6283 An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, Menace.
6284
6285 Mentor
6286 A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.133, Mentor.
6098 6287
6099 Miracle 6288 Miracle
6100 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.” 6289 A keyword ability that lets you cast a spell for a reduced cost if its the first card you draw in a turn. See rule 702.93, Miracle.
6101 6290
6102 Modal, Mode 6291 Modal, Mode
6103 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. 6292 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.
6104 6293
6105 Modular 6294 Modular
6106 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.” 6295 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.
6107 6296
6108 Monarch 6297 Monarch
6109 A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of his or her end step. Dealing combat damage to the monarch steals the title from that player. See rule 716, “The Monarch.” 6298 A designation a player can have. Some effects instruct a player to become the monarch. The monarch draws a card at the beginning of their end step. Dealing combat damage to the monarch steals the title from that player. See rule 717, The Monarch.
6110 6299
6111 Mono Artifact (Obsolete) 6300 Mono Artifact (Obsolete)
6112 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. 6301 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.
6113 6302
6114 Monocolored 6303 Monocolored
6115 An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.” 6304 An object with exactly one color is monocolored. Colorless objects arent monocolored. See rule 105, Colors, and rule 202, Mana Cost and Color.
6116 6305
6117 Monocolored Hybrid Mana Symbols 6306 Monocolored Hybrid Mana Symbols
6118 See Hybrid Mana Symbols. 6307 See Hybrid Mana Symbols.
6119 6308
6120 Monstrosity 6309 Monstrosity
6121 A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.29, “Monstrosity.” 6310 A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.30, Monstrosity.
6122 6311
6123 Monstrous 6312 Monstrous
6124 A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.29, “Monstrosity.” 6313 A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.30, Monstrosity.
6125 6314
6126 Morph 6315 Morph
6127 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.” 6316 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.
6128 6317
6129 Mountain 6318 Mountain
6130 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. 6319 One of the five basic land types. Any land with this subtype has the ability {T}: Add {R}. See rule 305.6.
6131 6320
6132 Mountaincycling 6321 Mountaincycling
6133 See Typecycling. 6322 See Typecycling.
6134 6323
6135 Mountainwalk 6324 Mountainwalk
6136 See Landwalk. 6325 See Landwalk.
6137 6326
6138 Move 6327 Move
6139 To remove a counter from one object and put it on a different object. See rule 121.5. 6328 To remove a counter from one object and put it on a different object. See rule 121.5.
6140 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.” 6329 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.
6141 6330
6142 Mulligan 6331 Mulligan
6143 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. 6332 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.
6144 6333
6145 Multicolored 6334 Multicolored
6146 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.” 6335 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.
6147 6336
6148 Multikicker 6337 Multikicker
6149 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. 6338 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.
6150 6339
6151 Multiplayer Game 6340 Multiplayer Game
6152 A game that begins with more than two players. See section 8, “Multiplayer Rules.” 6341 A game that begins with more than two players. See section 8, Multiplayer Rules.
6153 6342
6154 Myriad 6343 Myriad
6155 Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, “Myriad.” 6344 Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, Myriad.
6156 6345
6157 Name 6346 Name
6158 A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.” 6347 A characteristic, and part of a card. A cards name is printed in its upper left corner. See rule 201, Name.
6159 6348
6160 Ninjutsu 6349 Ninjutsu
6161 A keyword ability that lets a creature suddenly enter combat. See rule 702.48, “Ninjutsu.” 6350 A keyword ability that lets a creature suddenly enter combat. See rule 702.48, Ninjutsu.
6162 6351
6163 Nonbasic Land 6352 Nonbasic Land
6164 Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.” 6353 Any land that doesnt have the supertype basic. See rule 205.4, Supertypes.
6165 6354
6166 Nontraditional Magic Card 6355 Nontraditional Magic Card
6167 An oversized Magic card that has a Magic card back but not a “Deckmaster” back. See rule 108.2. 6356 An oversized Magic card that has a Magic card back but not a Deckmaster back. See rule 108.2.
6168 6357
6169 Object 6358 Object
6170 An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, “Objects.” 6359 An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, Objects.
6171 6360
6172 Offering 6361 Offering
6173 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.” 6362 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.
6174 6363
6175 One-Shot Effect 6364 One-Shot Effect
6176 An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects. 6365 An effect that does something just once and doesnt have a duration. See rule 610, One-Shot Effects. See also Continuous Effects.
6177 6366
6178 Ongoing 6367 Ongoing
6179 A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.” 6368 A supertype that appears only on scheme cards. See rule 205.4, Supertypes.
6180 6369
6181 Opening Hand 6370 Opening Hand
6182 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. 6371 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.
6183 6372
6184 Opponent 6373 Opponent
6186 6375
6187 Option 6376 Option
6188 An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2. 6377 An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
6189 6378
6190 Oracle 6379 Oracle
6191 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. 6380 The reference that contains the up-to-date wordings (in English) for all tournament-legal cards. A cards Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com. See rule 108.1.
6192 6381
6193 Outlast 6382 Outlast
6194 A keyword ability that allows a creature to grow larger over time. See rule 702.106, “Outlast.” 6383 A keyword ability that allows a creature to grow larger over time. See rule 702.106, Outlast.
