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date Thu, 13 Jun 2019 21:47:53 +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 January 25, 2019. 3 These rules are effective as of June 14, 2019.
4 4
5 Introduction 5 Introduction
6 6
7 This document is the ultimate authority for Magic: The Gathering(r) 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.) 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 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. 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 10
11 Contents 11 Contents
12 12
168 168
169 100.1. 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.
170 170
171 100.1a 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.
172 172
173 100.1b 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.”
174 174
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. 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.
176 176
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. 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.
178 178
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. 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.
180 180
181 100.3. 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.”
182 182
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. 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.
184 184
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. 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.
186 186
187 100.4b In limited play involving individual players, all cards in a player's card pool not included in their deck are in that player's sideboard. 187 100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.
188 188
189 100.4c 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 team’s card pool but not in either player’s deck are in that team’s sideboard.
190 190
191 100.4d 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 their own sideboard; cards may not be transferred between players. 191 100.4d 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 their own sideboard; cards may not be transferred between players.
192 192
193 100.5. There is no maximum deck size. 193 100.5. There is no maximum deck size.
194 194
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. 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.
196 196
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. 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.
198 198
199 100.6b 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.
200 200
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 aren't covered by these rules. 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 aren’t covered by these rules.
202 202
203 101. The Magic Golden Rules 203 101. The Magic Golden Rules
204 204
205 101.1. 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 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).
206 206
207 101.2. 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 can’t happen, the “can’t” effect takes precedence.
208 Example: If one effect reads "You may play an additional land this turn" and another reads "You can't play lands 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 can’t play lands this turn,” the effect that precludes you from playing lands wins.
209 209
210 101.2a 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 don’t fall under this rule. (See rule 112.10.)
211 211
212 101.3. 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 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.)
213 213
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 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 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.
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. 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.
216 216
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 they're chosen. However, each player must clearly indicate which face-down card they are 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 they’re chosen. However, each player must clearly indicate which face-down card they are choosing.
218 218
219 101.4b A player knows the choices made by the previous players when making their 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.
220 220
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. 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, the player chooses the order.
222 222
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. 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.
224 224
225 102. Players 225 102. Players
226 226
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. 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.
228 228
229 102.2. In a two-player game, a player's opponent is the other player. 229 102.2. In a two-player game, a player’s opponent is the other player.
230 230
231 102.3. In a multiplayer game between teams, a player's teammates are the other players on their team, and the player's opponents are all players not on their team. 231 102.3. In a multiplayer game between teams, a player’s teammates are the other players on their team, and the player’s opponents are all players not on their team.
232 232
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 isn't a multiplayer game between teams, "your team" means the same thing as "you." 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 isn’t a multiplayer game between teams, “your team” means the same thing as “you.”
234 234
235 103. Starting the Game 235 103. Starting the Game
236 236
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. 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.
238 238
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. 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.
240 240
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. 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.
242 242
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. 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.
244 244
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 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 game’s default turn order begins with the starting player and proceeds clockwise.
246 246
247 103.2a 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.
248 248
249 103.2b 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 aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.
250 250
251 103.2c 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.
252 252
253 103.3. 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.
254 254
255 103.3a In a Two-Headed Giant game, each team's starting life total is 30. 255 103.3a In a Two-Headed Giant game, each team’s starting life total is 30.
256 256
257 103.3b In a Vanguard game, each player's starting life total is 20 plus or minus the life modifier of their vanguard card. 257 103.3b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
258 258
259 103.3c In a Commander game, each player's starting life total is 40. 259 103.3c In a Commander game, each player’s starting life total is 40.
260 260
261 103.3d In a two-player Brawl game, each player's starting life total is 25. In a multiplayer Brawl game, each player's starting life total is 30. 261 103.3d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.
262 262
263 103.3e In an Archenemy game, the archenemy's starting life total is 40. 263 103.3e In an Archenemy game, the archenemy’s starting life total is 40.
264 264
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 player's 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 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 their library. If a player does, that player may put that card on the bottom of their library. 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 player’s 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 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 their library. If a player does, that player may put that card on the bottom of their library.
266 266
267 103.4a In a Vanguard game, each player's starting hand size is seven plus or minus the hand modifier of their vanguard card. 267 103.4a In a Vanguard game, each player’s starting hand size is seven plus or minus the hand modifier of their vanguard card.
268 268
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. 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.
270 270
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. 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.
272 272
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. 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.
274 274
278 278
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. 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 their planar deck off that planar deck and turns it face up. If it's 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.") 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 it’s 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 their 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 their 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 their first turn. 291 103.7c In all other multiplayer games, no player skips the draw step of their first turn.
292 292
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 player’s 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
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. That player 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, that player 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 player’s 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 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.) 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, that player 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
318 318
319 104.3f If a player would both win and lose the game simultaneously, that player 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 player’s opponents within the player’s 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 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.)
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 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.
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 their 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 ability’s 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 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.
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, 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. 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 718, "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 object’s 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 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.
368 368
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." 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
371 105.5. If an effect refers to a color pair, it means exactly two of the five colors. There are ten color pairs: white and blue, white and black, blue and black, blue and red, black and red, black and green, red and green, red and white, green and white, and green and blue.
370 372
371 106. Mana 373 106. Mana
372 374
373 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities. 375 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.
374 376
376 378
377 106.1b There are six types of mana: white, blue, black, red, green, and colorless. 379 106.1b There are six types of mana: white, blue, black, red, green, and colorless.
378 380
379 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202). 381 106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
380 382
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. A spell or ability that produces mana instructs a player to add that mana. 383 106.3. 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. A spell or ability that produces mana instructs a player to add that mana.
382 384
383 106.4. When an effect instructs a player to add 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 as unspent mana. Each player's 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(tm) card reference to no longer explicitly refer to the mana pool. 385 106.4. When an effect instructs a player to add 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 as unspent mana. Each player’s 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.
384 386
385 106.4a If any mana remains in a player's mana pool after mana is spent to pay a cost, that player announces what mana is still there. 387 106.4a If any mana remains in a player’s mana pool after mana is spent to pay a cost, that player announces what mana is still there.
386 388
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. 389 106.4b If a player passes priority (see rule 116) while there is mana in their mana pool, that player announces what mana is there.
388 390
389 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. 391 106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
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 Crater's mana ability produces no mana. 392 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 Crater’s mana ability produces no mana.
391 393
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 doesn't affect the mana's type. 394 106.6. 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.
393 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 unspent mana you have." The player's mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything. 395 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 unspent mana you have.” The player’s mana pool now has {R}{R}{G}{G} in it, {R}{G} of which can be spent on anything.
394 396
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. 397 106.6a 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.
396 398
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 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. 399 106.7. 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.
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 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}. 400 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 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}.
399 401
400 106.8. 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. 402 106.8. 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.
401 403
402 106.9. 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. 404 106.9. 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.
403 405
404 106.10. 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. 406 106.10. 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.
405 407
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." 408 106.11. If an effect would add mana represented by one or more snow mana symbols to a player’s mana pool, that much colorless mana is added to that player’s mana pool.
407 409
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. 410 106.12. 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.”
409 411
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. 412 106.12a 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.
411 413
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 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. 414 106.12b 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.
415
416 106.13. 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 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.
413 417
414 107. Numbers and Symbols 418 107. Numbers and Symbols
415 419
416 107.1. The only numbers the Magic game uses are integers. 420 107.1. The only numbers the Magic game uses are integers.
417 421
418 107.1a 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. 422 107.1a 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.
419 423
420 107.1b 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 doubles or sets to a specific value a player's life total or a creature's power and/or toughness. 424 107.1b 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 doubles or sets to a specific value a player’s life total or a creature’s power and/or toughness.
421 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. Giving it +3/+0 would raise its power to 1. 425 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. Giving it +3/+0 would raise its power to 1.
422 Example: Viridian Joiner is a 1/2 creature with the ability "{T}: Add 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. 426 Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add 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.
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 doesn't become -4/2. 427 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.
424 428
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. 429 107.1c 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.
426 430
427 107.2. If anything needs to use a number that can't be determined, either as a result or in a calculation, it uses 0 instead. 431 107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
428 432
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. 433 107.3. 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.
430 434
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 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. 435 107.3a 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.
432 436
433 107.3b 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." 437 107.3b 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.”
434 438
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 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. 439 107.3c 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.
436 440
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. 441 107.3d 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.
438 442
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 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). 443 107.3e 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).
440 444
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. 445 107.3f 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.
442 446
443 107.3g 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. 447 107.3g 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.
444 448
445 107.3h Normally, all instances of X on an object have the same value at any given time. 449 107.3h Normally, all instances of X on an object have the same value at any given time.
446 450
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 doesn't define a value of X. This is an exception to rule 107.3h. 451 107.3i 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 doesn’t define a value of X. This is an exception to rule 107.3h.
448 452
449 107.3j If an object's 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. 453 107.3j If an object’s 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.
450 454
451 107.3k Some objects use the letter Y in addition to the letter X. Y follows the same rules as X. 455 107.3k Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
452 456
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}. 457 107.4. 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}.
454 458
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." 459 107.4a 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.”
456 460
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. 461 107.4b 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.
458 462
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. 463 107.4c 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.
460 464
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. 470 107.4f 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.
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. 471 Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
468 472
469 107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols. 473 107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.
470 474
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 don't affect {S} costs. (There is no such thing as "snow mana"; "snow" is not a type of mana.) 475 107.4h The snow mana symbol {S} represents one mana in a cost. This 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 don’t affect {S} costs. Snow is neither a color nor a type of mana.
472 476
473 107.5. 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 their most recent turn began. See rule 302.6. 477 107.5. 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 their most recent turn began. See rule 302.6.
474 478
475 107.6. 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 their most recent turn began. See rule 302.6. 479 107.6. 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 their most recent turn began. See rule 302.6.
476 480
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 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." 481 107.7. 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.”
478 482
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." 483 107.8. 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.”
480 484
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]." 485 107.8a “{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].”
482 486
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]." 487 107.8b “{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].”
484 488
485 107.9. A tombstone icon appears to the left of the name of many Odyssey(tm) 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. 489 107.9. 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.
486 490
487 107.10. A type icon appears in the upper left corner of each card from the Future Sight(r) 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. 491 107.10. 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.
488 492
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." 493 107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, “Planechase.”
490 494
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." 495 107.12. 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.”
492 496
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 card's color or colors. See rule 202, "Mana Cost and Color." 497 107.13. 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.”
494 498
495 107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves. 499 107.14. The energy symbol is {E}. It represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
496 500
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." 501 107.15. 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.”
498 502
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]." 503 107.15a “{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].”
500 504
501 107.15b "{rN1}, {rN2}-[Effect]" is the same as "{rN1}-[Effect]" and "{rN2}-[Effect]." 505 107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
502 506
503 108. Cards 507 108. Cards
504 508
505 108.1. 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. 509 108.1. 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.
506 510
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. 511 108.2. 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.
508 512
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. 513 108.2a 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.
510 514
511 108.2b Tokens aren't considered cards-even a card-sized game supplement that represents a token isn't considered a card for rules purposes. 515 108.2b Tokens aren’t considered cards—even a card-sized game supplement that represents a token isn’t considered a card for rules purposes.
512 516
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 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.) 517 108.3. 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 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.)
514 518
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. 519 108.3a 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.
516 520
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. 521 108.3b 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.
518 522
519 108.4. 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. 523 108.4. 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.
520 524
521 108.4a 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. 525 108.4a 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.
522 526
523 108.5. 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. 527 108.5. 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.
524 528
525 108.6. For more information about cards, see section 2, "Parts of a Card." 529 108.6. For more information about cards, see section 2, “Parts of a Card.”
526 530
527 109. Objects 531 109. Objects
528 532
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. 533 109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.
530 534
531 109.2. 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. 535 109.2. 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.
532 536
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. 537 109.2a 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.
534 538
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. 539 109.2b 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.
536 540
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 description-either a source of an ability or a source of damage-in any zone. See rule 609.7. 541 109.2c 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.
538 542
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. 543 109.2d 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.
540 544
541 109.3. 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. 545 109.3. 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.
542 546
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 aren't controlled by any player. See rule 108.4. There are five exceptions to this rule: 547 109.4. 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:
544 548
545 109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, "Emblems." 549 109.4a An emblem is controlled by the player that puts it into the command zone. See rule 113, “Emblems.”
546 550
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. 551 109.4b 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.
548 552
549 109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6. 553 109.4c In a Vanguard game, each vanguard card is controlled by its owner. See rule 902.6.
550 554
551 109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7. 555 109.4d In an Archenemy game, each scheme card is controlled by its owner. See rule 904.7.
552 556
553 109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. 557 109.4e In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.
554 558
555 109.5. 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. 559 109.5. 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.
556 560
557 110. Permanents 561 110. Permanents
558 562
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 it's moved to another zone by an effect or rule. 563 110.1. 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.
560 564
561 110.2. 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. 565 110.2. 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.
562 566
563 110.2a 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. 567 110.2a 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.
564 568
565 110.3. 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." 569 110.3. 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.”
566 570
567 110.4. 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." 571 110.4. 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.”
568 572
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. 573 110.4a 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.
570 574
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. 575 110.4b 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.
572 576
573 110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It's still a permanent. 577 110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.
574 578
575 110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn't represented by a card. 579 110.5. Some effects put tokens onto the battlefield. A token is a marker used to represent any permanent that isn’t represented by a card.
576 580
577 110.5a The player who creates a token is its owner. The token enters the battlefield under that player's control. 581 110.5a The player who creates a token is its owner. The token enters the battlefield under that player’s control.
578 582
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 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. 583 110.5b 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.
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. 584 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.
581 585
582 110.5c 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. 586 110.5c 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.
583 587
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 token's characteristics can't enter the battlefield, the token is not created. 588 110.5d If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield, the token is not created.
585 589
586 110.5e 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). 590 110.5e 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).
587 591
588 110.5f 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.) 592 110.5f 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.)
589 593
590 110.5g 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. 594 110.5g 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.
591 595
592 110.6. 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. 596 110.6. 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.
593 597
594 110.6a Status is not a characteristic, though it may affect a permanent's characteristics. 598 110.6a Status is not a characteristic, though it may affect a permanent’s characteristics.
595 599
596 110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise. 600 110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
597 601
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. 602 110.6c A permanent retains its status until a spell, ability, or turn-based action changes it, even if that status is not relevant to it.
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 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. 603 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.
600 604
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. 605 110.6d 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.
602 606
603 111. Spells 607 111. Spells
604 608
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 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." 609 111.1. 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.”
606 610
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. 611 111.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 706.10.
608 612
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. 613 111.1b 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.
610 614
611 111.2. 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. 615 111.2. 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.
612 616
613 111.3. 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." 617 111.3. 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.”
614 618
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. 619 111.4. 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.
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. 620 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.
617 621
618 112. Abilities 622 112. Abilities
619 623
620 112.1. An ability can be one of three things: 624 112.1. An ability can be one of three things:
621 625
622 112.1a An ability can be 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 grant abilities usually use the words "has," "have," "gains," or "gain.") Abilities generate effects. (See rule 609, "Effects.") 626 112.1a An ability can be 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 grant abilities usually use the words “has,” “have,” “gains,” or “gain.”) Abilities generate effects. (See rule 609, “Effects.”)
623 627
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. 628 112.1b 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.
625 629
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.") 630 112.1c 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.”)
627 631
628 112.2. Abilities can affect the objects they're on. They can also affect other objects and/or players. 632 112.2. Abilities can affect the objects they’re on. They can also affect other objects and/or players.
629 633
630 112.2a Abilities can be beneficial or detrimental. 634 112.2a Abilities can be beneficial or detrimental.
631 Example: "[This creature] can't block" is an ability. 635 Example: “[This creature] can’t block” is an ability.
632 636
633 112.2b An additional cost or alternative cost to cast a card is an ability of the card. 637 112.2b An additional cost or alternative cost to cast a card is an ability of the card.
634 638
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 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. 639 112.2c 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.
636 640
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." 641 112.2d Abilities can generate one-shot effects or continuous effects. Some continuous effects are replacement effects or prevention effects. See rule 609, “Effects.”
638 642
639 112.3. There are four general categories of abilities: 643 112.3. There are four general categories of abilities:
640 644
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 it's an activated ability, a triggered ability, or a static ability that fits the criteria described in rule 112.6. 645 112.3a 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.
642 646
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 it's countered, it resolves, or it otherwise leaves the stack. See rule 602, "Activating Activated Abilities." 647 112.3b 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 it’s countered, it resolves, or it otherwise leaves the stack. See rule 602, “Activating Activated Abilities.”
644 648
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 it's countered, it resolves, or it otherwise leaves the stack. See rule 603, "Handling Triggered Abilities." 649 112.3c 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.”
646 650
647 112.3d 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." 651 112.3d 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.”
648 652
649 112.4. 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 they don't have priority. See rule 605, "Mana Abilities." 653 112.4. 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 they don’t have priority. See rule 605, “Mana Abilities.”
650 654
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." 655 112.5. 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.”
652 656
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: 657 112.6. 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:
654 658
655 112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.) 659 112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
656 660
657 112.6b An ability that states which zones it functions in functions only from those zones. 661 112.6b An ability that states which zones it functions in functions only from those zones.
658 662
659 112.6c An object's 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. 663 112.6c An object’s 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.
660 664
661 112.6d 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 and also on the stack. An object's ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack. 665 112.6d 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 and also on the stack. An object’s ability that grants it another ability that restricts or modifies how that particular object can be played or cast functions only on the stack.
662 666
663 112.6e 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. 667 112.6e 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.
664 668
665 112.6f An object's ability that states it can't be countered functions on the stack. 669 112.6f An object’s ability that states it can’t be countered functions on the stack.
666 670
667 112.6g 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. 671 112.6g 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.
668 672
669 112.6h 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. 673 112.6h 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.
670 674
671 112.6i 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. 675 112.6i 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.
672 676
673 112.6j 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. 677 112.6j 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.
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.") 678 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.”)
675 679
676 112.6k 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 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. 680 112.6k 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 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.
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. 681 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.
678 682
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 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. 683 112.6m 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.
680 684
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." 685 112.6n 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.”
682 686
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 603.7d-f. 687 112.7. 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.
684 688
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 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. 689 112.7a 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.
686 690
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 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. 691 112.8. 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.
688 692
689 112.9. 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. Static abilities don't use the stack and thus can't be countered at all. 693 112.9. 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. Static abilities don’t use the stack and thus can’t be countered at all.
690 694
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. 695 112.10. 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.
692 696
693 112.10a 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. 697 112.10a 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.
694 698
695 112.10b Effects that remove an ability remove all instances of it. 699 112.10b Effects that remove an ability remove all instances of it.
696 700
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. 701 112.10c 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.
698 702
699 112.11. 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. 703 112.11. 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.
700 704
701 112.12. 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. 705 112.12. 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.
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 can't be blocked" would get +2/+2. 706 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.
703 707
704 113. Emblems 708 113. Emblems
705 709
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. 710 113.1. 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.
707 711
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. 712 113.2. 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.
709 713
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. 714 113.3. 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.
711 715
712 113.4. Abilities of emblems function in the command zone. 716 113.4. Abilities of emblems function in the command zone.
713 717
714 113.5. An emblem is neither a card nor a permanent. Emblem isn't a card type. 718 113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.
715 719
716 114. Targets 720 114. Targets
717 721
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 can't be changed except by another spell or ability that explicitly says it can do so. 722 114.1. 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 can’t be changed except by another spell or ability that explicitly says it can do so.
719 723
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.) 724 114.1a 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.)
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 doesn't make the card it's on targeted. 725 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.
722 726
723 114.1b 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.) 727 114.1b 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.)
724 728
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. 729 114.1c 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.
726 730
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. 731 114.1d 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.
728 732
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 keyword's reminder text will often contain the word "target.") See rule 702, "Keyword Abilities." 733 114.1e 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.”
730 734
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 can't exist on the battlefield, such as a spell or ability. See also rule 114.4. 735 114.2. 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 can’t exist on the battlefield, such as a spell or ability. See also rule 114.4.
732 736
733 114.3. 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 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). 737 114.3. 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 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).
734 738
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, can't be chosen. 739 114.4. 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, can’t be chosen.
736 740
737 114.5. A spell or ability on the stack is an illegal target for itself. 741 114.5. A spell or ability on the stack is an illegal target for itself.
738 742
739 114.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it. 743 114.6. A spell or ability that requires targets may allow zero targets to be chosen. Such a spell or ability is still said to require targets, but that spell or ability is targeted only if one or more targets have been chosen for it.
740 744
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. 745 114.7. 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.
742 746
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 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. 747 114.7a 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 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.
744 748
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). 749 114.7b 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).
746 750
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). 751 114.7c 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).
748 752
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. 753 114.7d 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.
750 754
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. 755 114.7e 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.
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. 756 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.
753 757
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, doesn't allow that player to change its mode. (See rule 700.2.) 758 114.8. 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, doesn’t allow that player to change its mode. (See rule 700.2.)
755 759
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. 760 114.9. 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.
757 761
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. 762 114.9a An object that looks for a “[spell or ability] with a single target” checks the number of times any object or player was chosen as 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.
759 763
760 114.9b 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. 764 114.9b 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.
761 765
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 ability's target is checked as described in rule 114.9b. 766 114.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets 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 114.9b.
763 767
764 114.10. 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." 768 114.10. 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.”
765 769
766 114.10a 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. 770 114.10a 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.
767 771
768 114.10b In particular, the word "you" in an object's text doesn't indicate a target. 772 114.10b In particular, the word “you” in an object’s text doesn’t indicate a target.
769 773
770 115. Special Actions 774 115. Special Actions
771 775
772 115.1. Special actions are actions a player may take when they have 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.") 776 115.1. Special actions are actions a player may take when they have 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.”)
773 777
774 115.2. There are eight special actions: 778 115.2. There are eight special actions:
775 779
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 player's 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." 780 115.2a 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 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.”
777 781
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." 782 115.2b 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.”
779 783
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. 784 115.2c 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.
781 785
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. 786 115.2d 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.
783 787
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. 788 115.2e 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.
785 789
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." 790 115.2f 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.”
787 791
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 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." 792 115.2g 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 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.”
789 793
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. 794 115.2h 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.
791 795
792 115.3. If a player takes a special action, that player receives priority afterward. 796 115.3. If a player takes a special action, that player receives priority afterward.
793 797
797 801
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. 802 116.1a 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.
799 803
800 116.1b A player may activate an activated ability any time they have priority. 804 116.1b A player may activate an activated ability any time they have priority.
801 805
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." 806 116.1c 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.”
803 807
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). 808 116.1d 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).
805 809
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. 810 116.2. Other kinds of abilities and actions are automatically generated or performed by the game rules, or are performed by players without receiving priority.
807 811
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 hasn't yet been put on the stack is put on the stack. See rule 116.5. 812 116.2a 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.
809 813
810 116.2b Static abilities continuously affect the game. Priority doesn't apply to them. (See rule 604, "Handling Static Abilities," and rule 611, "Continuous Effects.") 814 116.2b Static abilities continuously affect the game. Priority doesn’t apply to them. (See rule 604, “Handling Static Abilities,” and rule 611, “Continuous Effects.”)
811 815
812 116.2c 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." 816 116.2c 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.”
813 817
814 116.2d 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. 818 116.2d 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.
815 819
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." 820 116.2e 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.”
817 821
818 116.3. Which player has priority is determined by the following rules: 822 116.3. Which player has priority is determined by the following rules:
819 823
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 don't get priority during the cleanup step (see rule 514.3). 824 116.3a 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).
821 825
822 116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves. 826 116.3b The active player receives priority after a spell or ability (other than a mana ability) resolves.
823 827
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. 828 116.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
825 829
826 116.3d 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, they announce what mana is there. Then the next player in turn order receives priority. 830 116.3d 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, they announce what mana is there. Then the next player in turn order receives priority.
827 831
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. 832 116.4. 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.
829 833
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. 834 116.5. 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.
831 835
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." 836 116.6. In a multiplayer game using the shared team turns option, teams rather than individual players have priority. See rule 805, “Shared Team Turns Option.”
833 837
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." 838 116.7. 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.”
835 839
836 117. Costs 840 117. Costs
837 841
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. 842 117.1. 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.
839 843
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 601.2f-h. 844 117.2. 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.
841 845
842 117.3. A player can't pay a cost without having 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." 846 117.3. A player can’t pay a cost without having 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.”