6195 6384
6196 Outside the Game 6385 Outside the Game
6197 An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10. 6386 An object is outside the game if it isnt in any of the games zones. See rule 400.10.
6198 6387
6199 Overload 6388 Overload
6200 A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, “Overload.” 6389 A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, Overload.
6201 6390
6202 Owner 6391 Owner
6203 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. 6392 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.
6204 6393
6205 Paired 6394 Paired
6206 A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, “Soulbond.” 6395 A term that describes a creature thats been affected by a soulbond ability. See rule 702.94, Soulbond.
6207 6396
6208 Partner 6397 Partner, Partner with [name]
6209 A keyword ability that lets two legendary creatures be your commander in the Commander variant rather than one. See rule 702.123, “Partner,” and rule 903, “Commander.” 6398 A keyword ability that lets two legendary creatures or planeswalkers be your commander in the Commander variant rather than one. Partner with [name] is a specialized version of the ability that works even outside of the Commander variant to help two cards reach the battlefield together. See rule 702.123, Partner, and rule 903, Commander.
6210 6399
6211 Pass 6400 Pass
6212 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.” 6401 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.
6213 6402
6214 Pass in Succession 6403 Pass in Succession
6215 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.” 6404 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.
6216 6405
6217 Pay 6406 Pay
6218 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.” 6407 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.
6219 6408
6220 Permanent 6409 Permanent
6221 A card or token on the battlefield. See rule 110, “Permanents.” 6410 A card or token on the battlefield. See rule 110, Permanents.
6222 6411
6223 Permanent Card 6412 Permanent Card
6224 A card that could be put onto the battlefield. See rule 110.4a. 6413 A card that could be put onto the battlefield. See rule 110.4a.
6225 6414
6226 Permanent Spell 6415 Permanent Spell
6228 6417
6229 Permanently (Obsolete) 6418 Permanently (Obsolete)
6230 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. 6419 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.
6231 6420
6232 Persist 6421 Persist
6233 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, “Persist.” 6422 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, Persist.
6234 6423
6235 Phase 6424 Phase
6236 1. A subsection of a turn. See section 5, “Turn Structure.” 6425 1. A subsection of a turn. See section 5, Turn Structure.
6237 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.” 6426 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.
6238 6427
6239 Phased In, Phased Out 6428 Phased In, Phased Out
6240 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.) 6429 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.)
6241 6430
6242 Phasing 6431 Phasing
6243 A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, “Phasing.” 6432 A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, Phasing.
6244 6433
6245 Phenomenon 6434 Phenomenon
6246 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.” 6435 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.
6247 6436
6248 Phyrexian Mana Symbol 6437 Phyrexian Mana Symbol
6249 A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4. 6438 A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
6250 6439
6251 Phyrexian Symbol 6440 Phyrexian Symbol
6253 6442
6254 Pile 6443 Pile
6255 A temporary grouping of cards. See rule 700.3. 6444 A temporary grouping of cards. See rule 700.3.
6256 6445
6257 Placed 6446 Placed
6258 (Obsolete) Some spells and abilities previously referred to a counter being “placed” on a permanent. These cards have received errata in the Oracle card reference to use the term “put” instead. Due to a rules change, these cards continue to function as they did before. See rule 121, “Counters.” 6447 (Obsolete) Some spells and abilities previously referred to a counter being placed on a permanent. These cards have received errata in the Oracle card reference to use the term put instead. Due to a rules change, these cards continue to function as they did before. See rule 121, Counters.
6259 6448
6260 Plains 6449 Plains
6261 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. 6450 One of the five basic land types. Any land with this subtype has the ability {T}: Add {W}. See rule 305.6.
6262 6451
6263 Plainscycling 6452 Plainscycling
6264 See Typecycling. 6453 See Typecycling.
6265 6454
6266 Plainswalk 6455 Plainswalk
6271 6460
6272 Planar Die 6461 Planar Die
6273 A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3. 6462 A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
6274 6463
6275 Plane 6464 Plane
6276 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.” 6465 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.
6277 6466
6278 Planechase 6467 Planechase
6279 A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.” 6468 A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, Planechase.
6280 6469
6281 Planeswalk 6470 Planeswalk
6282 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 701.22, “Planeswalk.” 6471 To put each face-up plane card or phenomenon card on the bottom of its owners 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 701.23, Planeswalk.
6283 6472
6284 Planeswalker 6473 Planeswalker
6285 A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.” 6474 A card type. A planeswalker is a permanent. See rule 306, Planeswalkers.
6286 6475
6287 Planeswalker Symbol 6476 Planeswalker Symbol
6288 The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11. 6477 The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11.
6289 6478
6290 Planeswalker Type 6479 Planeswalker Type
6291 A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types. 6480 A subtype thats correlated to the planeswalker card type. See rule 306, Planeswalkers. See rule 205.3j for the list of planeswalker types.
6292 6481
6293 Planeswalker Uniqueness Rule (Obsolete) 6482 Planeswalker Uniqueness Rule (Obsolete)
6294 Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners’ graveyards. This rule was called the “planeswalker uniqueness rule” and no longer exists. 6483 Older versions of the rules stated that a player who controlled two or more planeswalkers with the same planeswalker type would put all but one of those planeswalkers into their owners graveyards. This rule was called the planeswalker uniqueness rule and no longer exists.