843 847
844 117.3a 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. 848 117.3a 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.
845 849
846 117.3b Paying life is done by subtracting the indicated amount of life from a player's life total. (Players can always pay 0 life.) 850 117.3b Paying life is done by subtracting the indicated amount of life from a player’s life total. (Players can always pay 0 life.)
847 851
848 117.3c Activating mana abilities is not mandatory, even if paying a cost is. 852 117.3c Activating mana abilities is not mandatory, even if paying a cost is.
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 isn't forced to activate a mana ability to produce that mana. If they don't, the card simply remains exiled. 853 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 isn’t forced to activate a mana ability to produce that mana. If they don’t, the card simply remains exiled.
850 854
851 117.4. Some costs include an {X} or an X. See rule 107.3. 855 117.4. Some costs include an {X} or an X. See rule 107.3.
852 856
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 player's acknowledgment that they are paying it. Even though such a cost requires no resources, it's not automatically paid. 857 117.5. 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 they are paying it. Even though such a cost requires no resources, it’s not automatically paid.
854 858
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 won't cast itself automatically. The same is true for an activated ability whose cost is {0}. 859 117.5a 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}.
856 860
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. 861 117.6. 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.
858 862
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. 863 117.6a 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.
860 864
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, it's considered to be {0}. Paying a cost changed or reduced by an effect counts as paying the original cost. 865 117.7. 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.
862 866
863 117.7a 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. 867 117.7a 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.
864 868
865 117.7b 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. 869 117.7b 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.
866 870
867 117.7c 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. 871 117.7c 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.
868 872
869 117.7d 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. 873 117.7d 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.
870 874
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 half's number. 875 117.7e 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.
872 876
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 symbol's color. 877 117.7f 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.
874 878
875 117.8. 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 they pay the spell's mana cost or the ability's activation cost. Note that some additional costs are listed in keywords; see rule 702. 879 117.7g If a cost is reduced by an amount of mana represented by one or more snow mana symbols, the cost is reduced by that much generic mana.
876 880
877 117.8a 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 their intentions to pay any or all of those costs as described in rule 601.2b. 881 117.8. 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 they pay the spell’s mana cost or the ability’s activation cost. Note that some additional costs are listed in keywords; see rule 702.
882
883 117.8a 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 their intentions to pay any or all of those costs as described in rule 601.2b.
878 884
879 117.8b Some additional costs are optional. 885 117.8b Some additional costs are optional.
880 886
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 isn't required to cast that spell, even if those cards are present in that zone. 887 117.8c 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.
882 888
883 117.8d 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. 889 117.8d 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.
884 890
885 117.9. 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. 891 117.9. 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.
886 892
887 117.9a Only one alternative cost can be applied to any one spell as it's being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b. 893 117.9a Only one alternative cost can be applied to any one spell as it’s being cast. The controller of the spell announces their intentions to pay that cost as described in rule 601.2b.
888 894
889 117.9b Alternative costs are always optional. 895 117.9b Alternative costs are generally optional. An effect that allows you to cast a spell may require a certain alternative cost to be paid.
890 896
891 117.9c 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. 897 117.9c 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.
892 898
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.) 899 117.9d 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.)
894 900
895 117.10. 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. 901 117.10. 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.
896 902
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 don't match the actions that are called for, the cost has still been paid. 903 117.11. 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.
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 Vortex's cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid. 904 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.
899 905
900 117.12. 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. 906 117.12. 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.
901 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. 907 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.
902 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. 908 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.
903 909
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 doesn't], [do something]." 910 117.12a 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].”
905 911
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. 912 117.12b 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.
907 913
908 118. Life 914 118. Life
909 915
910 118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals. 916 118.1. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
911 917
912 118.1a In a Two-Headed Giant game, each team's starting life total is 30. See rule 810, "Two-Headed Giant Variant." 918 118.1a In a Two-Headed Giant game, each team’s starting life total is 30. See rule 810, “Two-Headed Giant Variant.”
913 919
914 118.1b In a Vanguard game, each player's starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, "Vanguard." 920 118.1b In a Vanguard game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card. See rule 902, “Vanguard.”
915 921
916 118.1c In a Commander game, each player's starting life total is 40. See rule 903, "Commander." 922 118.1c In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
917 923
918 118.1d. In a two-player Brawl game, each player's starting life total is 25. In a multiplayer Brawl game, each player's starting life total is 30. See rule 903.11, "Brawl Option." 924 118.1d. In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.11, “Brawl Option.”
919 925
920 118.1e In an Archenemy game, the archenemy's starting life total is 40. See rule 904, "Archenemy." 926 118.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”
921 927
922 118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3. 928 118.2. Damage dealt to a player normally causes that player to lose that much life. See rule 119.3.
923 929
924 118.3. If an effect causes a player to gain life or lose life, that player's life total is adjusted accordingly. 930 118.3. If an effect causes a player to gain life or lose life, that player’s life total is adjusted accordingly.
925 931
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.) 932 118.4. 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.)
927 933
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 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 their team's life total. (Players can always pay 0 life.) 934 118.4a 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 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 their team’s life total. (Players can always pay 0 life.)
929 935
930 118.5. 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. 936 118.5. 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.
931 937
932 118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704. 938 118.6. If a player has 0 or less life, that player loses the game as a state-based action. See rule 704.
933 939
934 118.7. 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. 940 118.7. 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.
935 941
936 118.8. 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. 942 118.8. 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.
937 943
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 won't trigger. 944 118.9. 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.
939 945
940 119. Damage 946 119. Damage
941 947
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. 948 119.1. 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.
943 949
944 119.1a Damage can't be dealt to an object that's neither a creature nor a planeswalker. 950 119.1a Damage can’t be dealt to an object that’s neither a creature nor a planeswalker.
945 951
946 119.2. Any object can deal damage. 952 119.2. Any object can deal damage.
947 953
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. 954 119.2a 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.
949 955
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. 956 119.2b Damage may be dealt as an effect of a spell or ability. The spell or ability will specify which object deals that damage.
951 957
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 damage's source, and the characteristics of the damage's recipient (if it's a permanent). 958 119.3. 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).
953 959
954 119.3a Damage dealt to a player by a source without infect causes that player to lose that much life. 960 119.3a Damage dealt to a player by a source without infect causes that player to lose that much life.
955 961
956 119.3b Damage dealt to a player by a source with infect causes that source's controller to give the player that many poison counters. 962 119.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.
957 963
958 119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker. 964 119.3c Damage dealt to a planeswalker causes that many loyalty counters to be removed from that planeswalker.
959 965
960 119.3d 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. 966 119.3d 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.
961 967
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. 968 119.3e Damage dealt to a creature by a source with neither wither nor infect causes that much damage to be marked on that creature.
963 969
964 119.3f 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. 970 119.3f 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.
965 971
966 119.4. Damage is processed in a three-part sequence. 972 119.4. Damage is processed in a three-part sequence.
967 973
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. 974 119.4a 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.
969 975
970 119.4b 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). 976 119.4b 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).
971 977
972 119.4c Finally, the damage event occurs. 978 119.4c Finally, 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. 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. 979 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.
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 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. 980 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.
975 981
976 119.5. 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. 982 119.5. 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.
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. 983 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.
978 984
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). 985 119.6. 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).
980 986
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 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." 987 119.7. 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 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.”
982 988
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 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. 989 119.8. 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.
984 990
985 120. Drawing a Card 991 120. Drawing a Card
986 992
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 player's draw step. It may also be done as part of a cost or effect of a spell or ability. 993 120.1. 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 player’s draw step. It may also be done as part of a cost or effect of a spell or ability.
988 994
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. 995 120.2. 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.
990 996
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. 997 120.2a 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.
992 998
993 120.2b 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. 999 120.2b 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.
994 1000
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. 1001 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.
996 1002
997 120.2d 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 their draws, then each player on each nonactive team in turn order does the same. 1003 120.2d If a rule or 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 their draws, then each player on each nonactive team in turn order does the same.
998 1004
999 120.3. 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. 1005 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.
1000 1006
1001 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 their 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. 1007 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 their 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.
1002 1008
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.) 1009 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.)
1004 1010
1005 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. 1011 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.
1006 1012
1007 120.6. Some effects replace card draws. 1013 120.6. Some effects replace card draws.
1008 1014
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 player's library. 1015 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.
1010 1016
1011 120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence. 1017 120.6b If an effect replaces a draw within a sequence of card draws, the replacement effect is completed before resuming the sequence.
1012 1018
1013 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. 1019 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.
1014 1020
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 haven't been replaced, those parts occur first, then the card draws happen one at a time. 1021 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.
1016 1022
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, 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. 1023 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.
1024
1025 120.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.
1018 1026
1019 121. Counters 1027 121. Counters
1020 1028
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. 1029 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.
1022 1030
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 object's power and Y to that object's toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.3. 1031 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.
1024 1032
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 owner's graveyard as a state-based action. See rule 704. 1033 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.
1026 1034
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.) 1035 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.)
1028 1036
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. 1037 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.
1030 1038
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. 1039 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.
1032 1040
1033 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. 1041 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.
1034 1042
1035 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. 1043 121.5. If an effect says to “move” a counter, it means to remove that counter from the object it’s currently on and put it onto a second object. If either of these actions isn’t possible, it’s not possible to move a counter, and no counter is removed from or put onto anything. This may occur if the first and second objects are the same object; if the first object doesn’t have the appropriate kind of counter on it; if the second object can’t have counters put onto it; or if either object is no longer in the correct zone.
1036 1044
1037 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. 1045 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.
1038 1046
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 doesn't specify a player, the object's controller puts those counters on it. 1047 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.
1040 1048
1041 2. Parts of a Card 1049 2. Parts of a Card
1042 1050
1043 200. General 1051 200. General
1044 1052
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. 1053 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.
1046 1054
1047 200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3. 1055 200.2. Some parts of a card are also characteristics of the object that has them. See rule 109.3.
1048 1056
1049 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. 1057 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.
1050 1058
1051 201. Name 1059 201. Name
1052 1060
1053 201.1. The name of a card is printed on its upper left corner. 1061 201.1. The name of a card is printed on its upper left corner.
1054 1062
1055 201.2. A card's name is always considered to be the English version of its name, regardless of printed language. 1063 201.2. A card’s name is always considered to be the English version of its name, regardless of printed language.
1056 1064
1057 201.2a Two objects have the same name if their names are identical. 1065 201.2a Two objects have the same name if their names are identical.
1058 1066
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. 1067 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.
1060 1068
1061 201.2c Two or more objects have different names if there are no names that both objects have in common. 1069 201.2c Two or more objects have different names if there are no names that both objects have in common.
1062 1070
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 it's also the name of a card. 1071 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 it’s also the name of a card.
1064 1072
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.) 1073 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.)
1066 Example: Dispossess reads, in part, "Choose an artifact card name." The player can choose the name of any artifact card, even one that's not 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. 1074 Example: Dispossess reads, in part, “Choose an artifact card name.” The player can choose the name of any artifact card, even one that’s not 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.
1067 1075
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 half's characteristics to determine if this name can be chosen. 1076 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 half’s characteristics to determine if this name can be chosen.
1069 1077
1070 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. 1078 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.
1071 1079
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. 1080 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.
1073 1081
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. 1082 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.
1075 1083
1076 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. 1084 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.
1077 1085
1078 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. 1086 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.
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 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. 1087 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.
1080 1088
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. 1089 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.
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. 1090 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.
1083 Example: Glacial Ray is an instant with splice onto Arcane that says "Glacial Ray deals 2 damage to any target." If it's spliced onto a Kodama's Reach, that Kodama's Reach deals 2 damage to the target. 1091 Example: Glacial Ray is an instant with splice onto Arcane that says “Glacial Ray deals 2 damage to any target.” If it’s spliced onto a Kodama’s Reach, that Kodama’s Reach deals 2 damage to the target.
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 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." 1092 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.”
1085 1093
1086 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. 1094 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.
1087 1095
1088 202. Mana Cost and Color 1096 202. Mana Cost and Color
1089 1097
1090 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. 1098 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.
1091 1099
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 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. 1100 202.1a The mana cost of an object represents what a player must spend from their 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.
1093 1101
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"). 1102 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”).
1095 1103
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. 1104 202.2. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame.
1097 1105
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}. 1106 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}.
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. 1107 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.
1104 1112
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.) 1113 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.)
1106 1114
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.) 1115 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.)
1108 1116
1109 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. 1117 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.
1110 1118
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. 1119 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.
1112 Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5. 1120 Example: A mana cost of {3}{U}{U} translates to a converted mana cost of 5.
1113 1121
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. 1122 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.
1115 1123
1116 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. 1124 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.
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. 1125 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.
1118 Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 0. 1126 Example: A Clone enters the battlefield as a copy of Ravager of the Fells. Its converted mana cost is 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. 1127 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.
1120 1128
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. 1129 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.
1122 1130
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." 1131 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.”
1124 1132
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. 1133 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 1134
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. 1135 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.
1128 Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3. 1136 Example: The converted mana cost of a card with mana cost {1}{W/U}{W/U} is 3.
1129 Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6. 1137 Example: The converted mana cost of a card with mana cost {2/B}{2/B}{2/B} is 6.
1130 1138
1131 202.3g Each Phyrexian mana symbol in a card's mana cost contributes 1 to its converted mana cost. 1139 202.3g Each Phyrexian mana symbol in a card’s mana cost contributes 1 to its converted mana cost.
1132 Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3. 1140 Example: The converted mana cost of a card with mana cost {1}{W/P}{W/P} is 3.
1133 1141
1134 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. 1142 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.
1135 1143
1136 203. Illustration 1144 203. Illustration
1137 1145
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 doesn't have the flying ability unless stated in its rules text, even if it's depicted as flying. 1146 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.
1139 1147
1140 204. Color Indicator 1148 204. Color Indicator
1141 1149
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. 1150 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.
1143 1151
1144 204.2. An object with a color indicator is each color denoted by that color indicator. 1152 204.2. An object with a color indicator is each color denoted by that color indicator.
1145 1153
1146 205. Type Line 1154 205. Type Line
1147 1155
1148 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. 1156 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.
1149 1157
1150 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. 1158 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.
1151 1159
1152 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. 1160 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.
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 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 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. 1161 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 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.
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. 1162 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.
1155 1163
1156 205.2. Card Types 1164 205.2. Card Types
1157 1165
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." 1166 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.”
1159 1167
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. 1168 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.
1161 1169
1162 205.2c Tokens have card types even though they aren't cards. The same is true of copies of spells and copies of cards. 1170 205.2c Tokens have card types even though they aren’t cards. The same is true of copies of spells and copies of cards.
1163 1171
1164 205.3. Subtypes 1172 205.3. Subtypes
1165 1173
1166 205.3a A card can have one or more subtypes printed on its type line. 1174 205.3a A card can have one or more subtypes printed on its type line.
1167 1175
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. 1176 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.
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. 1177 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.
1170 1178
1171 205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type. 1179 205.3c If a card with multiple card types has one or more subtypes, each subtype is correlated to its appropriate card type.
1172 Example: Dryad Arbor's type line says "Land Creature - Forest Dryad." Forest is a land type, and Dryad is a creature type. 1180 Example: Dryad Arbor’s type line says “Land Creature — Forest Dryad.” Forest is a land type, and Dryad is a creature type.
1173 1181
1174 205.3d An object can't gain a subtype that doesn't correspond to one of that object's types. 1182 205.3d An object can’t gain a subtype that doesn’t correspond to one of that object’s types.
1175 1183
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 can't choose a land type if an instruction requires choosing a creature type. 1184 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 can’t choose a land type if an instruction requires choosing a creature type.
1177 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. 1185 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.
1178 1186
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 card's subtypes are. (See rule 108.1.) 1187 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.)
1180 1188
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). 1189 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).
1182 1190
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. 1191 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.
1184 1192
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 Urza's. 1193 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.
1186 Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6. 1194 Of that list, Forest, Island, Mountain, Plains, and Swamp are the basic land types. See rule 305.6.
1187 1195
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. 1196 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, Davriel, Domri, Dovin, Elspeth, Estrid, Freyalise, Garruk, Gideon, Huatli, Jace, Jaya, Karn, Kasmina, Kaya, Kiora, Koth, Liliana, Nahiri, Narset, Nissa, Nixilis, Ral, Rowan, Saheeli, Samut, Sarkhan, Sorin, Tamiyo, Teferi, Teyo, Tezzeret, Tibalt, Ugin, Venser, Vivien, Vraska, Will, Windgrace, Xenagos, Yanggu, and Yanling.
1189 1197
1190 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap. 1198 205.3k Instants and sorceries share their lists of subtypes; these subtypes are called spell types. The spell types are Arcane and Trap.
1191 1199
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. 1200 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, Army, 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.
1193 1201
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, 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. 1202 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.
1195 1203
1196 205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes. 1204 205.3p Phenomenon cards, scheme cards, vanguard cards, and conspiracy cards have no subtypes.
1197 1205
1198 205.4. Supertypes 1206 205.4. Supertypes
1199 1207
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. 1208 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.
1201 1209
1202 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. 1210 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.
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. 1211 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.
1204 1212
1205 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. 1213 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.
1206 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. 1214 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.
1207 1215
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). 1216 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).
1209 1217
1210 205.4e Any instant or sorcery spell with the supertype "legendary" is subject to a casting restriction. A player can't cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker. 1218 205.4e Any instant or sorcery spell with the supertype “legendary” is subject to a casting restriction. A player can’t cast a legendary instant or sorcery spell unless that player controls a legendary creature or a legendary planeswalker.
1211 1219
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). 1220 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).
1213 1221
1214 205.4g 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. 1222 205.4g 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.
1215 1223
1216 205.4h Any scheme card with the supertype "ongoing" is exempt from the state-based action for schemes (see rule 704.5w). 1224 205.4h Any scheme card with the supertype “ongoing” is exempt from the state-based action for schemes (see rule 704.5w).
1217 1225
1218 206. Expansion Symbol 1226 206. Expansion Symbol
1219 1227
1220 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. 1228 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.
1221 1229
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(r) "timeshifted" cards, which were rarer than that set's rare cards, have had purple expansion symbols. (Prior to the Exodus(tm) 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.) 1230 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.)
1223 1231
1224 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 700.8 for details. 1232 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 700.8 for details.
1225 1233
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). 1234 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).
1227 1235
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). 1236 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).
1229 1237
1230 207. Text Box 1238 207. Text Box
1231 1239
1232 207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card's abilities. 1240 207.1. The text box is printed on the lower half of the card. It usually contains rules text defining the card’s abilities.
1233 1241
1234 207.2. The text box may also contain italicized text that has no game function. 1242 207.2. The text box may also contain italicized text that has no game function.
1235 1243
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 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. 1244 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.
1237 1245
1238 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text. 1246 207.2b Flavor text is italicized text that, like the illustration, adds artistic appeal to the game. It appears below the rules text.
1239 1247
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 addendum, 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, undergrowth, and will of the council. 1248 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 addendum, 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, undergrowth, and will of the council.
1241 1249
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(tm) block cards. Similarly, many promotional cards include decorative icons. These icons have no effect on game play. 1250 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.
1243 1251
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. 1252 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.
1245 1253
1246 208. Power/Toughness 1254 208. Power/Toughness
1247 1255
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. 1256 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.
1249 1257
1250 208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*). 1258 208.2. Rather than a fixed number, some creature cards have power and/or toughness that includes a star (*).
1251 1259
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 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. 1260 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.
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 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. 1261 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.
1254 1262
1255 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. 1263 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.
1256 1264
1257 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). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it. 1265 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). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.
1258 1266
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 doesn't do anything unless that permanent becomes a creature. 1267 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.
1260 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. 1268 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.
1261 1269
1262 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." 1270 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.”
1263 1271
1264 208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness. 1272 208.5. If a creature somehow has no value for its power, its power is 0. The same is true for toughness.
1265 1273
1266 209. Loyalty 1274 209. Loyalty
1267 1275
1268 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. 1276 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.
1269 1277
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 permanent's loyalty abilities have been activated that turn. See rule 606, "Loyalty Abilities." 1278 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 permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
1271 1279
1272 210. Hand Modifier 1280 210. Hand Modifier
1273 1281
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 card's owner are determined. See rule 103.4. 1282 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.
1275 1283
1276 211. Life Modifier 1284 211. Life Modifier
1277 1285
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 card's owner is determined. See rule 103.3. 1286 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.
1279 1287
1280 212. Information Below the Text Box 1288 212. Information Below the Text Box
1281 1289
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. 1290 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.
1283 1291
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. 1292 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.
1285 1293
1286 212.1b A card's rarity is indicated with a single letter following the collector number. 1294 212.1b A card’s rarity is indicated with a single letter following the collector number.
1287 1295
1288 212.1c Some promotional cards include information to indicate the specific promotion the card is associated with. 1296 212.1c Some promotional cards include information to indicate the specific promotion the card is associated with.
1289 1297
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. 1298 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 1299
1292 212.1e The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation "Illus." 1300 212.1e The illustration credit for a card follows the paintbrush icon or, on older cards, the abbreviation “Illus.”
1293 1301
1294 212.1f Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information. 1302 212.1f Legal text (the fine print at the bottom or bottom-right of the card) lists the trademark and copyright information.
1295 1303
1296 3. Card Types 1304 3. Card Types
1297 1305
1299 1307
1300 300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard. 1308 300.1. The card types are artifact, conspiracy, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.
1301 1309
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. 1310 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.
1303 1311
1304 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. 1312 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.
1305 1313
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. 1314 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.
1307 1315
1308 301. Artifacts 1316 301. Artifacts
1309 1317
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.") 1318 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.”)
1311 1319
1312 301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control. 1320 301.2. When an artifact spell resolves, its controller puts it onto the battlefield under their control.
1313 1321
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. 1322 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.
1315 1323
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. 1324 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.
1317 1325
1318 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. 1326 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.
1319 1327
1320 301.5a The creature an Equipment is attached to is called the "equipped creature." The Equipment is attached to, or "equips," that creature. 1328 301.5a The creature an Equipment is attached to is called the “equipped creature.” The Equipment is attached to, or “equips,” that creature.
1321 1329
1322 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. 1330 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.
1323 1331
1324 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. 1332 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.
1325 1333
1326 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. 1334 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.
1327 1335
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 isn't an Equipment. 1336 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.
1329 1337
1330 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.") 1338 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.”)
1331 1339
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." 1340 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.”
1333 1341
1334 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. 1342 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.
1335 1343
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. 1344 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.
1337 1345
1338 302. Creatures 1346 302. Creatures
1339 1347
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.") 1348 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.”)
1341 1349
1342 302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control. 1350 302.2. When a creature spell resolves, its controller puts it onto the battlefield under their control.
1343 1351
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. 1352 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.
1345 Example: "Creature - Goblin Wizard" means the card is a creature with the subtypes Goblin and Wizard. 1353 Example: “Creature — Goblin Wizard” means the card is a creature with the subtypes Goblin and Wizard.
1346 1354
1347 302.4. Power and toughness are characteristics only creatures have. 1355 302.4. Power and toughness are characteristics only creatures have.
1348 1356
1349 302.4a A creature's power is the amount of damage it deals in combat. 1357 302.4a A creature’s power is the amount of damage it deals in combat.
1350 1358
1351 302.4b A creature's toughness is the amount of damage needed to destroy it. 1359 302.4b A creature’s toughness is the amount of damage needed to destroy it.
1352 1360
1353 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.") 1361 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.”)
1354 1362
1355 302.5. Creatures can attack and block. (See rule 508, "Declare Attackers Step," and rule 509, "Declare Blockers Step.") 1363 302.5. Creatures can attack and block. (See rule 508, “Declare Attackers Step,” and rule 509, “Declare Blockers Step.”)
1356 1364
1357 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 their most recent turn began. A creature can't attack unless it has been under its controller's control continuously since their most recent turn began. This rule is informally called the "summoning sickness" rule. 1365 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 their most recent turn began. A creature can’t attack unless it has been under its controller’s control continuously since their most recent turn began. This rule is informally called the “summoning sickness” rule.
1358 1366
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). 1367 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).
1360 1368
1361 303. Enchantments 1369 303. Enchantments
1362 1370
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.") 1371 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.”)
1364 1372
1365 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control. 1373 303.2. When an enchantment spell resolves, its controller puts it onto the battlefield under their control.
1366 1374
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. 1375 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.
1368 1376
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. 1377 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.