6295 6484
6296 Play 6485 Play
6297 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.” 6486 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.
6298 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.” 6487 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.
6299 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. 6488 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.
6300 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. 6489 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.
6301 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. 6490 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.
6302 6491
6303 Player 6492 Player
6304 One of the people in the game. See rule 102, “Players.” 6493 One of the people in the game. See rule 102, Players.
6305 6494
6306 Poison Counter 6495 Poison Counter
6307 A counter that may be given to a player. See rule 121, “Counters,” and rule 704.5c. 6496 A counter that may be given to a player. See rule 121, Counters, and rule 704.5c.
6308 6497
6309 Poisoned 6498 Poisoned
6310 Having one or more poison counters. See rule 121, “Counters.” 6499 Having one or more poison counters. See rule 121, Counters.
6311 6500
6312 Poisonous 6501 Poisonous
6313 A keyword ability that causes a player to get poison counters. See rule 702.69, “Poisonous.” 6502 A keyword ability that causes a player to get poison counters. See rule 702.69, Poisonous.
6314 6503
6315 Poly Artifact (Obsolete) 6504 Poly Artifact (Obsolete)
6316 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.” 6505 An obsolete term that appeared on the type line of artifacts with activated abilities that didnt 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.
6317 6506
6318 Populate 6507 Populate
6319 A keyword action that creates a copy of a creature token you control. See rule 701.28, “Populate.” 6508 A keyword action that creates a copy of a creature token you control. See rule 701.29, Populate.
6320 6509
6321 Postcombat Main Phase 6510 Postcombat Main Phase
6322 A main phase that occurs after a combat phase. See Main Phase. 6511 A main phase that occurs after a combat phase. See Main Phase.
6323 6512
6324 Power 6513 Power
6325 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.” 6514 1. Part of a card that only creatures have. A creature cards power is printed before the slash in its lower right corner. See rule 208, Power/Toughness.
6326 2. A characteristic that only creatures have. See rule 302.4. 6515 2. A characteristic that only creatures have. See rule 302.4.
6327 6516
6328 Precombat Main Phase 6517 Precombat Main Phase
6329 The first main phase of a turn. See Main Phase. 6518 The first main phase of a turn. See Main Phase.
6330 6519
6331 Prevent 6520 Prevent
6332 A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.” 6521 A word used by prevention effects to indicate what damage will not be dealt. See rule 615, Prevention Effects.
6333 6522
6334 Prevention Effect 6523 Prevention Effect
6335 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.” 6524 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.
6336 6525
6337 Priority 6526 Priority
6338 Which player can take actions at any given time is determined by a system of “priority.” See rule 116, “Timing and Priority.” 6527 Which player can take actions at any given time is determined by a system of priority. See rule 116, Timing and Priority.
6339 6528
6340 Proliferate 6529 Proliferate
6341 To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.25, “Proliferate.” 6530 To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.26, Proliferate.
6342 6531
6343 Protection 6532 Protection
6344 A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.” 6533 A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, Protection.
6345 6534
6346 Provoke 6535 Provoke
6347 A keyword ability that can force a creature to block. See rule 702.38, “Provoke.” 6536 A keyword ability that can force a creature to block. See rule 702.38, Provoke.
6348 6537
6349 Prowess 6538 Prowess
6350 A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, “Prowess.” 6539 A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, Prowess.
6351 6540
6352 Prowl 6541 Prowl
6353 A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, “Prowl.” 6542 A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, Prowl.
6354 6543
6355 Public Zone 6544 Public Zone
6356 A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone. 6545 A zone in which all players can be expected to see the cards faces. See rule 400.2. See also Hidden Zone.
6357 6546
6358 Rampage 6547 Rampage
6359 A keyword ability that can make a creature better in combat. See rule 702.22, “Rampage.” 6548 A keyword ability that can make a creature better in combat. See rule 702.22, Rampage.
6360 6549
6361 Range of Influence 6550 Range of Influence
6362 See Limited Range of Influence. 6551 See Limited Range of Influence.
6363 6552
6364 Reach 6553 Reach
6365 A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying. 6554 A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, Reach. See also Flying.
6366 6555
6367 Rebound 6556 Rebound
6368 A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, “Rebound.” 6557 A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, Rebound.
6369 6558
6370 Recover 6559 Recover
6371 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.” 6560 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.58, Recover.
6372 6561
6373 Redirect (Obsolete) 6562 Redirect (Obsolete)
6374 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. 6563 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.
6375 6564
6376 Redirection Effect 6565 Redirection Effect
6377 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. 6566 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.
6378 6567
6379 Reflexive Triggered Ability 6568 Reflexive Triggered Ability
6380 An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12. 6569 An ability that triggers based on actions taken earlier during a spell or abilitys resolution. See rule 603.12.
6381 6570
6382 Regenerate 6571 Regenerate
6383 To replace a permanent’s destruction with an alternate sequence of events. See rule 701.13, “Regenerate.” 6572 To replace a permanents destruction with an alternate sequence of events. See rule 701.14, Regenerate.
6384 6573
6385 Reinforce 6574 Reinforce
6386 A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, “Reinforce.” 6575 A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, Reinforce.
6387 6576
6388 Reminder Text 6577 Reminder Text
6389 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. 6578 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.
6390 6579
6391 Removed from Combat 6580 Removed from Combat
6392 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. 6581 Certain events can cause an attacking or blocking creature, or a planeswalker thats being attacked, to be removed from combat. A permanent thats removed from combat has no further involvement in that combat phase. See rule 506.4.
6393 6582
6394 Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete) 6583 Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
6395 “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. 6584 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.
6396 6585
6397 Renown 6586 Renown
6398 A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, “Renown.” 6587 A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, Renown.
6399 6588
6400 Renowned 6589 Renowned
6401 A designation given to a permanent as a result of the renown ability. See rule 702.111, “Renown.” 6590 A designation given to a permanent as a result of the renown ability. See rule 702.111, Renown.
6402 6591
6403 Replacement Effect 6592 Replacement Effect
6404 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.” 6593 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.
6405 6594
6406 Replicate 6595 Replicate
6407 A keyword ability that creates copies of a spell. See rule 702.55, “Replicate.” 6596 A keyword ability that creates copies of a spell. See rule 702.55, Replicate.
6408 6597
6409 Requirement 6598 Requirement
6410 An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c. 6599 An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
6411 6600
6412 Resolve 6601 Resolve
6413 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.” 6602 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.
6414 6603
6415 Restart the Game 6604 Restart the Game
6416 To immediately end the current game and restart it. See rule 104, “Ending the Game.” 6605 To immediately end the current game and restart it. See rule 104, Ending the Game.
6417 6606
6418 Respond 6607 Respond
6419 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7. 6608 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7.
6420 6609
6421 Restriction 6610 Restriction
6422 An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b. 6611 An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
6423 6612
6424 Retrace 6613 Retrace
6425 A keyword ability that lets a player cast a card from his or her graveyard. See rule 702.80, “Retrace.” 6614 A keyword ability that lets a player cast a card from their graveyard. See rule 702.80, Retrace.
6426 6615
6427 Reveal 6616 Reveal
6428 To show a card to all players for a brief time. See rule 701.14, “Reveal.” 6617 To show a card to all players for a brief time. See rule 701.15, Reveal.
6429 6618
6430 Ripple 6619 Ripple
6431 A keyword ability that may let a player cast extra cards from his or her library for no cost. See rule 702.59, “Ripple.” 6620 A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.59, Ripple.
6432 6621
6433 Rules Text 6622 Rules Text
6434 A characteristic that defines a card’s abilities. See rule 207.1. 6623 A characteristic that defines a cards abilities. See rule 207.1.
6435 6624
6436 Sacrifice 6625 Sacrifice
6437 To move a permanent you control to its owner’s graveyard. See rule 701.15, “Sacrifice.” 6626 To move a permanent you control to its owners graveyard. See rule 701.16, Sacrifice.
6627
6628 Saga
6629 An enchantment subtype. Sagas have a number of chapter abilities that take effect over a number of turns to tell a story. See rule 714, Saga Cards.
6438 6630
6439 Scavenge 6631 Scavenge
6440 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.” 6632 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.
6441 6633
6442 Scheme 6634 Scheme
6443 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.” 6635 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.
6444 6636
6445 Scry 6637 Scry
6446 To manipulate some of the cards on top of your library. See rule 701.16, “Scry.” 6638 To manipulate some of the cards on top of your library. See rule 701.17, Scry.
6447 6639
6448 Search 6640 Search
6449 To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.17, “Search.” 6641 To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.18, Search.
6450 6642
6451 Set Aside (Obsolete) 6643 Set Aside (Obsolete)
6452 “Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile. 6644 Set [something] aside is an obsolete term for exile [something]. Cards with that text have received errata in the Oracle card reference. See Exile.
6453 6645
6454 Set in Motion 6646 Set in Motion
6455 To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.23, “Set in Motion.” 6647 To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.24, Set in Motion.
6456 6648
6457 Shadow 6649 Shadow
6458 A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, “Shadow.” 6650 A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, Shadow.
6459 6651
6460 Shared Life Total 6652 Shared Life Total
6461 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.” 6653 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.
6462 6654
6463 Shared Team Turns Option 6655 Shared Team Turns Option
6464 An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.” 6656 An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, Shared Team Turns Option.
6465 6657
6466 Shortcut 6658 Shortcut
6467 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 719, “Taking Shortcuts.” 6659 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 720, Taking Shortcuts.
6468 6660
6469 Shroud 6661 Shroud
6470 A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.” 6662 A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, Shroud.
6471 6663
6472 Shuffle 6664 Shuffle
6473 To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1. 6665 To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
6474 6666
6475 Sideboard 6667 Sideboard
6476 Extra cards that may be used to modify a deck between games of a match. See rules 100.4. 6668 Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
6477 6669
6670 Silver-Bordered
6671 Cards in certain sets and certain promotional cards are printed with a silver border. Silver-bordered cards are intended for casual play and may have features and text that arent covered by these rules.
6672
6478 Skip 6673 Skip
6479 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.” 6674 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.