1370 1378
1371 303.4a An Aura spell requires a target, which is defined by its enchant ability. 1379 303.4a An Aura spell requires a target, which is defined by its enchant ability.
1372 1380
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. 1381 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.
1374 1382
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 owner's graveyard. (This is a state-based action. See rule 704.) 1383 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.)
1376 1384
1377 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. 1385 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.
1378 1386
1379 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. 1387 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.
1380 1388
1381 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. 1389 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.
1382 1390
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 owner's graveyard instead of entering the battlefield. 1391 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.
1384 1392
1385 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. 1393 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.
1386 1394
1387 303.4i If an effect attempts to put an Aura onto the battlefield attached to an object or player it can't legally 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. If the Aura is a token, it isn't created. 1395 303.4i If an effect attempts to put an Aura onto the battlefield attached to an object or player it can’t legally 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. If the Aura is a token, it isn’t created.
1388 1396
1389 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. 1397 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.
1390 1398
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 isn't an Aura. 1399 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.
1392 1400
1393 303.5. Some enchantments have the subtype "Saga." See rule 714 for more information about Saga cards. 1401 303.5. Some enchantments have the subtype “Saga.” See rule 714 for more information about Saga cards.
1394 1402
1395 304. Instants 1403 304. Instants
1396 1404
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.") 1405 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.”)
1398 1406
1399 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. 1407 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.
1400 1408
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. 1409 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.
1402 1410
1403 304.4. Instants can't enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead. 1411 304.4. Instants can’t enter the battlefield. If an instant would enter the battlefield, it remains in its previous zone instead.
1404 1412
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 doesn't need to have an instant they could 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). 1413 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 doesn’t need to have an instant they could 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).
1406 1414
1407 305. Lands 1415 305. Lands
1408 1416
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 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. 1417 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 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.
1410 1418
1411 305.2. A player can normally play one land during their turn; however, continuous effects may increase this number. 1419 305.2. A player can normally play one land during their turn; however, continuous effects may increase this number.
1412 1420
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. 1421 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.
1414 1422
1415 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 they have already played this turn. Ignore any part of an effect that instructs a player to do so. 1423 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 they have already played this turn. Ignore any part of an effect that instructs a player to do so.
1416 1424
1417 305.3. A player can't play a land, for any reason, if it isn't their turn. Ignore any part of an effect that instructs a player to do so. 1425 305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.
1418 1426
1419 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. 1427 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.
1420 1428
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. 1429 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.
1422 Example: "Basic Land - Mountain" means the card is a land with the subtype Mountain. 1430 Example: “Basic Land — Mountain” means the card is a land with the subtype Mountain.
1423 1431
1424 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]," 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." 1432 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],” 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.”
1425 1433
1426 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. 1434 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.
1427 1435
1428 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. 1436 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.
1429 1437
1430 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. 1438 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.
1431 1439
1432 306. Planeswalkers 1440 306. Planeswalkers
1433 1441
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.") 1442 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.”)
1435 1443
1436 306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control. 1444 306.2. When a planeswalker spell resolves, its controller puts it onto the battlefield under their control.
1437 1445
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. 1446 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.
1439 1447
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). 1448 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).
1441 1449
1442 306.5. Loyalty is a characteristic only planeswalkers have. 1450 306.5. Loyalty is a characteristic only planeswalkers have.
1443 1451
1444 306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner. 1452 306.5a The loyalty of a planeswalker card not on the battlefield is equal to the number printed in its lower right corner.
1445 1453
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). 1454 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).
1447 1455
1448 306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it. 1456 306.5c The loyalty of a planeswalker on the battlefield is equal to the number of loyalty counters on it.
1449 1457
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 permanent's loyalty abilities have been activated that turn. See rule 606, "Loyalty Abilities." 1458 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 permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”
1451 1459
1452 306.6. Planeswalkers can be attacked. (See rule 508, "Declare Attackers Step.") 1460 306.6. Planeswalkers can be attacked. (See rule 508, “Declare Attackers Step.”)
1453 1461
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 opponent's control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers. 1462 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 opponent’s control instead. This rule has been removed and certain cards have received errata in the Oracle card reference to deal damage directly to planeswalkers.
1455 1463
1456 306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it. 1464 306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.
1457 1465
1458 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.) 1466 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.)
1459 1467
1460 307. Sorceries 1468 307. Sorceries
1461 1469
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.") 1470 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.”)
1463 1471
1464 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. 1472 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.
1465 1473
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. 1474 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.
1467 1475
1468 307.4. Sorceries can't enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead. 1476 307.4. Sorceries can’t enter the battlefield. If a sorcery would enter the battlefield, it remains in its previous zone instead.
1469 1477
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 doesn't need to have a sorcery they could 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). 1478 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 doesn’t need to have a sorcery they could 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).
1471 1479
1472 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 their main phase, or while another object was on the stack. 1480 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 their main phase, or while another object was on the stack.
1473 1481
1474 308. Tribals 1482 308. Tribals
1475 1483
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. 1484 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.
1477 1485
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. 1486 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.
1479 1487
1480 309. Planes 1488 309. Planes
1481 1489
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." 1490 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.”
1483 1491
1484 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. 1492 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.
1485 1493
1486 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. 1494 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.
1487 1495
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. 1496 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.
1489 1497
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 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 they leave the game or a different player becomes the active player, whichever comes first. 1498 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 they leave the game or a different player becomes the active player, whichever comes first.
1491 1499
1492 309.6. A face-up plane card that's turned face down becomes a new object. 1500 309.6. A face-up plane card that’s turned face down becomes a new object.
1493 1501
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. 1502 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.
1495 1503
1496 310. Phenomena 1504 310. Phenomena
1497 1505
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." 1506 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.”
1499 1507
1500 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. 1508 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.
1501 1509
1502 310.3. Phenomenon cards have no subtypes. 1510 310.3. Phenomenon cards have no subtypes.
1503 1511
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 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 they leave the game or a different player becomes the active player, whichever comes first. 1512 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 they leave the game or a different player becomes the active player, whichever comes first.
1505 1513
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." 1514 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.”
1507 1515
1508 310.6. A face-up phenomenon card that's turned face down becomes a new object. 1516 310.6. A face-up phenomenon card that’s turned face down becomes a new object.
1509 1517
1510 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 701.23, "Planeswalk.") 1518 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 701.23, “Planeswalk.”)
1511 1519
1512 311. Vanguards 1520 311. Vanguards
1513 1521
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." 1522 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.”
1515 1523
1516 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. 1524 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.
1517 1525
1518 311.3. Vanguard cards have no subtypes. 1526 311.3. Vanguard cards have no subtypes.
1519 1527
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. 1528 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.
1521 1529
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. 1530 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.
1523 1531
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 card's 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. 1532 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 their maximum hand size.
1525 1533
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 card's owner (normally 20) to is determined. See rule 103.3. 1534 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.
1527 1535
1528 312. Schemes 1536 312. Schemes
1529 1537
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." 1538 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.”
1531 1539
1532 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. 1540 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.
1533 1541
1534 312.3. Scheme cards have no subtypes. 1542 312.3. Scheme cards have no subtypes.
1535 1543
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. 1544 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.
1537 1545
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. 1546 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.
1539 1547
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 owner's scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.) 1548 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.)
1541 1549
1542 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. 1550 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.
1543 1551
1544 313. Conspiracies 1552 313. Conspiracies
1545 1553
1546 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. 1554 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.
1547 1555
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.") 1556 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.”)
1549 1557
1550 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. 1558 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.
1551 1559
1552 313.4. Conspiracy cards have no subtypes. 1560 313.4. Conspiracy cards have no subtypes.
1553 1561
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. 1562 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.
1555 1563
1557 1565
1558 313.5b Face-down conspiracy cards have no characteristics. 1566 313.5b Face-down conspiracy cards have no characteristics.
1559 1567
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. 1568 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.
1561 1569
1562 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. 1570 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.
1563 1571
1564 1572
1565 4. Zones 1573 4. Zones
1566 1574
1567 400. General 1575 400. General
1568 1576
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. 1577 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.
1570 1578
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. 1579 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.
1572 1580
1573 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. 1581 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.
1574 1582
1575 400.4. Cards with certain card types can't enter certain zones. 1583 400.4. Cards with certain card types can’t enter certain zones.
1576 1584
1577 400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone. 1585 400.4a If an instant or sorcery card would enter the battlefield, it remains in its previous zone.
1578 1586
1579 400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone. 1587 400.4b If a conspiracy, phenomenon, plane, scheme, or vanguard card would leave the command zone, it remains in the command zone.
1580 1588
1581 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. 1589 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.
1582 1590
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 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. 1591 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.
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 player's control. As state-based actions are performed, that player's life total becomes equal to their starting life total, and that player chooses whether Exquisite Archangel moves to its owner's graveyard or to exile. 1592 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 their starting life total, and that player chooses whether Exquisite Archangel moves to its owner’s graveyard or to exile.
1585 1593
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: 1594 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:
1587 1595
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. 1596 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.
1589 1597
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. 1598 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.
1591 1599
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. 1600 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.
1593 1601
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. 1602 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.
1595 1603
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 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.) 1604 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.)
1597 1605
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. 1606 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.
1599 1607
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. 1608 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.
1601 1609
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 ability's effects can find that object. 1610 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.
1603 1611
1604 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. 1612 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.
1605 1613
1606 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. 1614 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.
1607 1615
1608 400.9. If a face-up object in the command zone is turned face down, it becomes a new object. 1616 400.9. If a face-up object in the command zone is turned face down, it becomes a new object.
1609 1617
1610 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. 1618 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.
1611 1619
1612 400.10a Cards in a player's sideboard are outside the game. See rule 100.4. 1620 400.10a Cards in a player’s sideboard are outside the game. See rule 100.4.
1613 1621
1614 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends. 1622 400.10b Some effects bring cards into a game from outside of it. Those cards remain in the game until it ends.
1615 1623
1616 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. 1624 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.
1617 1625
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. 1626 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.
1619 1627
1620 401. Library 1628 401. Library
1621 1629
1622 401.1. When a game begins, each player's deck becomes their library. 1630 401.1. When a game begins, each player’s deck becomes their library.
1623 1631
1624 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. 1632 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.
1625 1633
1626 401.3. Any player may count the number of cards remaining in any player's library at any time. 1634 401.3. Any player may count the number of cards remaining in any player’s library at any time.
1627 1635
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 library's owner doesn't reveal the order in which the cards go into the library. 1636 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 the library.
1629 1637
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 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. 1638 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 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.
1631 1639
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. 1640 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.
1633 1641
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. 1642 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.
1635 1643
1636 402. Hand 1644 402. Hand
1637 1645
1638 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.") 1646 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.”)
1639 1647
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. 1648 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.
1641 1649
1642 402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can't look at the cards in another player's hand but may count those cards at any time. 1650 402.3. A player may arrange their hand in any convenient fashion and look at it at any time. A player can’t look at the cards in another player’s hand but may count those cards at any time.
1643 1651
1644 403. Battlefield 1652 403. Battlefield
1645 1653
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 player's permanent) when a permanent one player controls is kept closer to a different player. 1654 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 player’s permanent) when a permanent one player controls is kept closer to a different player.
1647 1655
1648 403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone. 1656 403.2. A spell or ability affects and checks only the battlefield unless it specifically mentions a player or another zone.
1649 1657
1650 403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, "Permanents." 1658 403.3. Permanents exist only on the battlefield. Every object on the battlefield is a permanent. See rule 110, “Permanents.”
1651 1659
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.) 1660 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.)
1653 1661
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. 1662 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.
1655 1663
1656 404. Graveyard 1664 404. Graveyard
1657 1665
1658 404.1. A player's graveyard is their 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. 1666 404.1. A player’s graveyard is their 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.
1659 1667
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 can't change their order. Additional rules applying to sanctioned tournaments may allow a player to change the order of cards in their graveyard. 1668 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 their graveyard.
1661 1669
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. 1670 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.
1663 1671
1664 405. Stack 1672 405. Stack
1665 1673
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). 1674 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).
1667 1675
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, it's put on top of all objects already there. 1676 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.
1669 1677
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 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. 1678 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.
1671 1679
1672 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. 1680 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.
1673 1681
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. 1682 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.
1675 1683
1676 405.6. Some things that happen during the game don't use the stack. 1684 405.6. Some things that happen during the game don’t use the stack.
1677 1685
1678 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). 1686 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).
1679 1687
1680 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). 1688 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).
1681 1689
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.") 1690 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.”)
1683 1691
1684 405.6d Special actions don't use the stack; they happen immediately. See rule 115, "Special Actions." 1692 405.6d Special actions don’t use the stack; they happen immediately. See rule 115, “Special Actions.”
1685 1693
1686 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. 1694 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.
1687 1695
1688 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. 1696 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.
1689 1697
1690 405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a. 1698 405.6g A player may concede the game at any time. That player leaves the game immediately. See rule 104.3a.
1691 1699
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. 1700 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.
1693 1701
1694 406. Exile 1702 406. Exile
1695 1703
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. 1704 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.
1697 1705
1698 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. 1706 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.
1699 1707
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" 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 they are playing the card (see rule 601.2). 1708 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 they are playing the card (see rule 601.2).
1701 1709
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 isn't revealed until after that cost is fully paid. (See rule 601.2i.) 1710 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 isn’t revealed until after that cost is fully paid. (See rule 601.2i.)
1703 1711
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. 1712 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.
1705 1713
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." 1714 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.”
1707 1715
1708 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. 1716 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.
1709 1717
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. 1718 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.
1711 1719
1712 407. Ante 1720 407. Ante
1713 1721
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 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). 1722 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).
1715 1723
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. 1724 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.
1717 1725
1718 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. When not playing for ante, players can't include these cards in their decks or sideboards, and these cards can't be brought into the game from outside the game. 1726 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. When not playing for ante, players can’t include these cards in their decks or sideboards, and these cards can’t be brought into the game from outside the game.
1719 1727
1720 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. 1728 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.
1721 1729
1722 408. Command 1730 408. Command
1723 1731
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. 1732 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.
1725 1733
1726 408.2. Emblems may be created in the command zone. See rule 113, "Emblems." 1734 408.2. Emblems may be created in the command zone. See rule 113, “Emblems.”
1727 1735
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." 1736 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.”
1729 1737
1730 1738
1731 5. Turn Structure 1739 5. Turn Structure
1732 1740
1733 500. General 1741 500. General
1734 1742
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. 1743 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.
1736 1744
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 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. 1745 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.
1738 1746
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). 1747 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).
1740 1748
1741 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. 1749 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.
1742 1750
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. 1751 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.
1744 1752
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.") 1753 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.”)
1746 1754
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. 1755 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.
1748 1756
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. 1757 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.
1750 1758
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. 1759 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.
1752 1760
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 didn't exist. See rule 614.10. 1761 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.
1754 1762
1755 500.11. No game events can occur between turns, phases, or steps. 1763 500.11. No game events can occur between turns, phases, or steps.
1756 1764
1757 501. Beginning Phase 1765 501. Beginning Phase
1758 1766
1759 501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw. 1767 501.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
1760 1768
1761 502. Untap Step 1769 502. Untap Step
1762 1770
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 doesn't use the stack. See rule 702.25, "Phasing." 1771 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.”
1764 1772
1765 502.2. Second, the active player determines which permanents they control will untap. Then they untap 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. 1773 502.2. Second, the active player determines which permanents they control will untap. Then they untap 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.
1766 1774
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.") 1775 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.”)
1768 1776
1769 503. Upkeep Step 1777 503. Upkeep Step
1770 1778
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.") 1779 503.1. The upkeep step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”)
1772 1780
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 doesn't matter. (See rule 603, "Handling Triggered Abilities.") 1781 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.”)
1774 1782
1775 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. 1783 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.
1776 1784
1777 504. Draw Step 1785 504. Draw Step
1778 1786
1779 504.1. First, the active player draws a card. This turn-based action doesn't use the stack. 1787 504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.
1780 1788
1781 504.2. Second, the active player gets priority. (See rule 116, "Timing and Priority.") 1789 504.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
1782 1790
1783 505. Main Phase 1791 505. Main Phase
1784 1792
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. 1793 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.
1786 1794
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. 1795 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.
1788 1796
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.) 1797 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.)
1790 1798
1791 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 their scheme deck in motion (see rule 701.24). This turn-based action doesn't use the stack. 1799 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 their scheme deck in motion (see rule 701.24). This turn-based action doesn’t use the stack.
1792 1800
1793 505.4. Second, if the active player controls one or more Saga enchantments and it's the active player's precombat main phase, the active player puts a lore counter on each Saga they control. (See rule 714, "Saga Cards.") This turn-based action doesn't use the stack. 1801 505.4. Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.
1794 1802
1795 505.5. Third, the active player gets priority. (See rule 116, "Timing and Priority.") 1803 505.5. Third, the active player gets priority. (See rule 116, “Timing and Priority.”)
1796 1804
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. 1805 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 1806
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 haven'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.") 1807 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 haven’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.”)
1800 1808
1801 506. Combat Phase 1809 506. Combat Phase
1802 1810
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). 1811 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).
1804 1812
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. 1813 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.
1806 1814
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 player's 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." 1815 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 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.”
1808 1816
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." 1817 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.”
1810 1818
1811 506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked. 1819 506.3. Only a creature can attack or block. Only a player or a planeswalker can be attacked.
1812 1820
1813 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. 1821 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.
1814 1822
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 it's never considered to be an attacking creature. 1823 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.
1816 1824
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 it's never considered to be an attacking creature. 1825 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.
1818 1826
1819 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. 1827 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.
1820 1828
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 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 701.14) 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. 1829 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 701.14) 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.
1822 1830
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 don't remove the creature from combat. 1831 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.
1824 1832
1825 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. 1833 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.
1826 1834
1827 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. 1835 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.
1828 1836
1829 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. 1837 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.
1830 1838
1831 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. 1839 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.
1832 1840
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." 1841 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.”
1834 1842
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.) 1843 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.)
1836 1844
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.) 1845 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.)
1838 1846
1839 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. 1847 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.
1840 1848
1841 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. 1849 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.
1842 1850
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 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. 1851 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.
1844 1852
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. 1853 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.
1846 1854
1847 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. 1855 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.
1848 1856
1849 507. Beginning of Combat Step 1857 507. Beginning of Combat Step
1850 1858
1851 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 their opponents. That player becomes the defending player. This turn-based action doesn't use the stack. (See rule 506.2.) 1859 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 their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)
1852 1860
1853 507.2. Second, the active player gets priority. (See rule 116, "Timing and Priority.") 1861 507.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
1854 1862
1855 508. Declare Attackers Step 1863 508. Declare Attackers Step
1856 1864
1857 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 721, "Handling Illegal Actions"). 1865 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 721, “Handling Illegal Actions”).
1858 1866
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. 1867 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.
1860 1868
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. 1869 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.
1862 1870
1863 508.1c The active player checks each creature they control 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. 1871 508.1c The active player checks each creature they control 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.
1864 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. 1872 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.
1865 1873
1866 508.1d The active player checks each creature they control 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. 1874 508.1d The active player checks each creature they control 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.
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. It's illegal to attack with the other creature, attack with both, or attack with neither. 1875 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.
1868 1876
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.") 1877 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.”)
1870 1878
1871 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. 1879 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.
1872 1880
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. 1881 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.
1874 1882
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. 1883 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.
1876 1884
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"). 1885 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”).
1878 1886
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. 1887 508.1j Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
1880 1888
1881 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. 1889 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.
1882 1890
1883 508.1m Any abilities that trigger on attackers being declared trigger. 1891 508.1m Any abilities that trigger on attackers being declared trigger.
1884 1892
1885 508.2. Second, the active player gets priority. (See rule 116, "Timing and Priority.") 1893 508.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
1886 1894
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 creature's characteristics change to match the ability's trigger condition. 1895 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.
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. 1896 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.
1889 1897
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 doesn't matter. (See rule 603, "Handling Triggered Abilities.") 1898 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.”)
1891 1899
1892 508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions. 1900 508.3. Triggered abilities that trigger on attackers being declared may have different trigger conditions.
1893 1901
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 won't trigger if a creature is put onto the battlefield attacking. 1902 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.
1895 1903
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 won't trigger if a creature is put onto the battlefield attacking that player or planeswalker. 1904 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.
1897 1905
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. 1906 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.
1899 1907
1900 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. 1908 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.
1901 1909
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 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." 1910 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.”
1903 1911
1904 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. 1912 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.
1905 1913
1906 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. 1914 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.
1907 1915
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 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. 1916 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.
1909 1917
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. 1918 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.
1911 1919
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. 1920 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.
1913 1921
1914 508.7. One card (Portal Mage) allows a player to reselect which player or planeswalker a creature is attacking. 1922 508.7. One card (Portal Mage) allows a player to reselect which player or planeswalker a creature is attacking.
1915 1923
1916 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. 1924 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.
1917 1925
1918 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. 1926 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.
1919 1927
1920 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. 1928 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.
1921 1929
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. 1930 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.
1923 1931
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 creature's controller. 1932 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.
1925 1933
1926 508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps. 1934 508.8. If no creatures are declared as attackers or put onto the battlefield attacking, skip the declare blockers and combat damage steps.
1927 1935
1928 509. Declare Blockers Step 1936 509. Declare Blockers Step
1929 1937
1930 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 721, "Handling Illegal Actions"). 1938 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 721, “Handling Illegal Actions”).
1931 1939
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 that's attacking that player or a planeswalker they control. 1940 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 that’s attacking that player or a planeswalker they control.
1933 1941
1934 509.1b The defending player checks each creature they control 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. 1942 509.1b The defending player checks each creature they control 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.
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 doesn't affect that block. Different evasion abilities are cumulative. 1943 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.
1936 Example: An attacking creature with flying and shadow can't be blocked by a creature with flying but without shadow. 1944 Example: An attacking creature with flying and shadow can’t be blocked by a creature with flying but without shadow.
1937 1945
1938 509.1c The defending player checks each creature they control 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. 1946 509.1c The defending player checks each creature they control 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.
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 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. 1947 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.
1940 1948
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. 1949 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.
1942 1950
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"). 1951 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”).
1944 1952
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. 1953 509.1f Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed.
1946 1954
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 it's removed from combat or the combat phase ends, whichever comes first. See rule 506.4. 1955 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.
1948 1956
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. 1957 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.
1950 1958
1951 509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information. 1959 509.1i Any abilities that trigger on blockers being declared trigger. See rule 509.4 for more information.
1952 1960
1953 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. 1961 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.
1954 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. 1962 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.
1955 1963
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. 1964 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.
1957 1965
1958 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. 1966 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.
1959 1967
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. 1968 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.
1961 1969
1962 509.4. Fourth, the active player gets priority. (See rule 116, "Timing and Priority.") 1970 509.4. Fourth, the active player gets priority. (See rule 116, “Timing and Priority.”)
1963 1971
1964 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.") 1972 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.”)
1965 1973
1966 509.5. Triggered abilities that trigger on blockers being declared may have different trigger conditions. 1974 509.5. Triggered abilities that trigger on blockers being declared may have different trigger conditions.
1967 1975
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 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. 1976 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.
1969 1977
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 wasn't already blocking that attacking creature at that time. It won't trigger if the creature is put onto the battlefield blocking. 1978 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.
1971 1979
1972 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.) 1980 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.)
1973 1981
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 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. 1982 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.
1975 1983
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. 1984 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.
1977 1985
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 creature's characteristics change to match the ability's trigger condition later on. 1986 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.
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. 1987 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.
1980 1988
1981 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. 1989 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.
1982 1990
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 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. 1991 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.
1984 1992
1985 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." 1993 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.”
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 Spider's controller announces the Giant Spider's damage assignment order as the Saproling token, then Canyon Minotaur. 1994 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.
1987 1995
1988 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. 1996 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.
1989 1997
1990 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. 1998 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.
1991 1999
1992 510. Combat Damage Step 2000 510. Combat Damage Step
1993 2001
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 doesn't use the stack. A player assigns a creature's combat damage according to the following rules: 2002 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:
1995 2003
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 don't assign combat damage at all. 2004 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.
1997 2005
1998 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. 2006 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.
1999 2007
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 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. 2008 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.
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. 2009 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.
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. 2010 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.
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. 2011 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.
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. 2012 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.
2005 2013
2006 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. 2014 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.
2007 2015
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 doesn't, 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"). 2016 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 doesn’t, 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”).
2009 2017
2010 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. 2018 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.
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 couldn't have been dealt damage. 2019 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 couldn’t have been dealt damage.
2012 2020
2013 510.3. Third, the active player gets priority. (See rule 116, "Timing and Priority.") 2021 510.3. Third, the active player gets priority. (See rule 116, “Timing and Priority.”)
2014 2022
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 doesn't matter. (See rule 603, "Handling Triggered Abilities.") 2023 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.”)
2016 2024
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. 2025 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.
2018 2026
2019 511. End of Combat Step 2027 511. End of Combat Step
2020 2028
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.") 2029 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.”)
2022 2030
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. 2031 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.
2024 2032
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). 2033 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).
2026 2034
2027 512. Ending Phase 2035 512. Ending Phase
2028 2036
2029 512.1. The ending phase consists of two steps: end and cleanup. 2037 512.1. The ending phase consists of two steps: end and cleanup.
2030 2038
2031 513. End Step 2039 513. End Step
2032 2040
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.") 2041 513.1. The end step has no turn-based actions. Once it begins, the active player gets priority. (See rule 116, “Timing and Priority.”)
2034 2042
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." 2043 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.”
2036 2044
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 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.") 2045 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.”)
2038 2046
2039 514. Cleanup Step 2047 514. Cleanup Step
2040 2048
2041 514.1. First, if the active player's 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 doesn't use the stack. 2049 514.1. First, if the active player’s 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 doesn’t use the stack.
2042 2050
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 doesn't use the stack. 2051 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.
2044 2052
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: 2053 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:
2046 2054
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. 2055 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.
2048 2056
2049 2057
2050 6. Spells, Abilities, and Effects 2058 6. Spells, Abilities, and Effects
2051 2059
2052 600. General 2060 600. General
2053 2061
2054 601. Casting Spells 2062 601. Casting Spells
2055 2063
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. 2064 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.
2057 2065
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. 2066 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.
2059 2067
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 601.2a-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). 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"). 2068 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). 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”).
2061 2069
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 it's countered, it resolves, or an effect moves it elsewhere. 2070 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.
2063 2071
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 it's 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 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 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 player's options when making these choices. 2072 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 it’s 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 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 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 player’s options when making these choices.
2065 2073
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 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 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 can't 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; they'll wait to be put on the stack until the spell has finished being cast.) 2074 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 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 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 can’t 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; they’ll wait to be put on the stack until the spell has finished being cast.)
2067 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. 2075 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.
2068 2076
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. 2077 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.
2070 2078
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"). 2079 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”).
2072 2080
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 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. 2081 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.
2074 2082
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. 2083 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.
2076 2084
2077 601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can't be paid. 2085 601.2h The player pays the total cost in any order. Partial payments are not allowed. Unpayable costs can’t be paid.
2078 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. 2086 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.
2079 2087
2080 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, they get priority. 2088 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, they get priority.
2081 2089
2082 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 721, "Handling Illegal Actions"). 2090 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 721, “Handling Illegal Actions”).
2083 2091
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 spell's 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. 2092 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 spell’s 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.
2085 Example: A player controls Void Winnower, which reads in part, "Your opponents can't cast spells with even converted mana costs." That player's 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 spell's converted mana cost to become odd. 2093 Example: A player controls Void Winnower, which reads, in part, “Your opponents can't cast spells with even converted mana costs.” That player’s 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 spell’s converted mana cost to become odd.
2086 2094
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 spell's proposal that may cause that spell's 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. 2095 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 spell’s proposal that may cause that spell’s 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.
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 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. 2096 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.
2089 2097
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. 2098 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.
2091 2099
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. 2100 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.
2093 2101
2094 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. 2102 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.
2095 2103
2096 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. 2104 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.
2097 2105
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 spell's controller goes first, then the other player. This is an exception to rule 101.4. 2106 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.
2099 2107
2100 601.5. Casting a spell that alters costs won't affect spells and abilities that are already on the stack. 2108 601.5. Casting a spell that alters costs won’t affect spells and abilities that are already on the stack.
2101 2109
2102 602. Activating Activated Abilities 2110 602. Activating Activated Abilities
2103 2111
2104 602.1. Activated abilities have a cost and an effect. They are written as "[Cost]: [Effect.] [Activation instructions (if any).]" 2112 602.1. Activated abilities have a cost and an effect. They are written as “[Cost]: [Effect.] [Activation instructions (if any).]”
2105 2113
2106 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. 2114 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.
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. 2115 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.
2108 2116
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 ability's effect. It functions at all times. If an activated ability has any activation instructions, they appear last, after the ability's effect. 2117 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.
2110 2118
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. 2119 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.
2112 2120
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. 2121 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.
2114 2122
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 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 721, "Handling Illegal Actions"). Announcements and payments can't be altered after they've been made. 2123 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 721, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
2116 2124
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 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. 2125 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 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.
2118 2126
2119 602.2b The remainder of the process for activating an ability is identical to the process for casting a spell listed in rules 601.2b-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. 2127 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.
2120 2128
2121 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. 2129 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.
2122 2130
2123 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. 2131 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.
2124 2132
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 ability's controller goes first, then the other player. This is an exception to rule 101.4. 2133 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.
2126 2134
2127 602.4. Activating an ability that alters costs won't affect spells and abilities that are already on the stack. 2135 602.4. Activating an ability that alters costs won’t affect spells and abilities that are already on the stack.
2128 2136
2129 602.5. A player can't begin to activate an ability that's prohibited from being activated. 2137 602.5. A player can’t begin to activate an ability that’s prohibited from being activated.
2130 2138
2131 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 their most recent turn. Ignore this rule for creatures with haste (see rule 702.10). 2139 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 their most recent turn. Ignore this rule for creatures with haste (see rule 702.10).
2132 2140
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. 2141 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.
2134 2142
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 doesn't apply to other, identically worded abilities. 2143 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.
2136 2144
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 isn't actually a sorcery. The player doesn't actually need to have a sorcery card that they could cast. 2145 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 they could cast.
2138 2146
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 isn't actually an instant. The player doesn't actually need to have an instant card that they could cast. 2147 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 they could cast.
2140 2148
2141 603. Handling Triggered Abilities 2149 603. Handling Triggered Abilities
2142 2150
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).]" 2151 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).]”
2144 2152
2145 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. 2153 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.
2146 2154
2147 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. 2155 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.
2148 2156
2149 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. 2157 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.
2150 2158
2151 603.2b When a phase or step begins, all abilities that trigger "at the beginning of" that phase or step trigger. 2159 603.2b When a phase or step begins, all abilities that trigger “at the beginning of” that phase or step trigger.
2152 2160
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. 2161 603.2c An ability triggers only once each time its trigger event occurs. However, it can trigger repeatedly if one event contains multiple occurrences.
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 spell's resolution. 2162 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.
2155 2163
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 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. 2164 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.
2157 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. 2165 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.
2158 2166
2159 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. 2167 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.
2160 2168
2161 603.2f An ability triggers only if its trigger event actually occurs. An event that's prevented or replaced won't trigger anything. 2169 603.2f An ability triggers only if its trigger event actually occurs. An event that’s prevented or replaced won’t trigger anything.
2162 Example: An ability that triggers on damage being dealt won't trigger if all the damage is prevented. 2170 Example: An ability that triggers on damage being dealt won’t trigger if all the damage is prevented.
2163 2171
2164 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. 2172 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.
2165 2173
2166 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. 2174 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.
2167 2175
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. 2176 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.
2169 2177
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 can't be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.) 2178 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 can’t be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 700.2.)
2171 2179
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 601.2c-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. 2180 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.
2173 2181
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 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.) 2182 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.)
2175 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. 2183 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.
2176 2184
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 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. 2185 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.
2178 2186
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 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. 2187 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.
2180 2188
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. 2189 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.
2182 2190
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 don't apply before the permanent is on the battlefield, however (see rule 603.6d). 2191 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).
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 won't trigger. 2192 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.
2185 2193
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 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. 2194 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.
2187 2195
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 ability-not a triggered ability-whose effect occurs as part of the event that puts the permanent onto the battlefield. 2196 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.
2189 2197
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 owner's graveyard after state-based actions have been checked. See rule 400.7. 2198 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.
2191 2199
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 won't usually begin the ability. 2200 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.
2193 2201
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 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. 2202 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.
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. 2203 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.
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. 2204 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.
2197 2205
2198 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." 2206 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.” If its trigger event occurs more than once simultaneously and the ability doesn’t have a stated duration, the controller of the delayed triggered ability chooses which event causes the ability to trigger.
2199 2207
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 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.) 2208 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.)
2201 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. 2209 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.
2202 2210
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. 2211 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.
2204 2212
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. 2213 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.
2206 2214
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. 2215 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.
2208 2216
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. 2217 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.
2210 2218
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. 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. 2219 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.
2212 Example: A permanent's 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 won't 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 spell's resolution because the player's hand was momentarily empty. 2220 Example: A permanent’s 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 won’t 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 spell’s resolution because the player’s hand was momentarily empty.
2213 2221
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. 2222 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.
2215 2223
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: 2224 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:
2217 2225
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. 2226 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.
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 artifact's ability triggers twice, even though the artifact goes to its owner's graveyard at the same time as the creatures. 2227 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 artifact’s ability triggers twice, even though the artifact goes to its owner’s graveyard at the same time as the creatures.
2220 2228
2221 603.10b Abilities that trigger when a permanent phases out look back in time. 2229 603.10b Abilities that trigger when a permanent phases out look back in time.
2222 2230
2223 603.10c Abilities that trigger specifically when an object becomes unattached look back in time. 2231 603.10c Abilities that trigger specifically when an object becomes unattached look back in time.
2224 2232
2228 2236
2229 603.10f Abilities that trigger when a player loses the game look back in time. 2237 603.10f Abilities that trigger when a player loses the game look back in time.
2230 2238
2231 603.10g Abilities that trigger when a player planeswalks away from a plane look back in time. 2239 603.10g Abilities that trigger when a player planeswalks away from a plane look back in time.
2232 2240
2233 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. 2241 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.
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. 2242 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.
2235 2243
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 doesn't]" 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 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. 2244 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 doesn’t]” 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 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.
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 creature's 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. 2245 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 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.
2238 2246
2239 604. Handling Static Abilities 2247 604. Handling Static Abilities
2240 2248
2241 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. 2249 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.
2242 2250
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. 2251 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.
2244 2252
2245 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. 2253 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.
2246 2254
2247 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. 2255 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.
2248 2256
2249 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. 2257 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.
2250 2258
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. 2259 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.
2252 2260
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 can't [cast/play] [this card] . . . ," and "[Cast/Play] [this card] only . . . ." 2261 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 . . . .”
2254 2262
2255 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. 2263 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.
2256 2264
2257 605. Mana Abilities 2265 605. Mana Abilities
2258 2266
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. 2267 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.
2260 2268
2261 605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn't require a target (see rule 114.6), 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.") 2269 605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 114.6), 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.”)
2262 2270
2263 605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn't require a target (see rule 114.6), 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. 2271 605.1b A triggered ability is a mana ability if it meets all of the following criteria: it doesn’t require a target (see rule 114.6), it triggers from the resolution of an activated mana ability (see rule 605.1a) 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.
2264 2272
2265 605.2. A mana ability remains a mana ability even if the game state doesn't allow it to produce mana. 2273 605.2. A mana ability remains a mana ability even if the game state doesn’t allow it to produce mana.
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. 2274 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.
2267 2275
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: 2276 605.3. Activating an activated mana ability follows the rules for activating any other activated ability (see rule 602.2), with the following exceptions:
2269 2277
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 it's in the middle of casting or resolving a spell or activating or resolving an ability. 2278 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 it’s in the middle of casting or resolving a spell or activating or resolving an ability.
2271 2279
2272 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.) 2280 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.)
2273 2281
2274 605.3c Once a player begins to activate a mana ability, that ability can't be activated again until it has resolved. 2282 605.3c Once a player begins to activate a mana ability, that ability can’t be activated again until it has resolved.
2275 2283
2276 605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, "Handling Triggered Abilities"), with the following exception: 2284 605.4. Triggered mana abilities follow all the rules for other triggered abilities (see rule 603, “Handling Triggered Abilities”), with the following exception:
2277 2285
2278 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. 2286 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.
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. 2287 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.
2280 2288
2281 605.5. Abilities that don't meet the criteria specified in rules 605.1a-b and spells aren't mana abilities. 2289 605.5. Abilities that don’t meet the criteria specified in rules 605.1a–b and spells aren’t mana abilities.
2282 2290
2283 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. 2291 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.
2284 2292
2285 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. 2293 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.
2286 2294
2287 606. Loyalty Abilities 2295 606. Loyalty Abilities
2288 2296
2289 606.1. Some activated abilities are loyalty abilities, which are subject to special rules. 2297 606.1. Some activated abilities are loyalty abilities, which are subject to special rules.
2290 2298
2291 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities. 2299 606.2. An activated ability with a loyalty symbol in its cost is a loyalty ability. Normally, only planeswalkers have loyalty abilities.
2292 2300
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. 2301 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.
2294 2302
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 ability's cost. 2303 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.
2296 2304
2297 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. 2305 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.
2298 2306
2299 607. Linked Abilities 2307 607. Linked Abilities
2300 2308
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. 2309 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.
2302 2310
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. 2311 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.
2304 2312
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. 2313 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 2314
2307 607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself. 2315 607.1c An ability printed on an object that fulfills both criteria described in rule 607.1 is linked to itself.
2308 2316
2309 607.2. There are different kinds of linked abilities. 2317 607.2. There are different kinds of linked abilities.
2310 2318
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. 2319 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.
2312 2320
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." 2321 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.”
2314 2322
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. 2323 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.
2316 2324
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. 2325 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.
2318 2326
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. 2327 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.
2320 2328
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. 2329 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.
2322 2330
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. 2331 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.
2324 2332
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." 2333 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.”
2326 2334
2327 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. 2335 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.
2328 2336
2329 607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, "Champion." 2337 607.2j The two abilities represented by the champion keyword are linked abilities. See rule 702.71, “Champion.”
2330 2338
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. 2339 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.
2332 2340
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 object's name]," the second ability is linked to the first ability of any objects that had the specified name before the game began. 2341 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.
2334 2342
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. 2343 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.
2336 2344
2337 607.4. An ability may be part of more than one pair of linked abilities. 2345 607.4. An ability may be part of more than one pair of linked abilities.
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. 2346 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.
2339 2347
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 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. 2348 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.
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-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. 2349 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-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.
2342 2350
2343 608. Resolving Spells and Abilities 2351 608. Resolving Spells and Abilities
2344 2352
2345 608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, "Effects.") 2353 608.1. Each time all players pass in succession, the spell or ability on top of the stack resolves. (See rule 609, “Effects.”)
2346 2354
2347 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. 2355 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.
2348 2356
2349 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. 2357 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.
2350 2358
2351 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. If all its targets, for every instance of the word "target," are now illegal, the spell or ability doesn't resolve. It's removed from the stack and, if it's a spell, put into its owner's graveyard. Otherwise, the spell or ability 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. 2359 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. If all its targets, for every instance of the word “target,” are now illegal, the spell or ability doesn’t resolve. It’s removed from the stack and, if it’s a spell, put into its owner’s graveyard. Otherwise, the spell or ability 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.
2352 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 doesn't resolve. Its controller doesn't gain any life. 2360 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 doesn’t resolve. Its controller doesn’t gain any life.
2353 Example: Plague Spores reads, "Destroy target nonblack creature and target land. They can't 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 won't affect that permanent, but the "destroy target land" part of the spell will still destroy it. It can't be regenerated. 2361 Example: Plague Spores reads, “Destroy target nonblack creature and target land. They can’t 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 won’t affect that permanent, but the “destroy target land” part of the spell will still destroy it. It can’t be regenerated.
2354 2362
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 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. 2363 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.
2356 2364
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 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.) 2365 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.)
2358 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. 2366 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.
2359 2367
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. 2368 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.
2361 2369
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 601.2a-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. 2370 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 601.2a–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.
2363 2371
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 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. 2372 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.
2365 2373
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. 2374 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.
2367 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. 2375 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.
2368 2376
2369 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. 2377 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.
2370 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. 2378 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.
2371 2379
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. 2380 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.
2373 2381
2374 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. 2382 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.
2375 2383
2376 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. 2384 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.
2377 2385
2378 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. 2386 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.
2379 2387
2380 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. 2388 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.
2381 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. 2389 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.
2382 2390
2383 609. Effects 2391 609. Effects
2384 2392
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. 2393 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.
2386 2394
2387 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. 2395 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.
2388 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. 2396 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.
2389 2397
2390 609.3. If an effect attempts to do something impossible, it does only as much as possible. 2398 609.3. If an effect attempts to do something impossible, it does only as much 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. 2399 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.
2392 2400
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. 2401 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.
2394 2402
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. 2403 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.
2396 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. 2404 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.
2397 2405
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. 2406 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.
2399 2407
2400 609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615. 2408 609.6. Some continuous effects are replacement effects or prevention effects. See rules 614 and 615.
2401 2409
2402 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." 2410 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.”
2403 2411
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 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. 2412 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 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.
2405 2413
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 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. 2414 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.
2407 2415
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 aren't on the battlefield that have that property. 2416 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.
2409 2417
2410 610. One-Shot Effects 2418 610. One-Shot Effects
2411 2419
2412 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. 2420 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.
2413 2421
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 that's creating the one-shot effect resolves. See rule 603.7. 2422 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.
2415 2423
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. 2424 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.
2417 2425
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 doesn't move. 2426 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.
2419 2427
2420 610.3b An object returned to the battlefield this way returns under its owner's control unless otherwise specified. 2428 610.3b An object returned to the battlefield this way returns under its owner’s control unless otherwise specified.
2421 2429
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. 2430 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.
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. 2431 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.
2424 2432
2425 611. Continuous Effects 2433 611. Continuous Effects
2426 2434
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. 2435 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.
2428 2436
2429 611.2. A continuous effect may be generated by the resolution of a spell or ability. 2437 611.2. A continuous effect may be generated by the resolution of a spell or ability.
2430 2438
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. 2439 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.
2432 2440
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 doesn't start and immediately stop again, and it doesn't last forever. 2441 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.
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 duration-as long as you control Master Thief-was over before the effect began. 2442 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.
2435 2443
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 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. 2444 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.
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 resolves-even if they change color later-and doesn't affect those that enter the battlefield or turn white afterward. 2445 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.
2438 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. 2446 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.
2439 2447
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. 2448 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.
2441 2449
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. 2450 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.
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 doesn't enter the battlefield and then become an enchantment. 2451 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.
2444 2452
2445 611.3. A continuous effect may be generated by the static ability of an object. 2453 611.3. A continuous effect may be generated by the static ability of an object.
2446 2454
2447 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. 2455 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.
2448 2456
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. 2457 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.
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. 2458 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.
2451 2459
2452 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. 2460 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.
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 doesn't enter the battlefield as 1/1 and then change to 2/2. 2461 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.
2454 2462
2455 612. Text-Changing Effects 2463 612. Text-Changing Effects
2456 2464
2457 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. 2465 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.
2458 2466
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 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. 2467 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.
2460 2468
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 they're being used as creature types, even though they're also being used as names. 2469 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.
2462 2470
2463 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. 2471 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.
2464 2472
2465 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. 2473 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.
2466 2474
2467 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. 2475 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.
2468 2476
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 object's name. That object has the name of each nonlegendary creature card in the Oracle card reference. (See rule 108.1.) 2477 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. (See rule 108.1.)
2478
2479 612.7. One card (Awakening of Vitu-Ghazi) creates a continuous effect that sets the name of an object. This changes the text that represents the object’s name. That object loses any names it had and has only the specified name.
2480
2481 612.8. A splice ability changes a spell’s text by adding the rules text of the card with splice to the spell, following that spell’s own rules text. It doesn’t modify or replace any of that spell’s own text. (See rule 702.46, “Splice.”)
2470 2482
2471 613. Interaction of Continuous Effects 2483 613. Interaction of Continuous Effects
2472 2484
2473 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: 2485 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:
2474 2486
2475 613.1a Layer 1: Copy effects are applied. See rule 706, "Copying Objects." 2487 613.1a Layer 1: Copy effects are applied. See rule 706, “Copying Objects.”
2476 2488
2477 613.1b Layer 2: Control-changing effects are applied. 2489 613.1b Layer 2: Control-changing effects are applied.
2478 2490
2479 613.1c Layer 3: Text-changing effects are applied. See rule 612, "Text-Changing Effects." 2491 613.1c Layer 3: Text-changing effects are applied. See rule 612, “Text-Changing Effects.”
2480 2492
2481 613.1d Layer 4: Type-changing effects are applied. These include effects that change an object's card type, subtype, and/or supertype. 2493 613.1d Layer 4: Type-changing effects are applied. These include effects that change an object’s card type, subtype, and/or supertype.
2482 2494
2483 613.1e Layer 5: Color-changing effects are applied. 2495 613.1e Layer 5: Color-changing effects are applied.
2484 2496
2485 613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object can't have an ability are applied. 2497 613.1f Layer 6: Ability-adding effects, ability-removing effects, and effects that say an object can’t have an ability are applied.
2486 2498
2487 613.1g Layer 7: Power- and/or toughness-changing effects are applied. 2499 613.1g Layer 7: Power- and/or toughness-changing effects are applied.
2488 2500
2489 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.) 2501 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.)
2490 2502
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.) 2503 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.)
2492 2504
2493 613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3. 2505 613.3a Layer 7a: Effects from characteristic-defining abilities that define power and/or toughness are applied. See rule 604.3.
2494 2506
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. 2507 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.
2496 2508
2497 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. 2509 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.
2498 2510
2499 613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, "Counters." 2511 613.3d Layer 7d: Power and/or toughness changes from counters are applied. See rule 121, “Counters.”
2500 2512
2501 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. 2513 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.
2502 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. 2514 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.
2503 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. 2515 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.
2504 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. 2516 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.
2505 2517
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 object's characteristics are instantaneous. 2518 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.
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 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. 2519 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.
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). 2520 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).
2509 2521
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. 2522 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.
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. 2523 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.
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. 2524 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.
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 aren't noncreature artifacts by then. 2525 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.
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 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. 2526 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.
2515 2527
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. 2528 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.
2517 2529
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. 2530 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.
2519 2531
2520 613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it's created. 2532 613.6b A continuous effect generated by the resolution of a spell or ability receives a timestamp at the time it’s created.
2521 2533
2522 613.6c An object receives a timestamp at the time it enters a zone. 2534 613.6c An object receives a timestamp at the time it enters a zone.
2523 2535
2524 613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player. 2536 613.6d An Aura, Equipment, or Fortification receives a new timestamp at the time it becomes attached to an object or player.
2525 2537
2526 613.6e A permanent receives a new timestamp at the time it turns face up or face down. 2538 613.6e A permanent receives a new timestamp at the time it turns face up or face down.
2527 2539
2528 613.6f A double-faced permanent receives a new timestamp at the time it transforms. 2540 613.6f A double-faced permanent receives a new timestamp at the time it transforms.
2529 2541
2530 613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it's turned face up. 2542 613.6g A face-up plane card, phenomenon card, or scheme card receives a timestamp at the time it’s turned face up.
2531 2543
2532 613.6h A face-up vanguard card receives a timestamp at the beginning of the game. 2544 613.6h A face-up vanguard card receives a timestamp at the beginning of the game.
2533 2545
2534 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. 2546 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.
2535 2547
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. 2548 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.
2537 2549
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. 2550 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.
2539 2551
2540 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. 2552 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.
2541 2553
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, 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. 2554 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.
2543 2555
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. 2556 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.
2545 2557
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. 2558 613.8. One continuous effect can override another. Sometimes the results of one effect determine whether another effect applies or what another effect does.
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 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"). 2559 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 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”).
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. 2560 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.
2549 2561
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). 2562 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).
2551 2563
2552 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). 2564 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).
2553 2565
2554 614. Replacement Effects 2566 614. Replacement Effects
2555 2567
2556 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. 2568 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.
2557 2569
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. 2570 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.
2559 2571
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. 2572 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.
2561 2573
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. 2574 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.
2563 2575
2564 614.1d Continuous effects that read "[This permanent] enters the battlefield . . ." or "[Objects] enter the battlefield . . ." are replacement effects. 2576 614.1d Continuous effects that read “[This permanent] enters the battlefield . . .” or “[Objects] enter the battlefield . . .” are replacement effects.