6480 6675
6481 Skulk 6676 Skulk
6482 A keyword ability that restricts how a creature may be blocked. See rule 702.117, “Skulk.” 6677 A keyword ability that restricts how a creature may be blocked. See rule 702.117, Skulk.
6483 6678
6484 Slivercycling 6679 Slivercycling
6485 See Typecycling. 6680 See Typecycling.
6486 6681
6487 Snow 6682 Snow
6488 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” 6683 A supertype thats normally relevant on permanents. See rule 205.4, Supertypes.
6489 6684
6490 Snow Mana Symbol 6685 Snow Mana Symbol
6491 The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h. 6686 The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.
6492 6687
6493 Snow-Covered (Obsolete) 6688 Snow-Covered (Obsolete)
6494 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. 6689 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.
6495 6690
6496 Sorcery 6691 Sorcery
6497 A card type. A sorcery is not a permanent. See rule 307, “Sorceries.” 6692 A card type. A sorcery is not a permanent. See rule 307, Sorceries.
6498 6693
6499 Soulbond 6694 Soulbond
6500 A keyword ability that makes creatures better by pairing them together. See rule 702.94, “Soulbond.” 6695 A keyword ability that makes creatures better by pairing them together. See rule 702.94, Soulbond.
6501 6696
6502 Soulshift 6697 Soulshift
6503 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.” 6698 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.45, Soulshift.
6504 6699
6505 Source of an Ability 6700 Source of an Ability
6506 The object that generated that ability. See rule 112.7. 6701 The object that generated that ability. See rule 112.7.
6507 6702
6508 Source of Damage 6703 Source of Damage
6509 The object that dealt that damage. See rule 609.7. 6704 The object that dealt that damage. See rule 609.7.
6510 6705
6511 Special Action 6706 Special Action
6512 An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.” 6707 An action a player may take that doesnt use the stack. See rule 115, Special Actions.
6513 6708
6514 Spell 6709 Spell
6515 A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.” 6710 A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, Spells.
6516 6711
6517 Spell Ability 6712 Spell Ability
6518 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. 6713 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.
6519 6714
6520 Spell Type 6715 Spell Type
6521 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. 6716 A subtype thats 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.
6522 6717
6523 Splice 6718 Splice
6524 A keyword ability that lets a player copy a card’s text box onto another spell. See rule 702.46, “Splice.” 6719 A keyword ability that lets a player copy a cards text box onto another spell. See rule 702.46, Splice.
6525 6720
6526 Split Cards 6721 Split Cards
6527 Cards with two card faces on a single card. See rule 708, “Split Cards.” 6722 Cards with two card faces on a single card. See rule 708, Split Cards.
6528 6723
6529 Split Second 6724 Split Second
6530 A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.” 6725 A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, Split Second.
6531 6726
6532 Stack 6727 Stack
6533 A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.” 6728 A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, Stack.
6534 6729
6535 Starting Hand Size 6730 Starting Hand Size
6536 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. 6731 The number of cards a player draws as a game begins. In most games, each players starting hand size is seven. See rule 103.4.
6537 6732
6538 Starting Life Total 6733 Starting Life Total
6539 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. 6734 The amount of life a player has as a game begins. In most games, each players starting life total is 20. See rule 103.3.
6540 6735
6541 Starting Player 6736 Starting Player
6542 The player chosen to take the first turn of a game. See rule 103.2. 6737 The player chosen to take the first turn of a game. See rule 103.2.
6543 6738
6544 Starting Team 6739 Starting Team
6545 The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2. 6740 The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
6546 6741
6547 State-Based Actions 6742 State-Based Actions
6548 Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.” 6743 Game actions that happen automatically whenever certain conditions are met. See rule 704, State-Based Actions.
6549 6744
6550 State Trigger 6745 State Trigger
6551 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8. 6746 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
6552 6747
6553 Static Ability 6748 Static Ability
6554 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.” 6749 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.
6555 6750
6556 Status 6751 Status
6557 The physical state of a permanent. See rule 110.6. 6752 The physical state of a permanent. See rule 110.6.
6558 6753
6559 Step 6754 Step
6560 A subsection of a phase. See section 5, “Turn Structure.” 6755 A subsection of a phase. See section 5, Turn Structure.
6561 6756
6562 Storm 6757 Storm
6563 A keyword ability that creates copies of a spell. See rule 702.39, “Storm.” 6758 A keyword ability that creates copies of a spell. See rule 702.39, Storm.
6564 6759
6565 Subgame 6760 Subgame
6566 A completely separate Magic game created by an effect. See rule 718, “Subgames.” 6761 A completely separate Magic game created by an effect. See rule 719, Subgames.
6567 6762
6568 Subtype 6763 Subtype
6569 A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.” 6764 A characteristic that appears after the card type and a long dash on a cards type line. See rule 205.3, Subtypes.
6570 6765
6571 Successfully Cast (Obsolete) 6766 Successfully Cast (Obsolete)
6572 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.” 6767 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.
6573 6768
6574 Summon (Obsolete) 6769 Summon (Obsolete)
6575 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. 6770 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.
6576 6771
6577 Summoning Sickness Rule 6772 Summoning Sickness Rule
6578 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. 6773 Informal term for a players 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 players control since the beginning of that players most recent turn. See rule 302.6. See also Haste.