2565 2577
2566 614.1e Effects that read "As [this permanent] is turned face up . . . ," are replacement effects. 2578 614.1e Effects that read “As [this permanent] is turned face up . . . ,” are replacement effects.
2567 2579
2568 614.2. Some replacement effects apply to damage from a source. See rule 609.7. 2580 614.2. Some replacement effects apply to damage from a source. See rule 609.7.
2569 2581
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 they're used up or their duration has expired. 2582 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.
2571 2583
2572 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. 2584 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.
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, it's too late to regenerate the creature. 2585 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.
2574 2586
2575 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. 2587 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.
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 damage-not just 4, and not an infinite amount. 2588 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 damage—not just 4, and not an infinite amount.
2577 2589
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 can't be carried out, in which case the impossible instruction is simply ignored. 2590 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.
2579 2591
2580 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn't do anything. 2592 614.7. If a replacement effect would replace an event, but that event never happens, the replacement effect simply doesn’t do anything.
2581 2593
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. 2594 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.
2583 2595
2584 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 701.14. 2596 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 701.14.
2585 2597
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. 2598 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.
2587 2599
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 skipped-any skip effects will wait until the next occurrence. 2600 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.
2589 2601
2590 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 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. 2602 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 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.
2591 2603
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. 2604 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.
2593 2605
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 player's library. 2606 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.
2595 2607
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. 2608 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.
2597 2609
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. 2610 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.
2599 2611
2600 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. 2612 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.
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 that's a copy of Voice of All. As that token is created, the token's controller chooses a color for it. 2613 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.
2602 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. 2614 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.
2603 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. 2615 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.
2604 2616
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. 2617 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.
2606 2618
2607 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." 2619 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.”
2608 2620
2609 614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones. 2621 614.13. An effect that modifies how a permanent enters the battlefield may cause other objects to change zones.
2610 2622
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 can't choose the object that will become that permanent or any other object entering the battlefield at the same time as that object. 2623 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.
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 can't choose to exile either of them when applying Sutured Ghoul's replacement effect. 2624 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.
2613 2625
2614 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. 2626 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.
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. 2627 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.
2616 2628
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 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." 2629 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.”
2618 2630
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 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. 2631 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.
2620 2632
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 wasn't itself an effect. 2633 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.
2622 2634
2623 614.17. Some effects state that something can't happen. These effects aren't replacement effects, but follow similar rules. 2635 614.17. Some effects state that something can’t happen. These effects aren’t replacement effects, but follow similar rules.
2624 2636
2625 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. 2637 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.
2626 2638
2627 614.17b If an event can't happen, a player can't choose to pay a cost that includes that event. 2639 614.17b If an event can’t happen, a player can’t choose to pay a cost that includes that event.
2628 2640
2629 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. 2641 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.
2630 2642
2631 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. 2643 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.
2632 2644
2633 615. Prevention Effects 2645 615. Prevention Effects
2634 2646
2635 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. 2647 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.
2636 2648
2637 615.1a Effects that use the word "prevent" are prevention effects. Prevention effects use "prevent" to indicate what damage will not be dealt. 2649 615.1a Effects that use the word “prevent” are prevention effects. Prevention effects use “prevent” to indicate what damage will not be dealt.
2638 2650
2639 615.2. Many prevention effects apply to damage from a source. See rule 609.7. 2651 615.2. Many prevention effects apply to damage from a source. See rule 609.7.
2640 2652
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 they're used up or their duration has expired. 2653 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.
2642 2654
2643 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. 2655 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.
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, it's too late to prevent the damage. 2656 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.
2645 2657
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. 2658 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.
2647 2659
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 can't be carried out, in which case the impossible instruction is simply ignored. 2660 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.
2649 2661
2650 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 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 doesn't matter. 2662 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 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 doesn’t matter.
2651 2663
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. 2664 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.
2653 2665
2654 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. 2666 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.
2655 2667
2656 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. 2668 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.
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 Defender's controller. It will deal 2 damage to each other creature. 2669 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.
2658 2670
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. 2671 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.
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 doesn't add or remove shields, and creatures that enter the battlefield later in the turn don't get the shield. 2672 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.
2661 2673
2662 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. 2674 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.
2663 2675
2664 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. 2676 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.
2665 2677
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. 2678 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.
2667 2679
2668 616. Interaction of Replacement and/or Prevention Effects 2680 616. Interaction of Replacement and/or Prevention Effects
2669 2681
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 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). 2682 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).
2671 2683
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. 2684 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.
2673 2685
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. 2686 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.
2675 2687
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. 2688 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.
2677 2689
2678 616.1d Any of the applicable replacement and/or prevention effects may be chosen. 2690 616.1d Any of the applicable replacement and/or prevention effects may be chosen.
2679 2691
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. 2692 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.
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 owner's library." If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing. 2693 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 owner’s library.” If the creature is destroyed, its controller decides which replacement to apply first; the other does nothing.
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. 2694 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.
2683 2695
2684 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. 2696 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.
2685 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. 2697 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.
2686 2698
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. 2699 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.
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. 2700 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.
2689 2701
2690 2702
2691 7. Additional Rules 2703 7. Additional Rules
2692 2704
2693 700. General 2705 700. General
2694 2706
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 they're looking for. One "happening" may be treated as a single event by one ability and as multiple events by another. 2707 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.
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." 2708 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.”
2697 2709
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(r) 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. 2710 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.
2699 2711
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 can't be chosen. (See rule 601.2b.) 2712 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.)
2701 2713
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 can't be chosen. If no mode is chosen, the ability is removed from the stack. (See rule 603.3c.) 2714 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 is chosen, the ability is removed from the stack. (See rule 603.3c.)
2703 2715
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.) 2716 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.)
2705 2717
2706 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. 2718 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.
2707 2719
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 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. 2720 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.
2709 2721
2710 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. 2722 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.
2711 2723
2712 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.) 2724 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.)
2713 2725
2714 700.3. Some effects cause objects to be temporarily grouped into piles. 2726 700.3. Some effects cause objects to be temporarily grouped into piles.
2715 2727
2716 700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise. 2728 700.3a Each of the affected objects must be put into exactly one of those piles, unless the effect specifies otherwise.
2717 2729
2718 700.3b Each object in a pile is still an individual object. The pile is not an object. 2730 700.3b Each object in a pile is still an individual object. The pile is not an object.
2719 2731
2720 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. 2732 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.
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, 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. 2733 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.
2722 2734
2723 700.3d A pile can contain zero or more objects. 2735 700.3d A pile can contain zero or more objects.
2724 2736
2725 700.4. The term dies means "is put into a graveyard from the battlefield." 2737 700.4. The term dies means “is put into a graveyard from the battlefield.”
2726 2738
2727 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. 2739 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.
2728 2740
2729 700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype. 2741 700.6. The term historic refers to an object that has the legendary supertype, the artifact card type, or the Saga subtype.
2730 2742
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 isn't the appropriate characteristic at the time. 2743 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 isn’t the appropriate characteristic at the time.
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 isn't a creature at the beginning of the next end step. 2744 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.
2733 2745
2734 700.8. Some cards refer to cards with a name originally printed in a particular set. 2746 700.8. Some cards refer to cards with a name originally printed in a particular set.
2735 2747
2736 700.8a One card (City in a Bottle) refers to permanents and cards with a name originally printed in the Arabian Nights(tm) 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. 2748 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 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.
2737 2749
2738 700.8b One card (Golgothian Sylex) refers to permanents with a name originally printed in the Antiquities(tm) 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. 2750 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, 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.
2739 2751
2740 700.8c One card (Apocalypse Chime) refers to permanents with a name originally printed in the Homelands(tm) 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. 2752 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; 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.
2741 2753
2742 701. Keyword Actions 2754 701. Keyword Actions
2743 2755
2744 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. 2756 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.
2745 2757
2746 701.2. Activate 2758 701.2. Activate
2747 2759
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 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 they have priority. See rule 602, "Activating Activated Abilities." 2760 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 they have priority. See rule 602, “Activating Activated Abilities.”
2749 2761
2750 701.3. Attach 2762 701.3. Attach
2751 2763
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, 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. 2764 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.
2753 2765
2754 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. 2766 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.
2755 2767
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. 2768 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.
2757 2769
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. 2770 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.
2759 2771
2760 701.4. Cast 2772 701.4. Cast
2761 2773
2762 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 they have priority. See rule 601, "Casting Spells." 2774 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 they have priority. See rule 601, “Casting Spells.”
2763 2775
2764 701.4b To cast a card is to cast it as a spell. 2776 701.4b To cast a card is to cast it as a spell.
2765 2777
2766 701.5. Counter 2778 701.5. Counter
2767 2779
2768 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. 2780 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.
2769 2781
2770 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. 2782 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.
2771 2783
2772 701.6. Create 2784 701.6. Create
2773 2785
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. 2786 701.6a To create one or more tokens with certain characteristics, put the specified number of tokens with the specified characteristics onto the battlefield.
2775 2787
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. 2788 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 2789
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. 2790 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.
2779 2791
2780 701.7. Destroy 2792 701.7. Destroy
2781 2793
2782 701.7a To destroy a permanent, move it from the battlefield to its owner's graveyard. 2794 701.7a To destroy a permanent, move it from the battlefield to its owner’s graveyard.
2783 2795
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 owner's graveyard for any other reason, it hasn't been "destroyed." 2796 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.”
2785 2797
2786 701.7c A regeneration effect replaces a destruction event. See rule 701.14, "Regenerate." 2798 701.7c A regeneration effect replaces a destruction event. See rule 701.14, “Regenerate.”
2787 2799
2788 701.8. Discard 2800 701.8. Discard
2789 2801
2790 701.8a To discard a card, move it from its owner's hand to that player's graveyard. 2802 701.8a To discard a card, move it from its owner’s hand to that player’s graveyard.
2791 2803
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. 2804 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.
2793 2805
2794 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 721, "Handling Illegal Actions"). 2806 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 721, “Handling Illegal Actions”).
2795 2807
2796 701.9. Double 2808 701.9. Double
2797 2809
2798 701.9a Doubling a creature's power and/or toughness creates a continuous effect. This effect modifies that creature's power and/or toughness but doesn't set those characteristics to a specific value. See rule 613.3c. 2810 701.9a Doubling a creature’s power and/or toughness creates a continuous effect. This effect modifies that creature’s power and/or toughness but doesn’t set those characteristics to a specific value. See rule 613.3c.
2799 2811
2800 701.9b To double a creature's power, that creature gets +X/+0, where X is that creature's power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature's toughness gives it +0/+X, where X is that creature's toughness. Doubling a creature's power and toughness gives it +X/+Y, where X is its power and Y is its toughness. 2812 701.9b To double a creature’s power, that creature gets +X/+0, where X is that creature’s power as the spell or ability that doubles its power resolves. Similarly, an effect that doubles a creature’s toughness gives it +0/+X, where X is that creature’s toughness. Doubling a creature’s power and toughness gives it +X/+Y, where X is its power and Y is its toughness.
2801 2813
2802 701.9c If a creature's power is less than 0 when it's doubled, doubling that creature's 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 characteristic's value is negative but the other isn't when both are doubled, it gets -X/+Y or +X/-Y, as appropriate. 2814 701.9c If a creature’s power is less than 0 when it’s doubled, doubling that creature’s 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 characteristic’s value is negative but the other isn’t when both are doubled, it gets -X/+Y or +X/-Y, as appropriate.
2803 2815
2804 701.9d To double a player's life total, the player gains or loses an amount of life such that their new life total is twice its current value. 2816 701.9d To double a player’s life total, the player gains or loses an amount of life such that their new life total is twice its current value.
2805 2817
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. 2818 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 2819
2808 701.9f To double the amount of a type of mana in a player's mana pool, that player adds an amount of mana of that type equal to the amount they already have. 2820 701.9f To double the amount of a type of mana in a player’s mana pool, that player adds an amount of mana of that type equal to the amount they already have.
2809 2821
2810 701.10. Exchange 2822 701.10. Exchange
2811 2823
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 can't be completed, no part of the exchange occurs. 2824 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 can’t be completed, no part of the exchange occurs.
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. 2825 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.
2814 2826
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. 2827 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.
2816 2828
2817 701.10c 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). 2829 701.10c 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).
2818 2830
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 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, and they can exchange the cards even if one zone is empty. 2831 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 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, and they can exchange the cards even if one zone is empty.
2820 2832
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. 2833 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.
2822 2834
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. 2835 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.
2824 2836
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 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. 2837 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 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.
2826 2838
2827 701.11. Exile 2839 701.11. Exile
2828 2840
2829 701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, "Exile." 2841 701.11a To exile an object, move it to the exile zone from wherever it is. See rule 406, “Exile.”
2830 2842
2831 701.12. Fight 2843 701.12. Fight
2832 2844
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. 2845 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.
2834 2846
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. 2847 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.
2836 2848
2837 701.12c If a creature fights itself, it deals damage to itself equal to twice its power. 2849 701.12c If a creature fights itself, it deals damage to itself equal to twice its power.
2838 2850
2839 701.12d The damage dealt when a creature fights isn't combat damage. 2851 701.12d The damage dealt when a creature fights isn’t combat damage.
2840 2852
2841 701.13. Play 2853 701.13. Play
2842 2854
2843 701.13a 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 they have priority, it's the main phase of their turn, the stack is empty, and they haven'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." 2855 701.13a 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 they have priority, it’s the main phase of their turn, the stack is empty, and they haven’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.”
2844 2856
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. 2857 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.
2846 2858
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. 2859 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.
2848 2860
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. 2861 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.
2850 2862
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. 2863 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.
2852 2864
2853 701.14. Regenerate 2865 701.14. Regenerate
2854 2866
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 it's an attacking or blocking creature, remove it from combat." 2867 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 it’s an attacking or blocking creature, remove it from combat.”
2856 2868
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 it's an attacking or blocking creature, remove it from combat." 2869 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 it’s an attacking or blocking creature, remove it from combat.”
2858 2870
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 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. 2871 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 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.
2860 2872
2861 701.15. Reveal 2873 701.15. Reveal
2862 2874
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. 2875 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. If revealing a card causes a triggered ability to trigger, the card remains revealed until that triggered ability leaves the stack. If that ability isn’t put onto the stack the next time a player would receive priority, the card ceases to be revealed.
2864 2876
2865 701.15b Revealing a card doesn't cause it to leave the zone it's in. 2877 701.15b Revealing a card doesn’t cause it to leave the zone it’s in.
2866 2878
2867 701.15c 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. 2879 701.15c 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.
2868 2880
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. 2881 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.
2870 2882
2871 701.16. Sacrifice 2883 701.16. Sacrifice
2872 2884
2873 701.16a 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 they don't control. Sacrificing a permanent doesn't destroy it, so regeneration or other effects that replace destruction can't affect this action. 2885 701.16a 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 they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action.
2874 2886
2875 701.17. Scry 2887 701.17. Scry
2876 2888
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. 2889 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.
2878 2890
2879 701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won't trigger. 2891 701.17b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
2880 2892
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. 2893 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.
2882 2894
2883 701.18. Search 2895 701.18. Search
2884 2896
2885 701.18a 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. 2897 701.18a 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.
2886 2898
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 isn't required to find some or all of those cards even if they're present in that zone. 2899 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 isn’t required to find some or all of those cards even if they’re present in that zone.
2888 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. Then that player shuffles their 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. 2900 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. Then that player shuffles their 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.
2889 2901
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 can't find any cards. 2902 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 can’t find any 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 player's 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 doesn't exile any cards. 2903 Example: Lobotomy says “Target player reveals their 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 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 doesn’t exile any cards.
2892 2904
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 doesn't contain enough cards). 2905 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 doesn’t contain enough cards).
2894 2906
2895 701.18e If the effect that contains the search instruction doesn't also contain instructions to reveal the found card(s), then they're not revealed. 2907 701.18e If the effect that contains the search instruction doesn’t also contain instructions to reveal the found card(s), then they’re not revealed.
2896 2908
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. 2909 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.
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 Explorer's ability would shuffle the entire library. 2910 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 Explorer’s ability would shuffle the entire library.
2899 2911
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. 2912 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.
2901 2913
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. 2914 701.18h An effect may instruct a player to search a library for one or more cards more than once before instructing a player to shuffle that library. This is the same as a single instruction for that player to search that library for all those cards. The player searches that library only once.
2915
2916 701.18i 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.
2903 2917
2904 701.19. Shuffle 2918 701.19. Shuffle
2905 2919
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. 2920 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.
2907 2921
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 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." 2922 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 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.”
2909 2923
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 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. 2924 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 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.
2911 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. 2925 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.
2912 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. 2926 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.
2913 2927
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. 2928 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.
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. 2929 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.
2916 2930
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. 2931 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.
2918 2932
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. 2933 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.
2920 2934
2924 2938
2925 701.20b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped. 2939 701.20b To untap a permanent, rotate it back to the upright position from a sideways position. Only tapped permanents can be untapped.
2926 2940
2927 701.21. Fateseal 2941 701.21. Fateseal
2928 2942
2929 701.21a To "fateseal N" means to look at the top N cards of an opponent's 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. 2943 701.21a To “fateseal N” means to look at the top N cards of an opponent’s 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.
2930 2944
2931 701.22. Clash 2945 701.22. Clash
2932 2946
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. 2947 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.
2934 2948
2935 701.22b "Clash with an opponent" means "Choose an opponent. You and that opponent each clash." 2949 701.22b “Clash with an opponent” means “Choose an opponent. You and that opponent each clash.”
2936 2950
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. 2951 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.
2938 2952
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. 2953 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.
2940 2954
2941 701.23. Planeswalk 2955 701.23. Planeswalk
2942 2956
2943 701.23a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, "Planechase." 2957 701.23a A player may planeswalk only during a Planechase game. Only the planar controller may planeswalk. See rule 901, “Planechase.”
2944 2958
2945 701.23b 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. 2959 701.23b 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.
2946 2960
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 phenomenon's triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk. 2961 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 phenomenon’s triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
2948 2962
2949 701.23d 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. 2963 701.23d 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.
2950 2964
2951 701.24. Set in Motion 2965 701.24. Set in Motion
2952 2966
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." 2967 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.”
2954 2968
2955 701.24b 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. 2969 701.24b 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.
2956 2970
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. 2971 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.
2958 2972
2959 701.25. Abandon 2973 701.25. Abandon
2960 2974
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." 2975 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.”
2962 2976
2963 701.25b To abandon a scheme, turn it face down and put it on the bottom of its owner's scheme deck. 2977 701.25b To abandon a scheme, turn it face down and put it on the bottom of its owner’s scheme deck.
2964 2978
2965 701.26. Proliferate 2979 701.26. Proliferate
2966 2980
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. 2981 701.26a To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.
2968 2982
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. 2983 701.26b 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. The player who proliferates chooses which player that is. See rule 810, “Two-Headed Giant Variant.”
2970
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."
2972 2984
2973 701.27. Transform 2985 701.27. Transform
2974 2986
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.") 2987 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.”)
2976 2988
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 won't trigger when that permanent transforms, and so on. 2989 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 won’t trigger when that permanent transforms, and so on.
2978 2990
2979 701.27c If a spell or ability instructs a player to transform a permanent that isn't represented by a double-faced card, nothing happens. 2991 701.27c If a spell or ability instructs a player to transform a permanent that isn’t represented by a double-faced card, nothing happens.
2980 2992
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. 2993 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.
2982 2994
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. 2995 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.
2984 2996
2985 701.27f 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. 2997 701.27f 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.
2986 2998
2987 701.28. Detain 2999 701.28. Detain
2988 3000
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 can't attack or block and its activated abilities can't be activated. 3001 701.28a 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.
2990 3002
2991 701.29. Populate 3003 701.29. Populate
2992 3004
2993 701.29a To populate means to choose a creature token you control and create a token that's a copy of that creature token. 3005 701.29a To populate means to choose a creature token you control and create a token that’s a copy of that creature token.
2994 3006
2995 701.29b If you control no creature tokens when instructed to populate, you won't create a token. 3007 701.29b If you control no creature tokens when instructed to populate, you won’t create a token.
2996 3008
2997 701.30. Monstrosity 3009 701.30. Monstrosity
2998 3010
2999 701.30a "Monstrosity N" means "If this permanent isn't monstrous, put N +1/+1 counters on it and it becomes monstrous." 3011 701.30a “Monstrosity N” means “If this permanent isn’t monstrous, put N +1/+1 counters on it and it becomes monstrous.”
3000 3012
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 permanent's copiable values. 3013 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 permanent’s copiable values.
3002 3014
3003 701.30c 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. 3015 701.30c 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.
3004 3016
3005 701.31. Vote 3017 701.31. Vote
3006 3018
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. 3019 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.
3008 3020
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. 3021 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.
3010 3022
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." 3023 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.”
3012 3024
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. 3025 701.31d If an effect gives a player multiple votes, those votes all happen at the same time the player would otherwise have voted.
3014 3026
3015 701.32. Bolster 3027 701.32. Bolster
3016 3028
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." 3029 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.”
3018 3030
3019 701.33. Manifest 3031 701.33. Manifest
3020 3032
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 it's turned face up. 3033 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 it’s turned face up.
3022 3034
3023 701.33b 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.) 3035 701.33b 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.)
3024 3036
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. 3037 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.
3026 3038
3027 701.33d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time. 3039 701.33d If an effect instructs a player to manifest multiple cards from their library, those cards are manifested one at a time.
3028 3040
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 isn't manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up. 3041 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 isn’t manifested. Its characteristics remain unmodified and it remains in its previous zone. If it was face up, it remains face up.
3030 3042
3031 701.33f 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. 3043 701.33f 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.
3032 3044
3033 701.33g See rule 707, "Face-Down Spells and Permanents," for more information. 3045 701.33g See rule 707, “Face-Down Spells and Permanents,” for more information.
3034 3046
3035 701.34. Support 3047 701.34. Support
3036 3048
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." 3049 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.”
3038 3050
3039 701.35. Investigate 3051 701.35. Investigate
3040 3052
3041 701.35a "Investigate" means "Create a colorless Clue artifact token with '{2}, Sacrifice this artifact: Draw a card.'" 3053 701.35a “Investigate” means “Create a colorless Clue artifact token with ‘{2}, Sacrifice this artifact: Draw a card.’”
3042 3054
3043 701.36. Meld 3055 701.36. Meld
3044 3056
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. 3057 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.
3046 3058
3047 701.36b 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. 3059 701.36b 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.
3048 3060
3049 701.36c If an effect instructs a player to meld cards that can't be melded, they stay in their current zone. 3061 701.36c If an effect instructs a player to meld cards that can’t be melded, they stay in their current zone.
3050 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. 3062 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.
3051 3063
3052 701.37. Goad 3064 701.37. Goad
3053 3065
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. 3066 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.
3055 3067
3056 701.38. Exert 3068 701.38. Exert
3057 3069
3058 701.38a To exert a permanent, you choose to have it not untap during your next untap step. 3070 701.38a To exert a permanent, you choose to have it not untap during your next untap step.
3059 3071
3060 701.38b 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. 3072 701.38b 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.
3061 3073
3062 701.38c An object that isn't on the battlefield can't be exerted. 3074 701.38c An object that isn’t on the battlefield can’t be exerted.
3063 3075
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.) 3076 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 3077
3066 701.39. Explore 3078 701.39. Explore
3067 3079
3068 701.39a Certain abilities instruct a permanent to explore. To do so, that permanent's 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. 3080 701.39a Certain abilities instruct a permanent to explore. To do so, that permanent’s 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 3081
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. 3082 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 3083
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. 3084 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 3085
3074 701.40. Assemble 3086 701.40. Assemble
3075 3087
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 aren't included in these rules. See the Unstable FAQ for more information. 3088 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 aren’t included in these rules. See the Unstable FAQ for more information.
3077 3089
3078 701.41. Surveil 3090 701.41. Surveil
3079 3091
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. 3092 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 3093
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. 3094 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.
3083 3095
3084 701.42. Adapt 3096 701.42. Adapt
3085 3097
3086 701.42a "Adapt N" means "If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it." 3098 701.42a “Adapt N” means “If this permanent has no +1/+1 counters on it, put N +1/+1 counters on it.”
3099
3100 701.43. Amass
3101
3102 701.43a To amass N means “If you don’t control an Army creature, create a 0/0 black Zombie Army creature token. Choose an Army creature you control. Put N +1/+1 counters on that creature.”