6579 6774
6580 Sunburst 6775 Sunburst
6581 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.” 6776 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.
6582 6777
6583 Supertype 6778 Supertype
6584 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.” 6779 A characteristic that appears before the card type on a cards type line. Most cards dont have a supertype. See rule 205.4, Supertypes.
6585 6780
6586 Supervillain Rumble 6781 Supervillain Rumble
6587 A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.” 6782 A Free-for-All game in which each player is an archenemy. See rule 806, Free-for-All, and rule 904, Archenemy.
6588 6783
6589 Support 6784 Support
6590 A keyword action that lets you put +1/+1 counters on creatures. See rule 701.33, “Support.” 6785 A keyword action that lets you put +1/+1 counters on creatures. See rule 701.34, Support.
6591 6786
6592 Surge 6787 Surge
6593 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.” 6788 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.
6789
6790 Surveil
6791 To manipulate some of the cards on top of your library, sending some of them to your graveyard and rearranging the rest. See rule 701.41, Surveil.
6594 6792
6595 Suspend 6793 Suspend
6596 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. 6794 A keyword ability that provides an alternative way to play a card. See rule 702.61, Suspend. A card is suspended if its in the exile zone, has suspend, and has a time counter on it.
6597 6795
6598 Swamp 6796 Swamp
6599 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. 6797 One of the five basic land types. Any land with this subtype has the ability {T}: Add {B}. See rule 305.6.
6600 6798
6601 Swampcycling 6799 Swampcycling
6602 See Typecycling. 6800 See Typecycling.
6603 6801
6604 Swampwalk 6802 Swampwalk
6605 See Landwalk. 6803 See Landwalk.
6606 6804
6607 Tap 6805 Tap
6608 To turn a permanent sideways from an upright position. See rule 701.19, “Tap and Untap.” 6806 To turn a permanent sideways from an upright position. See rule 701.20, Tap and Untap.
6609 6807
6610 Tapped 6808 Tapped
6611 A status a permanent may have. See rule 110.6 and rule 701.19, “Tap and Untap.” See also Untapped. 6809 A status a permanent may have. See rule 110.6 and rule 701.20, Tap and Untap. See also Untapped.
6612 6810
6613 Tap Symbol 6811 Tap Symbol
6614 The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5. 6812 The tap symbol {T} in an activation cost means Tap this permanent. See rule 107.5.
6615 6813
6616 Target 6814 Target
6617 A preselected object, player, and/or zone a spell or ability will affect. See rule 114, “Targets.” 6815 A preselected object or player a spell or ability will affect. See rule 114, Targets.
6618 6816
6619 Team 6817 Team
6620 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.” 6818 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.
6621 6819
6622 Teammate 6820 Teammate
6623 In a multiplayer game between teams, a player’s teammates are the other players on his or her team. See rule 102.3. 6821 In a multiplayer game between teams, a players teammates are the other players on their team. See rule 102.3.
6624 6822
6625 Team vs. Team Variant 6823 Team vs. Team Variant
6626 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.” 6824 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, Team vs. Team Variant.
6627 6825
6628 Text Box 6826 Text Box
6629 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.” 6827 Part of a card. The text box is printed on the lower half of the card and contains the cards rules text, reminder text, and flavor text. See rule 207, Text Box.
6630 6828
6631 Text-Changing Effect 6829 Text-Changing Effect
6632 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.” 6830 A continuous effect that changes the text that appears in an objects text box and/or type line. See rule 612, Text-Changing Effects.
6633 6831
6634 Threshold 6832 Threshold
6635 “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. 6833 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.
6636 6834
6637 Timestamp Order 6835 Timestamp Order
6638 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. 6836 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.
6639 6837
6640 Token 6838 Token
6641 A marker used to represent any permanent that isn’t represented by a card. See rule 110.5. 6839 A marker used to represent any permanent that isnt represented by a card. See rule 110.5.
6642 6840
6643 Tombstone Icon 6841 Tombstone Icon
6644 An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9. 6842 An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
6645 6843
6646 Total Casting Cost (Obsolete) 6844 Total Casting Cost (Obsolete)
6648 6846
6649 Total Cost 6847 Total Cost
6650 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. 6848 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.
6651 6849
6652 Totem Armor 6850 Totem Armor
6653 A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, “Totem Armor.” 6851 A keyword ability that allows an Aura to protect the permanent its enchanting. See rule 702.88, Totem Armor.
6654 6852
6655 Toughness 6853 Toughness
6656 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.” 6854 1. Part of a card that only creatures have. A creature cards toughness is printed after the slash in its lower right corner. See rule 208, Power/Toughness.
6657 2. A characteristic that only creatures have. See rule 302.4. 6855 2. A characteristic that only creatures have. See rule 302.4.
6658 6856
6659 Tournament 6857 Tournament
6660 An organized play activity where players compete against other players. See rule 100.6. 6858 An organized play activity where players compete against other players. See rule 100.6.
6661 6859
6664 6862
6665 Traditional Magic Card 6863 Traditional Magic Card
6666 A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2. 6864 A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2.
6667 6865
6668 Trample 6866 Trample
6669 A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.” 6867 A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, Trample.
6670 6868
6671 Transfigure 6869 Transfigure
6672 A keyword ability that lets a player search his or her library for a replacement creature card. See rule 702.70, “Transfigure.” 6870 A keyword ability that lets a player search their library for a replacement creature card. See rule 702.70, Transfigure.
6673 6871
6674 Transform 6872 Transform
6675 To turn a double-faced card so its other face is up. See rule 701.26, “Transform.” 6873 To turn a double-faced card so its other face is up. See rule 701.27, Transform.
6676 6874
6677 Transmute 6875 Transmute
6678 A keyword ability that lets a player search his or her library for a replacement card. See rule 702.52, “Transmute.” 6876 A keyword ability that lets a player search their library for a replacement card. See rule 702.52, Transmute.
6679 6877
6680 Tribal 6878 Tribal
6681 A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.” 6879 A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, Tribals.
6682 6880
6683 Tribute 6881 Tribute
6684 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.” 6882 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.
6685 6883
6686 Trigger 6884 Trigger
6687 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.” 6885 Whenever a game event or game state matches a triggered abilitys 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.
6688 6886
6689 Trigger Condition 6887 Trigger Condition
6690 The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.” 6888 The first part of a triggered ability, consisting of when, whenever, or at followed by a trigger event. See rule 603, Handling Triggered Abilities.
6691 6889
6692 Triggered Ability 6890 Triggered Ability
6693 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.” 6891 A kind of ability. Triggered abilities begin with the word when, whenever, or at. Theyre written as [Trigger condition], [effect]. See rule 112, Abilities, and rule 603, Handling Triggered Abilities.
6694 6892
6695 Trigger Event 6893 Trigger Event
6696 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.” 6894 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, Handling Triggered Abilities.
6697 6895
6698 Turn-Based Actions 6896 Turn-Based Actions
6699 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.” 6897 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, Turn-Based Actions.
6700 6898
6701 Turn Markers 6899 Turn Markers
6702 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4. 6900 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
6703 6901
6704 Two-Headed Giant Variant 6902 Two-Headed Giant Variant
6705 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.” 6903 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.
6706 6904
6707 Type 6905 Type
6708 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.” 6906 1. An objects card type or, more broadly, its card type, subtype, and/or supertype. See rule 205, Type Line, and section 3, Card Types.
6709 2. An attribute mana has. See rule 106, “Mana.” 6907 2. An attribute mana has. See rule 106, Mana.
6710 6908
6711 Type Icon 6909 Type Icon
6712 An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10. 6910 An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
6713 6911
6714 Type Line 6912 Type Line
6715 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.” 6913 Part of a card. The type line is printed directly below the illustration and contains the cards card type(s), subtype(s), and/or supertype(s). See rule 205, Type Line.
6716 6914
6717 Type-Changing Effect 6915 Type-Changing Effect
6718 An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d. 6916 An effect that changes an objects card type, subtype, and/or supertype. See rules 205.1ab, 305.7, and 613.1d.
6719 6917
6720 Typecycling 6918 Typecycling
6721 A variant of the cycling ability. See rule 702.28, “Cycling.” 6919 A variant of the cycling ability. See rule 702.28, Cycling.
6722 6920
6723 Unattach 6921 Unattach
6724 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. 6922 To move an Equipment away from the creature its attached to so that the Equipment is on the battlefield but is not equipping anything. See rule 701.3d.
6725 6923
6726 Unblockable (Obsolete) 6924 Unblockable (Obsolete)
6727 A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference. 6925 A term that meant cant be blocked. Cards that used this term have received errata in the Oracle card reference.
6728 6926
6729 Unblocked Creature 6927 Unblocked Creature
6730 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.” 6928 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 its removed from combat or the combat phase ends, whichever comes first. See rule 509, Declare Blockers Step.
6731 6929
6732 Undaunted 6930 Undaunted
6733 A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, “Undaunted.” 6931 A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, Undaunted.
6734 6932
6735 Undying 6933 Undying
6736 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, “Undying.” 6934 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, Undying.
6737 6935
6738 Unearth 6936 Unearth
6739 A keyword ability that lets a player return a creature card from his or her graveyard to the battlefield. See rule 702.83, “Unearth.” 6937 A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.83, Unearth.
6740 6938
6741 Unflipped 6939 Unflipped
6742 A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped. 6940 A default status a permanent may have. See rule 110.6 and rule 709, Flip Cards. See also Flipped.
6743 6941
6744 Unleash 6942 Unleash
6745 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.” 6943 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.
6746 6944
6747 Unless 6945 Unless
6748 A word used to indicate a certain style of cost. See rule 117.12a. 6946 A word used to indicate a certain style of cost. See rule 117.12a.
6749 6947
6750 Untap 6948 Untap
6751 To rotate a permanent back to the upright position from a sideways position. See rule 701.19, “Tap and Untap.” 6949 To rotate a permanent back to the upright position from a sideways position. See rule 701.20, Tap and Untap.
6752 6950
6753 Untap Step 6951 Untap Step
6754 Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.” 6952 Part of the turn. This step is the first step of the beginning phase. See rule 502, Untap Step.
6755 6953
6756 Untap Symbol 6954 Untap Symbol
6757 The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6. 6955 The untap symbol {Q} in an activation cost means Untap this permanent. See rule 107.6.