3103
3104 701.43b The phrase “the [subtype] you amassed” refers to the creature you chose, whether or not it received counters.
3087 3105
3088 702. Keyword Abilities 3106 702. Keyword Abilities
3089 3107
3090 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. 3108 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.
3091 3109
3092 702.1a If an effect refers to a "[keyword ability] cost," it refers only to the variable costs for that keyword. 3110 702.1a If an effect refers to a “[keyword ability] cost,” it refers only to the variable costs for that keyword.
3093 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 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." 3111 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 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.”
3094 3112
3095 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. 3113 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.
3096 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}. 3114 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}.
3097 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}." 3115 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}.”
3098 3116
3099 702.2. Deathtouch 3117 702.2. Deathtouch
3100 3118
3101 702.2a Deathtouch is a static ability. 3119 702.2a Deathtouch is a static ability.
3102 3120
3103 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. 3121 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.
3104 3122
3105 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. 3123 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.
3106 3124
3107 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from. 3125 702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.
3108 3126
3109 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. 3127 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.
3110 3128
3112 3130
3113 702.3. Defender 3131 702.3. Defender
3114 3132
3115 702.3a Defender is a static ability. 3133 702.3a Defender is a static ability.
3116 3134
3117 702.3b A creature with defender can't attack. 3135 702.3b A creature with defender can’t attack.
3118 3136
3119 702.3c Multiple instances of defender on the same creature are redundant. 3137 702.3c Multiple instances of defender on the same creature are redundant.
3120 3138
3121 702.4. Double Strike 3139 702.4. Double Strike
3122 3140
3123 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.") 3141 702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
3124 3142
3125 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. 3143 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.
3126 3144
3127 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. 3145 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.
3128 3146
3130 3148
3131 702.4e Multiple instances of double strike on the same creature are redundant. 3149 702.4e Multiple instances of double strike on the same creature are redundant.
3132 3150
3133 702.5. Enchant 3151 702.5. Enchant
3134 3152
3135 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. 3153 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.
3136 3154
3137 702.5b For more information about Auras, see rule 303, "Enchantments." 3155 702.5b For more information about Auras, see rule 303, “Enchantments.”
3138 3156
3139 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. 3157 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.
3140 3158
3141 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. 3159 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.
3142 3160
3143 702.6. Equip 3161 702.6. Equip
3144 3162
3145 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." 3163 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.”
3146 3164
3147 702.6b For more information about Equipment, see rule 301, "Artifacts." 3165 702.6b For more information about Equipment, see rule 301, “Artifacts.”
3148 3166
3149 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 doesn't restrict what the Equipment may be attached to. 3167 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 doesn’t restrict what the Equipment may be attached to.
3150 3168
3151 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. 3169 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.
3152 3170
3153 702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated. 3171 702.6e If a permanent has multiple equip abilities, any of its equip abilities may be activated.
3154 3172
3155 702.7. First Strike 3173 702.7. First Strike
3156 3174
3157 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.") 3175 702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, “Combat Damage Step.”)
3158 3176
3159 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. 3177 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.
3160 3178
3161 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). 3179 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).
3162 3180
3163 702.7d Multiple instances of first strike on the same creature are redundant. 3181 702.7d Multiple instances of first strike on the same creature are redundant.
3164 3182
3165 702.8. Flash 3183 702.8. Flash
3166 3184
3167 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." 3185 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.”
3168 3186
3169 702.8b Multiple instances of flash on the same object are redundant. 3187 702.8b Multiple instances of flash on the same object are redundant.
3170 3188
3171 702.9. Flying 3189 702.9. Flying
3172 3190
3173 702.9a Flying is an evasion ability. 3191 702.9a Flying is an evasion ability.
3174 3192
3175 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.") 3193 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.”)
3176 3194
3177 702.9c Multiple instances of flying on the same creature are redundant. 3195 702.9c Multiple instances of flying on the same creature are redundant.
3178 3196
3179 702.10. Haste 3197 702.10. Haste
3180 3198
3181 702.10a Haste is a static ability. 3199 702.10a Haste is a static ability.
3182 3200
3183 702.10b If a creature has haste, it can attack even if it hasn't been controlled by its controller continuously since their most recent turn began. (See rule 302.6.) 3201 702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
3184 3202
3185 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 their most recent turn began. (See rule 302.6.) 3203 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 their most recent turn began. (See rule 302.6.)
3186 3204
3187 702.10d Multiple instances of haste on the same creature are redundant. 3205 702.10d Multiple instances of haste on the same creature are redundant.
3188 3206
3189 702.11. Hexproof 3207 702.11. Hexproof
3190 3208
3191 702.11a Hexproof is a static ability. 3209 702.11a Hexproof is a static ability.
3192 3210
3193 702.11b "Hexproof" on a permanent means "This permanent can't be the target of spells or abilities your opponents control." 3211 702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”
3194 3212
3195 702.11c "Hexproof" on a player means "You can't be the target of spells or abilities your opponents control." 3213 702.11c “Hexproof” on a player means “You can’t be the target of spells or abilities your opponents control.”
3196 3214
3197 702.11d "Hexproof from [quality]" is a variant of the hexproof ability. "Hexproof from [quality]" on a permanent means "This permanent can't 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. 3215 702.11d “Hexproof from [quality]” is a variant of the hexproof ability. “Hexproof from [quality]” on a permanent means “This permanent can’t 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.
3198 3216
3199 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 didn't 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. 3217 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 didn’t 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.
3200 3218
3201 702.11f Multiple instances of the same hexproof ability on the same permanent or player are redundant. 3219 702.11f Multiple instances of the same hexproof ability on the same permanent or player are redundant.
3202 3220
3203 702.12. Indestructible 3221 702.12. Indestructible
3204 3222
3205 702.12a Indestructible is a static ability. 3223 702.12a Indestructible is a static ability.
3206 3224
3207 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). 3225 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).
3208 3226
3209 702.12c Multiple instances of indestructible on the same permanent are redundant. 3227 702.12c Multiple instances of indestructible on the same permanent are redundant.
3210 3228
3211 702.13. Intimidate 3229 702.13. Intimidate
3212 3230
3213 702.13a Intimidate is an evasion ability. 3231 702.13a Intimidate is an evasion ability.
3214 3232
3215 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.") 3233 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.”)
3216 3234
3217 702.13c Multiple instances of intimidate on the same creature are redundant. 3235 702.13c Multiple instances of intimidate on the same creature are redundant.
3218 3236
3219 702.14. Landwalk 3237 702.14. Landwalk
3220 3238
3221 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. 3239 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.
3222 3240
3223 702.14b Landwalk is an evasion ability. 3241 702.14b Landwalk is an evasion ability.
3224 3242
3225 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.") 3243 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.”)
3226 3244
3227 702.14d Landwalk abilities don't "cancel" one another. 3245 702.14d Landwalk abilities don’t “cancel” one another.
3228 Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk. 3246 Example: If a player controls a snow Forest, that player can’t block an attacking creature with snow forestwalk even if they also control a creature with snow forestwalk.
3229 3247
3230 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant. 3248 702.14e Multiple instances of the same kind of landwalk on the same creature are redundant.
3231 3249
3232 702.15. Lifelink 3250 702.15. Lifelink
3233 3251
3234 702.15a Lifelink is a static ability. 3252 702.15a Lifelink is a static ability.
3235 3253
3236 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. 3254 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.
3237 3255
3238 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. 3256 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.
3239 3257
3240 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from. 3258 702.15d The lifelink rules function no matter what zone an object with lifelink deals damage from.
3241 3259
3242 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9). 3260 702.15e If multiple sources with lifelink deal damage at the same time, they cause separate life gain events (see rule 118.9).
3243 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. 3261 Example: A player controls Ajani’s Pridemate, which reads “Whenever you gain life, 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.
3244 3262
3245 702.15f Multiple instances of lifelink on the same object are redundant. 3263 702.15f Multiple instances of lifelink on the same object are redundant.
3246 3264
3247 702.16. Protection 3265 702.16. Protection
3248 3266
3249 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. 3267 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.
3250 3268
3251 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. 3269 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.
3252 3270
3253 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.") 3271 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.”)
3254 3272
3255 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.") 3273 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.”)
3256 3274
3257 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented. 3275 702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.
3258 3276
3259 702.16f Attacking creatures with protection can't be blocked by creatures that have the stated quality. 3277 702.16f Attacking creatures with protection can’t be blocked by creatures that have the stated quality.
3260 3278
3261 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]. 3279 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].
3262 3280
3263 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. 3281 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.
3264 3282
3265 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. 3283 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.
3266 3284
3267 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. 3285 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.
3268 3286
3269 702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant. 3287 702.16k Multiple instances of protection from the same quality on the same permanent or player are redundant.
3270 3288
3271 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. 3289 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.
3272 3290
3273 702.17. Reach 3291 702.17. Reach
3274 3292
3275 702.17a Reach is a static ability. 3293 702.17a Reach is a static ability.
3276 3294
3277 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.") 3295 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.”)
3278 3296
3279 702.17c Multiple instances of reach on the same creature are redundant. 3297 702.17c Multiple instances of reach on the same creature are redundant.
3280 3298
3281 702.18. Shroud 3299 702.18. Shroud
3282 3300
3283 702.18a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities." 3301 702.18a Shroud is a static ability. “Shroud” means “This permanent or player can’t be the target of spells or abilities.”
3284 3302
3285 702.18b Multiple instances of shroud on the same permanent or player are redundant. 3303 702.18b Multiple instances of shroud on the same permanent or player are redundant.
3286 3304
3287 702.19. Trample 3305 702.19. Trample
3288 3306
3289 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.") 3307 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.”)
3290 3308
3291 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. 3309 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.
3292 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. 3310 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.
3293 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 they choose between the blocking creature and the defending player. 3311 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 they choose between the blocking creature and the defending player.
3294 3312
3295 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. 3313 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.
3296 3314
3297 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. 3315 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.
3298 3316
3299 702.19e Multiple instances of trample on the same creature are redundant. 3317 702.19e Multiple instances of trample on the same creature are redundant.
3300 3318
3301 702.20. Vigilance 3319 702.20. Vigilance
3302 3320
3303 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step. 3321 702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.
3304 3322
3305 702.20b Attacking doesn't cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.") 3323 702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)
3306 3324
3307 702.20c Multiple instances of vigilance on the same creature are redundant. 3325 702.20c Multiple instances of vigilance on the same creature are redundant.
3308 3326
3309 702.21. Banding 3327 702.21. Banding
3310 3328
3311 702.21a Banding is a static ability that modifies the rules for combat. 3329 702.21a Banding is a static ability that modifies the rules for combat.
3312 3330
3313 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. 3331 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.
3314 3332
3315 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 can't declare bands but may use banding in a different way; see rule 702.21j.) 3333 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 can’t declare bands but may use banding in a different way; see rule 702.21j.)
3316 3334
3317 702.21d All creatures in an attacking band must attack the same player or planeswalker. 3335 702.21d All creatures in an attacking band must attack the same player or planeswalker.
3318 3336
3319 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. 3337 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.
3320 3338
3321 702.21f An attacking creature that's removed from combat is also removed from the band it was in. 3339 702.21f An attacking creature that’s removed from combat is also removed from the band it was in.
3322 3340
3323 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. 3341 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.
3324 3342
3325 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. 3343 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.
3326 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). 3344 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).
3327 3345
3328 702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked. 3346 702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.
3329 3347
3330 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 they choose among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c. 3348 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 they choose among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.
3331 3349
3332 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 they choose among any number of creatures it's blocking. This is an exception to the procedure described in rule 510.1d. 3350 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 they choose among any number of creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.
3333 3351
3334 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. 3352 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.
3335 3353
3336 702.22. Rampage 3354 702.22. Rampage
3337 3355
3338 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.") 3356 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.”)
3339 3357
3340 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. 3358 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.
3341 3359
3342 702.22c If a creature has multiple instances of rampage, each triggers separately. 3360 702.22c If a creature has multiple instances of rampage, each triggers separately.
3343 3361
3344 702.23. Cumulative Upkeep 3362 702.23. Cumulative Upkeep
3345 3363
3346 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. 3364 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.
3347 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. 3365 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.
3348 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. 3366 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.
3349 3367
3350 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. 3368 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.
3351 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. 3369 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.
3352 3370
3353 702.24. Flanking 3371 702.24. Flanking
3354 3372
3355 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." 3373 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.”
3356 3374
3357 702.24b If a creature has multiple instances of flanking, each triggers separately. 3375 702.24b If a creature has multiple instances of flanking, each triggers separately.
3358 3376
3359 702.25. Phasing 3377 702.25. Phasing
3360 3378
3361 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 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." 3379 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 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.”
3362 3380
3363 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.) 3381 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.)
3364 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. 3382 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.
3365 Example: You control a phased-out creature. You cast a spell that says "Destroy all creatures." The phased-out creature is not destroyed. 3383 Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.
3366 3384
3367 702.25c If a permanent phases in, its status changes to "phased in." The game once again treats it as though it exists. 3385 702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.
3368 3386
3369 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. 3387 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.
3370 3388
3371 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. 3389 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.
3372 3390
3373 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. 3391 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.
3374 3392
3375 702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly. 3393 702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.
3376 3394
3377 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.) 3395 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.)
3378 3396
3379 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. 3397 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.
3380 3398
3381 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. 3399 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.
3382 3400
3383 702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn't occur that turn. 3401 702.25k If an effect causes a player to skip their untap step, the phasing event simply doesn’t occur that turn.
3384 3402
3385 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 player's next turn would have begun. 3403 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 player’s next turn would have begun.
3386 3404
3387 702.25n Multiple instances of phasing on the same permanent are redundant. 3405 702.25n Multiple instances of phasing on the same permanent are redundant.
3388 3406
3389 702.26. Buyback 3407 702.26. Buyback
3390 3408
3391 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. 3409 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.
3392 3410
3393 702.27. Shadow 3411 702.27. Shadow
3394 3412
3395 702.27a Shadow is an evasion ability. 3413 702.27a Shadow is an evasion ability.
3396 3414
3397 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.") 3415 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.”)
3398 3416
3399 702.27c Multiple instances of shadow on the same creature are redundant. 3417 702.27c Multiple instances of shadow on the same creature are redundant.
3400 3418
3401 702.28. Cycling 3419 702.28. Cycling
3402 3420
3403 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." 3421 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.”
3404 3422
3405 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. 3423 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.
3406 3424
3407 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. 3425 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.
3408 3426
3409 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. 3427 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.
3410 3428
3411 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"). 3429 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”).
3412 3430
3413 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. 3431 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.
3414 3432
3415 702.29. Echo 3433 702.29. Echo
3416 3434
3417 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]." 3435 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].”
3418 3436
3419 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. 3437 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.
3420 3438
3421 702.30. Horsemanship 3439 702.30. Horsemanship
3422 3440
3423 702.30a Horsemanship is an evasion ability. 3441 702.30a Horsemanship is an evasion ability.
3424 3442
3425 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.") 3443 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.”)
3426 3444
3427 702.30c Multiple instances of horsemanship on the same creature are redundant. 3445 702.30c Multiple instances of horsemanship on the same creature are redundant.
3428 3446
3429 702.31. Fading 3447 702.31. Fading
3430 3448
3431 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." 3449 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.”
3432 3450
3433 702.32. Kicker 3451 702.32. Kicker
3434 3452
3435 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. 3453 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.
3436 3454
3437 702.32b The phrase "Kicker [cost 1] and/or [cost 2]" means the same thing as "Kicker [cost 1], kicker [cost 2]." 3455 702.32b The phrase “Kicker [cost 1] and/or [cost 2]” means the same thing as “Kicker [cost 1], kicker [cost 2].”
3438 3456
3439 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. 3457 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.
3440 3458
3441 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. 3459 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.
3442 3460
3443 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." 3461 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.”
3444 3462
3445 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. 3463 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.
3446 3464
3447 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. 3465 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.
3448 3466
3449 702.33. Flashback 3467 702.33. Flashback
3450 3468
3451 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. 3469 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.
3452 3470
3453 702.34. Madness 3471 702.34. Madness
3454 3472
3455 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 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 doesn't, they put this card into their graveyard." 3473 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 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 doesn’t, they put this card into their graveyard.”
3456 3474
3457 702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f-h. 3475 702.34b Casting a spell using its madness ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
3458 3476
3459 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. 3477 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.
3460 3478
3461 702.35. Fear 3479 702.35. Fear
3462 3480
3463 702.35a Fear is an evasion ability. 3481 702.35a Fear is an evasion ability.
3464 3482
3465 702.35b A creature with fear can't be blocked except by artifact creatures and/or black creatures. (See rule 509, "Declare Blockers Step.") 3483 702.35b A creature with fear can’t be blocked except by artifact creatures and/or black creatures. (See rule 509, “Declare Blockers Step.”)
3466 3484
3467 702.35c Multiple instances of fear on the same creature are redundant. 3485 702.35c Multiple instances of fear on the same creature are redundant.
3468 3486
3469 702.36. Morph 3487 702.36. Morph
3470 3488
3471 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.") 3489 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.”)
3472 3490
3473 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. 3491 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.
3474 3492
3475 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. 3493 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.
3476 3494
3477 702.36d You can't normally cast a card face down. A morph ability allows you to do so. 3495 702.36d You can’t normally cast a card face down. A morph ability allows you to do so.
3478 3496
3479 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. 3497 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.
3480 3498
3481 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. 3499 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.
3482 3500
3483 702.36g See rule 707, "Face-Down Spells and Permanents," for more information about how to cast cards with a morph ability. 3501 702.36g See rule 707, “Face-Down Spells and Permanents,” for more information about how to cast cards with a morph ability.
3484 3502
3485 702.37. Amplify 3503 702.37. Amplify
3486 3504
3487 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." 3505 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.”
3488 3506
3489 702.37b If a creature has multiple instances of amplify, each one works separately. 3507 702.37b If a creature has multiple instances of amplify, each one works separately.
3490 3508
3491 702.38. Provoke 3509 702.38. Provoke
3492 3510
3493 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." 3511 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.”
3494 3512
3495 702.38b If a creature has multiple instances of provoke, each triggers separately. 3513 702.38b If a creature has multiple instances of provoke, each triggers separately.
3496 3514
3497 702.39. Storm 3515 702.39. Storm
3498 3516
3499 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." 3517 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.”
3500 3518
3501 702.39b If a spell has multiple instances of storm, each triggers separately. 3519 702.39b If a spell has multiple instances of storm, each triggers separately.
3502 3520
3503 702.40. Affinity 3521 702.40. Affinity
3504 3522
3505 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." 3523 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.”
3506 3524
3507 702.40b If a spell has multiple instances of affinity, each of them applies. 3525 702.40b If a spell has multiple instances of affinity, each of them applies.
3508 3526
3509 702.41. Entwine 3527 702.41. Entwine
3510 3528
3511 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. 3529 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 the number specified. 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.
3512 3530
3513 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. 3531 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.
3514 3532
3515 702.42. Modular 3533 702.42. Modular
3516 3534
3517 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." 3535 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.”
3518 3536
3519 702.42b If a creature has multiple instances of modular, each one works separately. 3537 702.42b If a creature has multiple instances of modular, each one works separately.
3520 3538
3521 702.43. Sunburst 3539 702.43. Sunburst
3522 3540
3523 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." 3541 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.”
3524 3542
3525 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. 3543 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.
3526 3544
3527 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. 3545 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.
3528 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." 3546 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.”
3529 3547
3530 702.43d If an object has multiple instances of sunburst, each one works separately. 3548 702.43d If an object has multiple instances of sunburst, each one works separately.
3531 3549
3532 702.44. Bushido 3550 702.44. Bushido
3533 3551
3534 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.") 3552 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.”)
3535 3553
3536 702.44b If a creature has multiple instances of bushido, each triggers separately. 3554 702.44b If a creature has multiple instances of bushido, each triggers separately.
3537 3555
3538 702.45. Soulshift 3556 702.45. Soulshift
3539 3557
3540 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." 3558 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.”
3541 3559
3542 702.45b If a permanent has multiple instances of soulshift, each triggers separately. 3560 702.45b If a permanent has multiple instances of soulshift, each triggers separately.
3543 3561
3544 702.46. Splice 3562 702.46. Splice
3545 3563
3546 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. 3564 702.46a Splice is a static ability that functions while a card is in your hand. “Splice onto [quality] [cost]” means “You may reveal this card from your hand as you cast a [quality] spell. If you do, that spell gains the text of this card’s rules text and you 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.
3547 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. 3565 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.
3548 3566
3549 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. 3567 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 rules text. 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 effects will happen. The effects of the main spell must happen first.
3550 3568
3551 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. 3569 702.46c The spell has the characteristics of the main spell, plus the rules text of each of the spliced cards. This is a text-changing effect (see rule 612, “Text-Changing Effects”). The spell doesn’t gain any other characteristics (name, mana cost, color, supertypes, card types, subtypes, etc.) of the spliced cards. Text gained by 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.
3552 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. 3570 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.
3553 3571
3554 702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won't resolve if all of its targets are illegal on resolution. 3572 702.46d Choose targets for the added text normally (see rule 601.2c). Note that a spell with one or more targets won’t resolve if all of its targets are illegal on resolution.
3555 3573
3556 702.46e The spell loses any splice changes once it leaves the stack for any reason. 3574 702.46e The spell loses any splice changes once it leaves the stack for any reason.
3557 3575
3558 702.47. Offering 3576 702.47. Offering
3559 3577
3560 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." 3578 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.”
3561 3579
3562 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). 3580 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).
3563 3581
3564 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. 3582 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. (See rule 117.7.)
3565 3583
3566 702.48. Ninjutsu 3584 702.48. Ninjutsu
3567 3585
3568 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." 3586 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.”
3569 3587
3570 702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack. 3588 702.48b The card with ninjutsu remains revealed from the time the ability is announced until the ability leaves the stack.
3571 3589
3572 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. 3590 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.
3573 3591
3574 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 owner's hand: Put this card onto the battlefield tapped and attacking." 3592 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 owner’s hand: Put this card onto the battlefield tapped and attacking.”
3575 3593
3576 702.49. Epic 3594 702.49. Epic
3577 3595
3578 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. 3596 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.
3579 3597
3580 702.49b A player can't 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. 3598 702.49b A player can’t 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.
3581 3599
3582 702.50. Convoke 3600 702.50. Convoke
3583 3601
3584 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." 3602 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.”
3585 3603
3586 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. 3604 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.
3587 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. 3605 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.
3588 3606
3589 702.50c A creature tapped to pay for mana in a spell's total cost this way is said to have "convoked" that spell. 3607 702.50c A creature tapped to pay for mana in a spell’s total cost this way is said to have “convoked” that spell.
3590 3608
3591 702.50d Multiple instances of convoke on the same spell are redundant. 3609 702.50d Multiple instances of convoke on the same spell are redundant.
3592 3610
3593 702.51. Dredge 3611 702.51. Dredge
3594 3612
3595 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." 3613 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.”
3596 3614
3597 702.51b A player with fewer cards in their library than the number required by a dredge ability can't put any of them into their graveyard this way. 3615 702.51b A player with fewer cards in their library than the number required by a dredge ability can’t put any of them into their graveyard this way.
3598 3616
3599 702.52. Transmute 3617 702.52. Transmute
3600 3618
3601 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." 3619 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.”
3602 3620
3603 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. 3621 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.
3604 3622
3605 702.53. Bloodthirst 3623 702.53. Bloodthirst
3606 3624
3607 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." 3625 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.”
3608 3626
3609 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." 3627 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.”
3610 3628
3611 702.53c If an object has multiple instances of bloodthirst, each applies separately. 3629 702.53c If an object has multiple instances of bloodthirst, each applies separately.
3612 3630
3613 702.54. Haunt 3631 702.54. Haunt
3614 3632
3615 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." 3633 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.”
3616 3634
3617 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. 3635 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.
3618 3636
3619 702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone. 3637 702.54c Triggered abilities of cards with haunt that refer to the haunted creature can trigger in the exile zone.
3620 3638
3621 702.55. Replicate 3639 702.55. Replicate
3622 3640
3623 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. 3641 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.
3624 3642
3625 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. 3643 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.
3626 3644
3627 702.56. Forecast 3645 702.56. Forecast
3628 3646
3629 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]." 3647 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].”
3630 3648
3631 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 their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player's hand or until a step or phase that isn't an upkeep step begins, whichever comes first. 3649 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 their hand as the ability is activated. That player plays with that card revealed in their hand until it leaves the player’s hand or until a step or phase that isn’t an upkeep step begins, whichever comes first.
3632 3650
3633 702.57. Graft 3651 702.57. Graft
3634 3652
3635 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." 3653 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.”
3636 3654
3637 702.57b If a permanent has multiple instances of graft, each one works separately. 3655 702.57b If a permanent has multiple instances of graft, each one works separately.
3638 3656
3639 702.58. Recover 3657 702.58. Recover
3640 3658
3641 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." 3659 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.”
3642 3660
3643 702.59. Ripple 3661 702.59. Ripple
3644 3662
3645 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." 3663 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.”
3646 3664
3647 702.59b If a spell has multiple instances of ripple, each triggers separately. 3665 702.59b If a spell has multiple instances of ripple, each triggers separately.
3648 3666
3649 702.60. Split Second 3667 702.60. Split Second
3650 3668
3651 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." 3669 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.”
3652 3670
3653 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. 3671 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.
3654 3672
3655 702.60c Multiple instances of split second on the same spell are redundant. 3673 702.60c Multiple instances of split second on the same spell are redundant.
3656 3674
3657 702.61. Suspend 3675 702.61. Suspend
3658 3676
3659 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." 3677 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.”
3660 3678
3661 702.61b A card is "suspended" if it's in the exile zone, has suspend, and has a time counter on it. 3679 702.61b A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
3662 3680
3663 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. 3681 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.
3664 3682
3665 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. 3683 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.
3666 3684
3667 702.62. Vanishing 3685 702.62. Vanishing
3668 3686
3669 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." 3687 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.”
3670 3688
3671 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." 3689 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.”
3672 3690
3673 702.62c If a permanent has multiple instances of vanishing, each works separately. 3691 702.62c If a permanent has multiple instances of vanishing, each works separately.
3674 3692
3675 702.63. Absorb 3693 702.63. Absorb
3676 3694
3677 702.63a Absorb is a static ability. "Absorb N" means "If a source would deal damage to this creature, prevent N of that damage." 3695 702.63a Absorb is a static ability. “Absorb N” means “If a source would deal damage to this creature, prevent N of that damage.”
3678 3696
3679 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. 3697 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.
3680 3698
3681 702.63c If an object has multiple instances of absorb, each applies separately. 3699 702.63c If an object has multiple instances of absorb, each applies separately.
3682 3700
3683 702.64. Aura Swap 3701 702.64. Aura Swap
3684 3702
3685 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." 3703 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.”
3686 3704
3687 702.64b If either half of the exchange can't be completed, the ability has no effect. 3705 702.64b If either half of the exchange can’t be completed, the ability has no effect.
3688 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. 3706 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.
3689 Example: You activate the aura swap ability of an Aura that you control but you don't own. The ability has no effect. 3707 Example: You activate the aura swap ability of an Aura that you control but you don’t own. The ability has no effect.
3690 3708
3691 702.65. Delve 3709 702.65. Delve
3692 3710
3693 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." 3711 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.”
3694 3712
3695 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. 3713 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.
3696 3714
3697 702.65c Multiple instances of delve on the same spell are redundant. 3715 702.65c Multiple instances of delve on the same spell are redundant.
3698 3716
3699 702.66. Fortify 3717 702.66. Fortify
3700 3718
3701 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." 3719 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.”
3702 3720
3703 702.66b For more information about Fortifications, see rule 301, "Artifacts." 3721 702.66b For more information about Fortifications, see rule 301, “Artifacts.”
3704 3722
3705 702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used. 3723 702.66c If a Fortification has multiple instances of fortify, any of its fortify abilities may be used.
3706 3724
3707 702.67. Frenzy 3725 702.67. Frenzy
3708 3726
3709 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." 3727 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.”
3710 3728
3711 702.67b If a creature has multiple instances of frenzy, each triggers separately. 3729 702.67b If a creature has multiple instances of frenzy, each triggers separately.
3712 3730
3713 702.68. Gravestorm 3731 702.68. Gravestorm
3714 3732
3715 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." 3733 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.”
3716 3734
3717 702.68b If a spell has multiple instances of gravestorm, each triggers separately. 3735 702.68b If a spell has multiple instances of gravestorm, each triggers separately.
3718 3736
3719 702.69. Poisonous 3737 702.69. Poisonous
3720 3738
3721 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.) 3739 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.)
3722 3740
3723 702.69b If a creature has multiple instances of poisonous, each triggers separately. 3741 702.69b If a creature has multiple instances of poisonous, each triggers separately.
3724 3742
3725 702.70. Transfigure 3743 702.70. Transfigure
3726 3744
3727 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." 3745 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.”
3728 3746
3729 702.71. Champion 3747 702.71. Champion
3730 3748
3731 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." 3749 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.”
3732 3750
3733 702.71b The two abilities represented by champion are linked. See rule 607, "Linked Abilities." 3751 702.71b The two abilities represented by champion are linked. See rule 607, “Linked Abilities.”
3734 3752
3735 702.71c A permanent is "championed" by another permanent if the latter exiles the former as the direct result of a champion ability. 3753 702.71c A permanent is “championed” by another permanent if the latter exiles the former as the direct result of a champion ability.
3736 3754
3737 702.72. Changeling 3755 702.72. Changeling
3738 3756
3739 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. 3757 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.
3740 3758
3741 702.73. Evoke 3759 702.73. Evoke
3742 3760
3743 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. 3761 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.
3744 3762
3745 702.74. Hideaway 3763 702.74. Hideaway
3746 3764
3747 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.'" 3765 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.’”
3748 3766
3749 702.75. Prowl 3767 702.75. Prowl
3750 3768
3751 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. 3769 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.
3752 3770
3753 702.76. Reinforce 3771 702.76. Reinforce
3754 3772
3755 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." 3773 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.”
3756 3774
3757 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. 3775 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.
3758 3776
3759 702.77. Conspire 3777 702.77. Conspire
3760 3778
3761 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. 3779 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.
3762 3780
3763 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. 3781 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.
3764 3782
3765 702.78. Persist 3783 702.78. Persist
3766 3784
3767 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." 3785 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.”
3768 3786
3769 702.79. Wither 3787 702.79. Wither
3770 3788
3771 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. 3789 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.
3772 3790
3773 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. 3791 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.
3774 3792
3775 702.79c The wither rules function no matter what zone an object with wither deals damage from. 3793 702.79c The wither rules function no matter what zone an object with wither deals damage from.
3776 3794
3777 702.79d Multiple instances of wither on the same object are redundant. 3795 702.79d Multiple instances of wither on the same object are redundant.
3778 3796
3779 702.80. Retrace 3797 702.80. Retrace
3780 3798
3781 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. 3799 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.
3782 3800
3783 702.81. Devour 3801 702.81. Devour
3784 3802
3785 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." 3803 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.”
3786 3804
3787 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." 3805 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.”
3788 3806
3789 702.82. Exalted 3807 702.82. Exalted
3790 3808
3791 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." 3809 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.”
3792 3810
3793 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. 3811 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.
3794 3812
3795 702.83. Unearth 3813 702.83. Unearth
3796 3814
3797 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." 3815 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.”
3798 3816
3799 702.84. Cascade 3817 702.84. Cascade
3800 3818
3801 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." 3819 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.”
3802 3820
3803 702.84b If a spell has multiple instances of cascade, each triggers separately. 3821 702.84b If a spell has multiple instances of cascade, each triggers separately.
3804 3822
3805 702.85. Annihilator 3823 702.85. Annihilator
3806 3824
3807 702.85a Annihilator is a triggered ability. "Annihilator N" means "Whenever this creature attacks, defending player sacrifices N permanents." 3825 702.85a Annihilator is a triggered ability. “Annihilator N” means “Whenever this creature attacks, defending player sacrifices N permanents.”
3808 3826
3809 702.85b If a creature has multiple instances of annihilator, each triggers separately. 3827 702.85b If a creature has multiple instances of annihilator, each triggers separately.
3810 3828
3811 702.86. Level Up 3829 702.86. Level Up
3812 3830
3813 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." 3831 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.”
3814 3832
3815 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." 3833 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.”
3816 3834
3817 702.87. Rebound 3835 702.87. Rebound
3818 3836
3819 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." 3837 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.”
3820 3838
3821 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. 3839 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.
3822 3840
3823 702.87c Multiple instances of rebound on the same spell are redundant. 3841 702.87c Multiple instances of rebound on the same spell are redundant.
3824 3842
3825 702.88. Totem Armor 3843 702.88. Totem Armor
3826 3844
3827 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." 3845 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.”
3828 3846
3829 702.89. Infect 3847 702.89. Infect
3830 3848
3831 702.89a Infect is a static ability. 3849 702.89a Infect is a static ability.
3832 3850
3833 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. 3851 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.
3834 3852
3835 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. 3853 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.
3836 3854
3837 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. 3855 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.
3838 3856
3839 702.89e The infect rules function no matter what zone an object with infect deals damage from. 3857 702.89e The infect rules function no matter what zone an object with infect deals damage from.
3840 3858
3841 702.89f Multiple instances of infect on the same object are redundant. 3859 702.89f Multiple instances of infect on the same object are redundant.
3842 3860
3843 702.90. Battle Cry 3861 702.90. Battle Cry
3844 3862
3845 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." 3863 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.”
3846 3864
3847 702.90b If a creature has multiple instances of battle cry, each triggers separately. 3865 702.90b If a creature has multiple instances of battle cry, each triggers separately.
3848 3866
3849 702.91. Living Weapon 3867 702.91. Living Weapon
3850 3868
3851 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." 3869 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.”
3852 3870
3853 702.92. Undying 3871 702.92. Undying
3854 3872
3855 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." 3873 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.”
3856 3874
3857 702.93. Miracle 3875 702.93. Miracle
3858 3876
3859 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." 3877 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.”
3860 3878
3861 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. 3879 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. (See rule 701.15a.)
3862 3880
3863 702.94. Soulbond 3881 702.94. Soulbond
3864 3882
3865 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." 3883 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.”
3866 3884
3867 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. 3885 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.
3868 3886
3869 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. 3887 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.
3870 3888
3871 702.94d A creature can be paired with only one other creature. 3889 702.94d A creature can be paired with only one other creature.
3872 3890
3873 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. 3891 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.
3874 3892
3875 702.95. Overload 3893 702.95. Overload
3876 3894
3877 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. 3895 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.
3878 3896
3879 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. 3897 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.
3880 3898
3881 702.95c Overload's second ability creates a text-changing effect. See rule 612, "Text-Changing Effects." 3899 702.95c Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”
3882 3900
3883 702.96. Scavenge 3901 702.96. Scavenge
3884 3902
3885 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." 3903 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.”
3886 3904
3887 702.97. Unleash 3905 702.97. Unleash
3888 3906
3889 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." 3907 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.”
3890 3908
3891 702.98. Cipher 3909 702.98. Cipher
3892 3910
3893 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.'" 3911 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.’”
3894 3912
3895 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. 3913 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.
3896 3914
3897 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. 3915 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.
3898 3916
3899 702.99. Evolve 3917 702.99. Evolve
3900 3918
3901 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." 3919 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.”
3902 3920
3903 702.99b A creature "evolves" when one or more +1/+1 counters are put on it as a result of its evolve ability resolving. 3921 702.99b A creature “evolves” when one or more +1/+1 counters are put on it as a result of its evolve ability resolving.
3904 3922
3905 702.99c A creature can't have a greater power or toughness than a noncreature permanent. 3923 702.99c A creature can’t have a greater power or toughness than a noncreature permanent.
3906 3924
3907 702.99d If a creature has multiple instances of evolve, each triggers separately. 3925 702.99d If a creature has multiple instances of evolve, each triggers separately.
3908 3926
3909 702.100. Extort 3927 702.100. Extort
3910 3928
3911 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." 3929 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.”
3912 3930
3913 702.100b If a permanent has multiple instances of extort, each triggers separately. 3931 702.100b If a permanent has multiple instances of extort, each triggers separately.
3914 3932
3915 702.101. Fuse 3933 702.101. Fuse
3916 3934
3917 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 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. 3935 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 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.
3918 3936
3919 702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.) 3937 702.101b A fused split spell has the combined characteristics of its two halves. (See rule 708.4.)
3920 3938
3921 702.101c The total cost of a fused split spell includes the mana cost of each half. 3939 702.101c The total cost of a fused split spell includes the mana cost of each half.
3922 3940
3923 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. 3941 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.
3924 3942
3925 702.102. Bestow 3943 702.102. Bestow
3926 3944
3927 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. 3945 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.
3928 3946
3929 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. 3947 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.
3930 3948
3931 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. 3949 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.
3932 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. 3950 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.
3933 3951
3934 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. 3952 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.
3935 3953
3936 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. 3954 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.
3937 3955
3938 702.103. Tribute 3956 702.103. Tribute
3939 3957
3940 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." 3958 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.”
3941 3959
3942 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. 3960 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.
3943 3961
3944 702.104. Dethrone 3962 702.104. Dethrone
3945 3963
3946 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." 3964 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.”
3947 3965
3948 702.104b If a creature has multiple instances of dethrone, each triggers separately. 3966 702.104b If a creature has multiple instances of dethrone, each triggers separately.
3949 3967
3950 702.105. Hidden Agenda 3968 702.105. Hidden Agenda
3951 3969
3952 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." 3970 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.”
3953 3971
3954 702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card. 3972 702.105b To secretly choose a card name, note that name on a piece of paper kept with the face-down conspiracy card.
3955 3973
3956 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. 3974 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.
3957 3975
3958 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. 3976 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.
3959 3977
3960 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. 3978 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.
3961 3979
3962 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. 3980 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.
3963 3981
3964 702.106. Outlast 3982 702.106. Outlast
3965 3983
3966 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." 3984 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.”
3967 3985
3968 702.107. Prowess 3986 702.107. Prowess
3969 3987
3970 702.107a Prowess is a triggered ability. "Prowess" means "Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn." 3988 702.107a Prowess is a triggered ability. “Prowess” means “Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.”
3971 3989
3972 702.107b If a creature has multiple instances of prowess, each triggers separately. 3990 702.107b If a creature has multiple instances of prowess, each triggers separately.
3973 3991
3974 702.108. Dash 3992 702.108. Dash
3975 3993
3976 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. 3994 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.
3977 3995
3978 702.109. Exploit 3996 702.109. Exploit
3979 3997
3980 702.109a Exploit is a triggered ability. "Exploit" means "When this creature enters the battlefield, you may sacrifice a creature." 3998 702.109a Exploit is a triggered ability. “Exploit” means “When this creature enters the battlefield, you may sacrifice a creature.”
3981 3999
3982 702.109b A creature with exploit "exploits a creature" when the controller of the exploit ability sacrifices a creature as that ability resolves. 4000 702.109b A creature with exploit “exploits a creature” when the controller of the exploit ability sacrifices a creature as that ability resolves.
3983 4001
3984 702.110. Menace 4002 702.110. Menace
3985 4003
3986 702.110a Menace is an evasion ability. 4004 702.110a Menace is an evasion ability.
3987 4005
3988 702.110b A creature with menace can't be blocked except by two or more creatures. (See rule 509, "Declare Blockers Step.") 4006 702.110b A creature with menace can’t be blocked except by two or more creatures. (See rule 509, “Declare Blockers Step.”)
3989 4007
3990 702.110c Multiple instances of menace on the same creature are redundant. 4008 702.110c Multiple instances of menace on the same creature are redundant.
3991 4009
3992 702.111. Renown 4010 702.111. Renown
3993 4011
3994 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." 4012 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.”
3995 4013
3996 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. 4014 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.
3997 4015
3998 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) 4016 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)
3999 4017
4000 702.112. Awaken 4018 702.112. Awaken
4001 4019
4002 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. 4020 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.
4003 4021
4004 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. 4022 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.
4005 4023
4006 702.113. Devoid 4024 702.113. Devoid
4007 4025
4008 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. 4026 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.
4009 4027
4010 702.114. Ingest 4028 702.114. Ingest
4011 4029
4012 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." 4030 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.”
4013 4031
4014 702.114b If a creature has multiple instances of ingest, each triggers separately. 4032 702.114b If a creature has multiple instances of ingest, each triggers separately.
4015 4033
4016 702.115. Myriad 4034 702.115. Myriad
4017 4035
4018 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 they control. If one or more tokens are created this way, exile the tokens at end of combat." 4036 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 they control. If one or more tokens are created this way, exile the tokens at end of combat.”
4019 4037
4020 702.115b If a creature has multiple instances of myriad, each triggers separately. 4038 702.115b If a creature has multiple instances of myriad, each triggers separately.
4021 4039
4022 702.116. Surge 4040 702.116. Surge
4023 4041
4024 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. 4042 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.
4025 4043
4026 702.117. Skulk 4044 702.117. Skulk
4027 4045
4028 702.117a Skulk is an evasion ability. 4046 702.117a Skulk is an evasion ability.
4029 4047
4030 702.117b A creature with skulk can't be blocked by creatures with greater power. (See rule 509, "Declare Blockers Step.") 4048 702.117b A creature with skulk can’t be blocked by creatures with greater power. (See rule 509, “Declare Blockers Step.”)
4031 4049
4032 702.117c Multiple instances of skulk on the same creature are redundant. 4050 702.117c Multiple instances of skulk on the same creature are redundant.
4033 4051
4034 702.118. Emerge 4052 702.118. Emerge
4035 4053
4036 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. 4054 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.
4037 4055
4038 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). 4056 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).
4039 4057
4040 702.119. Escalate 4058 702.119. Escalate
4041 4059
4042 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. 4060 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.
4043 4061
4044 702.120. Melee 4062 702.120. Melee
4045 4063
4046 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." 4064 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.”
4047 4065
4048 702.120b If a creature has multiple instances of melee, each triggers separately. 4066 702.120b If a creature has multiple instances of melee, each triggers separately.
4049 4067
4050 702.121. Crew 4068 702.121. Crew
4051 4069
4052 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." 4070 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.”
4053 4071
4054 702.121b A creature "crews a Vehicle" when it's tapped to pay the cost to activate a Vehicle's crew ability. 4072 702.121b A creature “crews a Vehicle” when it’s tapped to pay the cost to activate a Vehicle’s crew ability.
4055 4073
4056 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. 4074 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.
4057 4075
4058 702.122. Fabricate 4076 702.122. Fabricate
4059 4077
4060 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." 4078 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.”
4061 4079
4062 702.122b If a permanent has multiple instances of fabricate, each triggers separately. 4080 702.122b If a permanent has multiple instances of fabricate, each triggers separately.
4063 4081
4064 702.123. Partner 4082 702.123. Partner
4065 4083
4066 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. 4084 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.
4067 4085
4068 702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone. 4086 702.123b Your deck must contain exactly 100 cards, including its two commanders. Both commanders begin the game in the command zone.
4069 4087
4070 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. 4088 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.
4071 4089
4072 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. 4090 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.
4073 4091
4074 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. 4092 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.
4075 4093
4076 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 other's name. You can't designate two legendary cards as your commander if one has a "partner with [name]" ability and the other isn't 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." 4094 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 other’s name. You can’t designate two legendary cards as your commander if one has a “partner with [name]” ability and the other isn’t 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.”
4077 4095
4078 702.124. Undaunted 4096 702.124. Undaunted
4079 4097
4080 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." 4098 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.”
4081 4099
4082 702.124b Players who have left the game are not counted when determining how many opponents you have. 4100 702.124b Players who have left the game are not counted when determining how many opponents you have.
4083 4101
4084 702.124c If a spell has multiple instances of undaunted, each of them applies. 4102 702.124c If a spell has multiple instances of undaunted, each of them applies.
4085 4103
4086 702.125. Improvise 4104 702.125. Improvise
4087 4105
4088 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." 4106 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.”
4089 4107
4090 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. 4108 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.
4091 4109
4092 702.125c Multiple instances of improvise on the same spell are redundant. 4110 702.125c Multiple instances of improvise on the same spell are redundant.
4093 4111
4094 702.126. Aftermath 4112 702.126. Aftermath
4095 4113
4096 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." 4114 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.”
4097 4115
4098 702.127. Embalm 4116 702.127. Embalm
4099 4117
4100 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." 4118 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.”
4101 4119
4102 702.127b A token is "embalmed" if it's created by a resolving embalm ability. 4120 702.127b A token is “embalmed” if it’s created by a resolving embalm ability.
4103 4121
4104 702.128. Eternalize 4122 702.128. Eternalize
4105 4123
4106 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." 4124 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.”
4107 4125
4108 702.129. Afflict 4126 702.129. Afflict
4109 4127
4110 702.129a Afflict is a triggered ability. "Afflict N" means "Whenever this creature becomes blocked, defending player loses N life." 4128 702.129a Afflict is a triggered ability. “Afflict N” means “Whenever this creature becomes blocked, defending player loses N life.”
4111 4129
4112 702.129b If a creature has multiple instances of afflict, each triggers separately. 4130 702.129b If a creature has multiple instances of afflict, each triggers separately.
4113 4131
4114 702.130. Ascend 4132 702.130. Ascend
4115 4133
4116 702.130a Ascend on an instant or sorcery spell represents a spell ability. It means "If you control ten or more permanents and you don't have the city's blessing, you get the city's blessing for the rest of the game." 4134 702.130a Ascend on an instant or sorcery spell represents a spell ability. It means “If you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
4117 4135
4118 702.130b Ascend on a permanent represents a static ability. It means "Any time you control ten or more permanents and you don't have the city's blessing, you get the city's blessing for the rest of the game." 4136 702.130b Ascend on a permanent represents a static ability. It means “Any time you control ten or more permanents and you don’t have the city’s blessing, you get the city’s blessing for the rest of the game.”
4119 4137
4120 702.130c The city's 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 city's blessing at the same time. 4138 702.130c The city’s 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 city’s blessing at the same time.
4121 4139
4122 702.130d After a player gets the city's blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions. 4140 702.130d After a player gets the city’s blessing, continuous effects are reapplied before the game checks to see if the game state or preceding events have matched any trigger conditions.
4123 4141
4124 702.131. Assist 4142 702.131. Assist
4125 4143
4126 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 spell's total cost. 4144 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 spell’s total cost.
4127 4145
4128 702.132. Jump-Start 4146 702.132. Jump-Start
4129 4147
4130 702.132a Jump-start 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. "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 601.2f-h. 4148 702.132a Jump-start 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. “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 601.2f–h.
4131 4149
4132 702.133. Mentor 4150 702.133. Mentor
4133 4151
4134 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 creature's power." 4152 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 creature’s power.”
4135 4153
4136 702.133b If a creature has multiple instances of mentor, each triggers separately. 4154 702.133b If a creature has multiple instances of mentor, each triggers separately.
4137 4155
4138 702.134. Afterlife 4156 702.134. Afterlife
4139 4157
4140 702.134a Afterlife is a triggered ability. "Afterlife N" means "When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying." 4158 702.134a Afterlife is a triggered ability. “Afterlife N” means “When this permanent is put into a graveyard from the battlefield, create N 1/1 white and black Spirit creature tokens with flying.”
4141 4159
4142 702.134b If a permanent has multiple instances of afterlife, each triggers separately. 4160 702.134b If a permanent has multiple instances of afterlife, each triggers separately.
4143 4161
4144 702.135. Riot 4162 702.135. Riot
4145 4163
4146 702.135a Riot is a static ability. "Riot" means "You may have this permanent enter the battlefield with an additional +1/+1 counter on it. If you don't, it gains haste." 4164 702.135a Riot is a static ability. “Riot” means “You may have this permanent enter the battlefield with an additional +1/+1 counter on it. If you don’t, it gains haste.”
4147 4165
4148 702.135b If a permanent has multiple instances of riot, each works separately. 4166 702.135b If a permanent has multiple instances of riot, each works separately.
4149 4167
4150 702.136. Spectacle 4168 702.136. Spectacle
4151 4169
4152 702.136a Spectacle is a static ability that functions on the stack. "Spectacle [cost]" means "You may pay [cost] rather than pay this spell's mana cost if an opponent lost life this turn." Paying a spell's spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h. 4170 702.136a Spectacle is a static ability that functions on the stack. “Spectacle [cost]” means “You may pay [cost] rather than pay this spell’s mana cost if an opponent lost life this turn.” Paying a spell’s spectacle cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.