6758 6956
6759 Untapped 6957 Untapped
6760 A default status a permanent may have. See rule 110.6 and rule 701.19, “Tap and Untap.” See also Tapped. 6958 A default status a permanent may have. See rule 110.6 and rule 701.20, Tap and Untap. See also Tapped.
6761 6959
6762 Upkeep Step 6960 Upkeep Step
6763 Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.” 6961 Part of the turn. This step is the second step of the beginning phase. See rule 503, Upkeep Step.
6764 6962
6765 Vanguard 6963 Vanguard
6766 1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.” 6964 1. A casual variant in which each player plays the role of a famous character. See rule 902, Vanguard.
6767 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.” 6965 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.
6768 6966
6769 Vanishing 6967 Vanishing
6770 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, “Vanishing.” 6968 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, Vanishing.
6771 6969
6772 Variant 6970 Variant
6773 An additional set of rules that determines the style of a multiplayer game. See rule 800.2. 6971 An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
6774 6972
6775 Vehicle 6973 Vehicle
6776 An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.121, “Crew.” 6974 An artifact subtype. Vehicles can become artifact creatures. See rule 301, Artifacts, and rule 702.121, Crew.
6777 6975
6778 Vigilance 6976 Vigilance
6779 A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.” 6977 A keyword ability that lets a creature attack without tapping. See rule 702.20, Vigilance.
6780 6978
6781 Vote 6979 Vote
6782 Some cards instruct players to vote from among given options. See rule 701.30, “Vote.” 6980 Some cards instruct players to vote from among given options. See rule 701.31, Vote.
6783 6981
6784 Wall 6982 Wall
6785 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. 6983 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.
6786 6984
6787 Win the Game 6985 Win the Game
6788 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). 6986 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).
6789 6987
6790 Wither 6988 Wither
6791 A keyword ability that affects how an object deals damage to a creature. See rule 702.79, “Wither.” 6989 A keyword ability that affects how an object deals damage to a creature. See rule 702.79, Wither.
6792 6990
6793 Wizardcycling 6991 Wizardcycling
6794 See Typecycling. 6992 See Typecycling.
6795 6993
6796 World 6994 World
6797 A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule. 6995 A supertype thats normally relevant on enchantments. See rule 205.4, Supertypes. See also World Rule.
6798 6996
6799 World Rule 6997 World Rule
6800 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 704.5k. 6998 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 704.5k.
6801 6999
6802 X 7000 X
6803 A placeholder for a number that needs to be determined. See rule 107.3. 7001 A placeholder for a number that needs to be determined. See rule 107.3.
6804 7002
6805 Y 7003 Y
6806 See X. 7004 See X.
6807 7005
6808 You, Your 7006 You, Your
6809 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. 7007 Words that refer to an objects 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.
6810 7008
6811 Zone 7009 Zone
6812 A place where objects can be during a game. See section 4, “Zones.” 7010 A place where objects can be during a game. See section 4, Zones.
6813 7011
6814 Zone-Change Triggers 7012 Zone-Change Triggers
6815 Trigger events that involve objects changing zones. See rule 603.6. 7013 Trigger events that involve objects changing zones. See rule 603.6.
6816 7014
6817 7015
6818 Credits 7016 Credits
6819 7017
6820 Magic: The Gathering Original Game Design: Richard Garfield 7018 Magic: The Gathering Original Game Design: Richard Garfield
6821 Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, and Matt Tabak, with contributions from Charley Catino, 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 7019 Comprehensive Rules Design and Development: Paul Barclay, Mark L. Gottlieb, Beth Moursund, Bill Rose, and Matt Tabak, with contributions from Charlie C. Atino, John Carter, Elaine Chase, Laurie Cheers, Stephen DAngelo, 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
6822 Editing: Del Laugel (lead), Glenn Jones, Nat Moes, and Matt Tabak 7020 Editing: Del Laugel (lead), Glenn Jones, Gregg Luben, Nat Moes, and Matt Tabak
6823 Magic Rules Management: Eli Shiffrin 7021 Magic Rules Management: Eli Shiffrin
6824 7022
6825 The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charley Catino, 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. 7023 The Magic: The Gathering game was designed by Richard Garfield, with contributions from Charlie C. Atino, 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.
6826 7024
6827 Thanks to all our project team members and the many others too numerous to mention who have contributed to this product. 7025 Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.
6828 7026
6829 7027
6830 7028
6835 7033
6836 7034
6837 7035
6838 7036
6839 7037
6840 These rules are effective as of September 29, 2017. 7038 These rules are effective as of October 5, 2018.
6841 7039
6842 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, Eldritch Moon, Magic: The Gathering—Conspiracy, and Ixalan are trademarks of Wizards of the Coast LLC in the USA and other countries. ©2017 Wizards. U.S. Pat. No. RE 37,957. 7040 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, Eldritch Moon, Magic: The GatheringConspiracy, Conspiracy: Take the Crown, Ixalan, Unglued, Unstable, Dominaria, and Planeswalker Decks are trademarks of Wizards of the Coast LLC in the USA and other countries. Unhinged is a trademark of Horn Abbot Ltd. and is used with permission. 2018 Wizards. U.S. Pat. No. RE 37,957.
6843 7041
6844 7042