4153 4171
4154 703. Turn-Based Actions 4172 703. Turn-Based Actions
4155 4173
4156 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. 4174 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.
4157 4175
4158 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.") 4176 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.”)
4159 4177
4160 703.2. Turn-based actions are not controlled by any player. 4178 703.2. Turn-based actions are not controlled by any player.
4161 4179
4162 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. 4180 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.
4163 4181
4164 703.4. The turn-based actions are as follows: 4182 703.4. The turn-based actions are as follows:
4165 4183
4166 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. 4184 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.
4167 4185
4168 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. 4186 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.
4169 4187
4170 703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1. 4188 703.4c Immediately after the draw step begins, the active player draws a card. See rule 504.1.
4171 4189
4172 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 their scheme deck in motion. See rule 701.24. 4190 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 their scheme deck in motion. See rule 701.24.
4173 4191
4174 703.4e Immediately after a player's precombat main phase begins, that player puts a lore counter on each Saga enchantment they control. In an Archenemy game, this happens after the archenemy's scheme action. See rule 714, "Saga Cards." 4192 703.4e Immediately after a player’s precombat main phase begins, that player puts a lore counter on each Saga enchantment they control. In an Archenemy game, this happens after the archenemy’s scheme action. See rule 714, “Saga Cards.”
4175 4193
4176 703.4f 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 their opponents. That player becomes the defending player. See rule 507.1. 4194 703.4f 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 their opponents. That player becomes the defending player. See rule 507.1.
4177 4195
4178 703.4g Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1. 4196 703.4g Immediately after the declare attackers step begins, the active player declares attackers. See rule 508.1.
4179 4197
4180 703.4h Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1. 4198 703.4h Immediately after the declare blockers step begins, the defending player declares blockers. See rule 509.1.
4181 4199
4182 703.4i 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. 4200 703.4i 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.
4183 4201
4184 703.4j 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. 4202 703.4j 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.
4185 4203
4186 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. 4204 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.
4187 4205
4188 703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2. 4206 703.4m Immediately after combat damage has been assigned during the combat damage step, all combat damage is dealt simultaneously. See rule 510.2.
4189 4207
4190 703.4n Immediately after the cleanup step begins, if the active player's 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. 4208 703.4n Immediately after the cleanup step begins, if the active player’s 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.
4191 4209
4192 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. 4210 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.
4193 4211
4194 703.4q When each step or phase ends, any unused mana left in a player's mana pool empties. See rule 500.4. 4212 703.4q When each step or phase ends, any unused mana left in a player’s mana pool empties. See rule 500.4.
4195 4213
4196 704. State-Based Actions 4214 704. State-Based Actions
4197 4215
4198 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. 4216 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.
4199 4217
4200 704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, "Handling Triggered Abilities.") 4218 704.1a Abilities that watch for a specified game state are triggered abilities, not state-based actions. (See rule 603, “Handling Triggered Abilities.”)
4201 4219
4202 704.2. State-based actions are checked throughout the game and are not controlled by any player. 4220 704.2. State-based actions are checked throughout the game and are not controlled by any player.
4203 4221
4204 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. 4222 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.
4205 4223
4206 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability. 4224 704.4. Unlike triggered abilities, state-based actions pay no attention to what happens during the resolution of a spell or ability.
4207 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. 4225 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.
4208 4226
4209 704.5. The state-based actions are as follows: 4227 704.5. The state-based actions are as follows:
4210 4228
4211 704.5a If a player has 0 or less life, that player loses the game. 4229 704.5a If a player has 0 or less life, that player loses the game.
4212 4230
4216 4234
4217 704.5d If a token is in a zone other than the battlefield, it ceases to exist. 4235 704.5d If a token is in a zone other than the battlefield, it ceases to exist.
4218 4236
4219 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. 4237 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.
4220 4238
4221 704.5f If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event. 4239 704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
4222 4240
4223 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. 4241 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.
4224 4242
4225 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. 4243 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.
4226 4244
4227 704.5i If a planeswalker has loyalty 0, it's put into its owner's graveyard. 4245 704.5i If a planeswalker has loyalty 0, it’s put into its owner’s graveyard.
4228 4246
4229 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." 4247 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.”
4230 4248
4231 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." 4249 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.”
4232 4250
4233 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. 4251 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.
4234 4252
4235 704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield. 4253 704.5n If an Equipment or Fortification is attached to an illegal permanent, it becomes unattached from that permanent. It remains on the battlefield.
4236 4254
4237 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. 4255 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.
4238 4256
4239 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. 4257 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.
4240 4258
4241 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. 4259 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.
4242 4260
4243 704.5s If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number and it isn't the source of a chapter ability that has triggered but not yet left the stack, that Saga's controller sacrifices it. See rule 714, "Saga Cards." 4261 704.5s If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. See rule 714, “Saga Cards.”
4244 4262
4245 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." 4263 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.”
4246 4264
4247 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." 4265 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.”
4248 4266
4249 704.5v In a Commander game, a player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, "Commander." 4267 704.5v In a Commander game, a player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”
4250 4268
4251 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 owner's scheme deck. See rule 904, "Archenemy." 4269 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 owner’s scheme deck. See rule 904, “Archenemy.”
4252 4270
4253 704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isn't the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, "Planechase." 4271 704.5x In a Planechase game, if a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks. See rule 901, “Planechase.”
4254 4272
4255 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. 4273 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.
4256 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. 4274 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.
4257 4275
4258 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. 4276 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.
4259 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. 4277 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.
4260 4278
4261 705. Flipping a Coin 4279 705. Flipping a Coin
4262 4280
4263 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. 4281 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.
4264 4282
4265 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. 4283 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.
4266 4284
4267 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." 4285 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.”
4268 4286
4269 706. Copying Objects 4287 706. Copying Objects
4270 4288
4271 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.) 4289 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.)
4272 4290
4273 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. 4291 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.
4274 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.) 4292 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.)
4275 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. 4293 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.
4276 4294
4277 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). 4295 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).
4278 4296
4279 706.2b Once an object has been copied, changing the copiable values of the original object won't cause the copy to change. 4297 706.2b Once an object has been copied, changing the copiable values of the original object won’t cause the copy to change.
4280 4298
4281 706.2c If a static ability generates a continuous effect that's a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply. 4299 706.2c If a static ability generates a continuous effect that’s a copy effect, the copiable values that effect grants are determined only at the time that effect first starts to apply.
4282 4300
4283 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. 4301 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.
4284 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. 4302 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.
4285 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. 4303 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.
4286 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. 4304 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.
4287 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. 4305 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.
4288 4306
4289 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. 4307 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.
4290 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. 4308 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.
4291 4309
4292 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. 4310 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.
4293 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. 4311 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.
4294 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. 4312 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.
4295 4313
4296 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. 4314 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.
4297 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. 4315 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.
4298 4316
4299 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." 4317 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.”
4300 4318
4301 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. 4319 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.
4302 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. 4320 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.
4303 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." 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. 4321 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.” 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.
4304 4322
4305 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.") 4323 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.”)
4306 4324
4307 706.9. Copy effects may include modifications or exceptions to the copying process. 4325 706.9. Copy effects may include modifications or exceptions to the copying process.
4308 4326
4309 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. 4327 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.
4310 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. 4328 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, except it has 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.
4311 4329
4312 706.9b Some copy effects specifically state that they don't copy certain characteristics and instead retain their original values. They may also simply state that certain characteristics are not copied. 4330 706.9b Some copy effects specifically state that they don’t copy certain characteristics and instead retain their original values. They may also simply state that certain characteristics are not copied.
4313 4331
4314 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. 4332 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.
4315 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. 4333 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.
4316 4334
4317 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. 4335 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.
4318 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 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. 4336 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 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.
4319 4337
4320 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. 4338 706.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.
4321 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. 4339 Example: Altered Ego reads, “You may have Altered Ego enter the battlefield as a copy of any creature on the battlefield, except it enters with X additional +1/+1 counters on it.” You choose for it to enter the battlefield as a copy of Clone, which reads “You may have Clone enter the battlefield as a copy of any creature on the battlefield,” for which no creature was chosen as it entered the battlefield. If you then choose a creature to copy as you apply the replacement effect Altered Ego gains by copying Clone, Altered Ego’s replacement effect won’t cause it to enter the battlefield with any +1/+1 counters on it.
4322 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 creature's 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. 4340
4341 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.
4342 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.
4343 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 creature’s 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.
4323 4344
4324 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. 4345 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.
4325 4346
4326 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. 4347 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.
4327 4348
4328 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. 4349 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.
4329 4350
4330 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. 4351 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.
4331 4352
4332 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 copy's targets must be that player or object. If that player or object isn't a legal target for each instance of the word "target," the copy isn't created. 4353 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 copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,” the copy isn’t created.
4333 4354
4334 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. 4355 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.
4335 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. 4356 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.
4336 4357
4337 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. 4358 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.
4338 4359
4339 707. Face-Down Spells and Permanents 4360 707. Face-Down Spells and Permanents
4340 4361
4341 707.1. Some cards allow spells and permanents to be face down. 4362 707.1. Some cards allow spells and permanents to be face down.
4342 4363
4343 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.") 4364 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.”)
4344 4365
4345 707.2a If a face-up permanent is turned face down by a spell or ability that doesn't 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 object's characteristics. 4366 707.2a If a face-up permanent is turned face down by a spell or ability that doesn’t 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 object’s characteristics.
4346 4367
4347 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). 4368 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).
4348 4369
4349 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. 4370 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.
4350 4371
4351 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. 4372 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.
4352 4373
4353 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. 4374 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.
4354 4375
4355 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. 4376 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.
4356 4377
4357 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. 4378 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.
4358 4379
4359 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. 4380 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.
4360 4381
4361 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. 4382 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.
4362 4383
4363 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. 4384 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.
4364 4385
4365 708. Split Cards 4386 708. Split Cards
4366 4387
4367 708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back. 4388 708.1. Split cards have two card faces on a single card. The back of a split card is the normal Magic card back.
4368 4389
4370 4391
4371 708.3. A player chooses which half of a split card they are casting before putting it onto the stack. 4392 708.3. A player chooses which half of a split card they are casting before putting it onto the stack.
4372 4393
4373 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. 4394 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.
4374 4395
4375 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. 4396 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.
4376 4397
4377 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.) 4398 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.)
4378 4399
4379 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. 4400 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.
4380 4401
4381 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. 4402 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.
4382 4403
4383 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. 4404 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.
4384 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. 4405 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.
4385 4406
4386 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. 4407 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.
4387 4408
4388 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"). 4409 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”).
4389 4410
4390 709. Flip Cards 4411 709. Flip Cards
4391 4412
4392 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. 4413 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.
4393 4414
4394 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. 4415 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.
4395 4416
4396 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. 4417 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.
4397 4418
4398 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. 4419 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.
4399 4420
4400 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. 4421 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.
4401 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. 4422 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.
4402 4423
4403 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. 4424 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.
4404 4425
4405 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. 4426 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.
4406 4427
4407 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. 4428 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.
4408 4429
4409 710. Leveler Cards 4430 710. Leveler Cards
4410 4431
4411 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. 4432 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.
4412 4433
4413 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]." 4434 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].”
4414 4435
4415 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]." 4436 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].”
4416 4437
4417 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]." 4438 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].”
4418 4439
4419 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. 4440 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.
4420 4441
4421 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. 4442 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.
4422 4443
4423 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. 4444 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.
4424 4445
4425 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box. 4446 710.6. In every zone other than the battlefield, a leveler card has the power and toughness denoted by its uppermost power/toughness box.
4426 4447
4427 711. Double-Faced Cards 4448 711. Double-Faced Cards
4428 4449
4429 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 701.27, "Transform.") 4450 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 701.27, “Transform.”)
4430 4451
4431 711.1a A double-faced card's front face is marked by a front-face symbol in its upper left corner. On Magic Origins(r) and Core Set 2019 double-faced cards, the front-face symbol is a modified Planeswalker icon. On cards in the Innistrad(tm) block and Shadows over Innistrad set, as well as on Ulrich of the Krallenhorde in the Eldritch Moon(tm) 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(tm) cards, the front-face symbol is a compass rose. 4452 711.1a A double-faced card’s 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™ and Rivals of Ixalan™ cards, the front-face symbol is a compass rose.
4432 4453
4433 711.1b A double-faced card's 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. 4454 711.1b A double-faced card’s 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 and Rivals of Ixalan cards, the back-face symbol is a land icon.
4434 4455
4435 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. 4456 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.
4436 4457
4437 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." 4458 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.”
4438 4459
4439 711.2. Players who are allowed to look at a double-faced card may look at both faces. 4460 711.2. Players who are allowed to look at a double-faced card may look at both faces.
4440 4461
4441 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. 4462 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.
4442 4463
4443 711.4. Each face of a double-faced card has its own set of characteristics. 4464 711.4. Each face of a double-faced card has its own set of characteristics.
4444 4465
4445 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. 4466 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.
4446 4467
4447 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. 4468 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.
4448 4469
4449 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 isn't represented by a double-faced card, nothing happens. 4470 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 isn’t represented by a double-faced card, nothing happens.
4450 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. 4471 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.
4451 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. 4472 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.
4452 4473
4453 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. 4474 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.
4454 4475
4455 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." 4476 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.”
4456 4477
4457 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. 4478 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.
4458 4479
4459 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. 4480 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.
4460 4481
4461 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." 4482 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.”
4462 4483
4463 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. 4484 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.
4464 4485
4465 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. 4486 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.
4466 4487
4467 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." 4488 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.”
4468 4489
4469 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. 4490 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.
4470 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. 4491 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.
4471 4492
4472 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. 4493 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.
4473 4494
4474 712. Meld Cards 4495 712. Meld Cards
4475 4496
4476 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. 4497 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.
4477 4498
4478 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. 4499 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.
4479 4500
4480 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.") 4501 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.”)
4481 4502
4482 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. 4503 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.
4483 4504
4484 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. 4505 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.
4485 4506
4486 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. 4507 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.
4487 4508
4489 4510
4490 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. 4511 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.
4491 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. 4512 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.
4492 4513
4493 712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone. 4514 712.4. If a melded permanent leaves the battlefield, one permanent leaves the battlefield and two cards are put into the appropriate zone.
4494 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. 4515 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.
4495 4516
4496 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. 4517 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.
4497 4518
4498 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. 4519 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.
4499 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. 4520 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.
4500 4521
4501 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. 4522 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.
4502 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. 4523 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.
4503 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. 4524 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.
4504 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. 4525 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.
4505 4526
4506 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. 4527 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.
4507 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. 4528 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.
4508 4529
4509 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. 4530 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.
4510 4531
4511 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). 4532 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).
4512 4533
4513 712.6. Meld cards in a player's deck may be represented by checklist cards. See rule 713, "Checklist Cards." 4534 712.6. Meld cards in a player’s deck may be represented by checklist cards. See rule 713, “Checklist Cards.”
4514 4535
4515 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." 4536 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.”
4516 4537
4517 712.8. A meld card enters the battlefield with its front face up unless it's being melded with its counterpart. 4538 712.8. A meld card enters the battlefield with its front face up unless it’s being melded with its counterpart.
4518 4539
4519 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." 4540 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.”
4520 4541
4521 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. 4542 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.
4522 4543
4523 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. 4544 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.
4524 4545
4525 713. Checklist Cards 4546 713. Checklist Cards
4526 4547
4527 713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card. 4548 713.1. A checklist card is a game supplement that can be used to represent a double-faced card or meld card.
4528 4549
4529 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. 4550 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.
4530 4551
4531 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. 4552 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.
4532 4553
4533 713.4. For all game purposes, the checklist card is considered to be the card it's representing. 4554 713.4. For all game purposes, the checklist card is considered to be the card it’s representing.
4534 4555
4535 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. 4556 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.
4536 4557
4537 714. Saga Cards 4558 714. Saga Cards
4538 4559
4539 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. 4560 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.
4540 4561
4541 714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability. 4562 714.2. A chapter symbol is a keyword ability that represents a triggered ability referred to as a chapter ability.
4542 4563
4543 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. 4564 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.
4544 4565
4545 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]." 4566 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].”
4546 4567
4547 714.2c "{rN1}, {rN2}-[Effect]" means the same as "{rN1}-[Effect]" and "{rN2}-[Effect]." 4568 714.2c “{rN1}, {rN2}—[Effect]” means the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”
4548 4569
4549 714.2d A Saga's 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. 4570 714.2d A Saga’s 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.
4550 4571
4551 714.3. Sagas use lore counters to track their progress. 4572 714.3. Sagas use lore counters to track their progress.
4552 4573
4553 714.3a As a Saga enters the battlefield, its controller puts a lore counter it. 4574 714.3a As a Saga enters the battlefield, its controller puts a lore counter it.
4554 4575
4555 714.3b As a player's precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based action doesn't use the stack. 4576 714.3b As a player’s precombat main phase begins, that player puts a lore counter on each Saga they control. This turn-based action doesn’t use the stack.
4556 4577
4557 714.4. If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn't the source of a chapter ability that has triggered but not yet left the stack, that Saga's controller sacrifices it. This state-based action doesn't use the stack. 4578 714.4. If the number of lore counters on a Saga permanent is greater than or equal to its final chapter number, and it isn’t the source of a chapter ability that has triggered but not yet left the stack, that Saga’s controller sacrifices it. This state-based action doesn’t use the stack.
4558 4579
4559 715. Controlling Another Player 4580 715. Controlling Another Player
4560 4581
4561 715.1. 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. 4582 715.1. 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.
4562 4583
4563 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. 4584 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.
4564 4585
4565 715.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn. 4586 715.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.
4566 4587
4567 715.2. One card (Word of Command) allows a player to control another player for a limited duration. 4588 715.2. One card (Word of Command) allows a player to control another player for a limited duration.
4568 4589
4569 715.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who's being controlled during their turn is still the active player. 4590 715.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.
4570 4591
4571 715.4. 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. 4592 715.4. 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.
4572 Example: The controller of a player can see that player's hand and the face of any face-down creatures they control. 4593 Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.
4573 4594
4574 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. 4595 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.
4575 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. 4596 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.
4576 Example: The controller of another player 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. 4597 Example: The controller of another player 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.
4577 4598
4578 715.5a The controller of another player can use only that player's resources (cards, mana, and so on) to pay costs for that player. 4599 715.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.
4579 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. 4600 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.
4580 4601
4581 715.5b 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. 4602 715.5b 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.
4582 Example: The player who's 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. 4603 Example: The player who’s 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.
4583 4604
4584 715.6. The controller of another player can't 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. 4605 715.6. The controller of another player can’t 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.
4585 4606
4586 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. 4607 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.
4587 4608
4588 715.8. A player who controls another player also continues to make their own choices and decisions. 4609 715.8. A player who controls another player also continues to make their own choices and decisions.
4589 4610
4590 715.9. A player may gain control of themselves. That player will make their own decisions and choices as normal. 4611 715.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.
4591 4612
4592 716. Ending the Turn 4613 716. Ending the Turn
4593 4614
4594 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"). 4615 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”).
4595 4616
4596 716.1a 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 716.2). 4617 716.1a 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 716.2).
4597 4618
4598 716.1b 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"). 4619 716.1b 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”).
4599 4620
4600 716.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack. 4621 716.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.
4601 4622
4602 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. 4623 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.
4603 4624
4604 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." 4625 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.”
4605 4626
4606 716.3. Even though the turn ends, "at the beginning of the end step" triggered abilities don't trigger because the end step is skipped. 4627 716.3. Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.
4607 4628
4608 717. The Monarch 4629 717. The Monarch
4609 4630
4610 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. 4631 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.
4611 4632
4612 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 monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch." 4633 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 monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”
4613 4634
4614 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. 4635 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.
4615 4636
4616 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. 4637 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.
4617 4638
4618 718. Restarting the Game 4639 718. Restarting the Game
4619 4640
4620 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: 4641 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:
4621 4642
4622 718.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game. 4643 718.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.
4623 4644
4624 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 doesn't change, regardless of their location when the new game begins. 4645 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 doesn’t change, regardless of their location when the new game begins.
4625 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. 4646 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.
4626 4647
4627 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.") 4648 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.”)
4628 4649
4629 718.4. 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. 4650 718.4. 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.
4630 4651
4631 718.5. 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. 4652 718.5. 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.
4632 4653
4633 718.5a 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." 4654 718.5a 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.”
4634 4655
4635 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. 4656 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.
4636 4657
4637 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. 4658 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.
4638 4659
4639 719. Subgames 4660 719. Subgames
4640 4661
4641 719.1. One card (Shahrazad) allows players to play a Magic subgame. 4662 719.1. One card (Shahrazad) allows players to play a Magic subgame.
4642 4663
4643 719.1a 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. 4664 719.1a 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.
4644 4665
4645 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. 4666 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.
4646 4667
4647 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 719.2a-d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, "Starting the Game." 4668 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 719.2a–d. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”
4648 4669
4649 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.) 4670 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.)
4650 4671
4651 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. 4672 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.
4652 4673
4653 719.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it's there) to the subgame command zone. 4674 719.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.
4654 4675
4655 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.) 4676 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.)
4656 4677
4657 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.") 4678 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.”)
4658 4679
4659 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. 4680 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.
4660 4681
4661 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 won't be put onto the stack until the main game resumes. 4682 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 won’t be put onto the stack until the main game resumes.
4662 4683
4663 719.4b 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. 4684 719.4b 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.
4664 4685
4665 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 subgame's exile zone. Except as specified in rules 719.5a-d, 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. 4686 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 subgame’s exile zone. Except as specified in rules 719.5a–d, 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.
4666 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. 4687 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.
4667 4688
4668 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 owner's planar deck. Then each player moves their planar deck from the subgame command zone to the main-game command zone and shuffles it. 4689 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 owner’s planar deck. Then each player moves their planar deck from the subgame command zone to the main-game command zone and shuffles it.
4669 4690
4670 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. 4691 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.
4671 4692
4672 719.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it's there) to the main-game command zone. 4693 719.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.
4673 4694
4674 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 owner's scheme deck. Then the archenemy moves their scheme deck from the subgame command zone to the main-game command zone and shuffles it. 4695 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 owner’s scheme deck. Then the archenemy moves their scheme deck from the subgame command zone to the main-game command zone and shuffles it.
4675 4696
4676 719.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame. 4697 719.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.
4677 4698
4678 720. Taking Shortcuts 4699 720. Taking Shortcuts
4679 4700
4680 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. 4701 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.
4681 4702
4682 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. 4703 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.
4683 4704
4684 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. 4705 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.
4685 4706
4686 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. 4707 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.
4687 4708
4688 720.2. Taking a shortcut follows the following procedure. 4709 720.2. Taking a shortcut follows the following procedure.
4689 4710
4690 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 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. 4711 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 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.
4691 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 "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. 4712 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 “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.
4692 4713
4693 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 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. 4714 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 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.
4694 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. 4715 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.
4695 4716
4696 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. 4717 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.
4697 4718
4698 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. 4719 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.
4699 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. 4720 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.
4700 4721
4701 720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.) 4722 720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
4702 4723
4703 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. 4724 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.
4704 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. 4725 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.
4705 4726
4706 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. 4727 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.
4707 4728
4708 721. Handling Illegal Actions 4729 721. Handling Illegal Actions
4709 4730
4710 721.1. 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. 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 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. 4731 721.1. 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. 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 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.
4711 4732
4712 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. 4733 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.
4713 4734
4714 8. Multiplayer Rules 4735 8. Multiplayer Rules
4715 4736
4721 4742
4722 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. 4743 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.
4723 4744
4724 800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game. 4745 800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.
4725 4746
4726 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 who's still in the game. 4747 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 who’s still in the game.
4727 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. 4748 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.
4728 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. 4749 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.
4729 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 their 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. 4750 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 their 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.
4730 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. 4751 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.
4731 4752
4732 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, they aren't. 4753 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, they aren’t.
4733 4754
4734 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. 4755 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.
4735 4756
4736 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. 4757 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.
4737 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. 4758 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.
4738 4759
4739 800.4e If combat damage would be assigned to a player who has left the game, that damage isn't assigned. 4760 800.4e If combat damage would be assigned to a player who has left the game, that damage isn’t assigned.
4740 4761
4741 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. 4762 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.
4742 4763
4743 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. 4764 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.
4744 4765
4745 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. 4766 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.
4746 4767
4747 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. 4768 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.
4748 4769
4749 800.4j If a player who has left the game would begin a turn, that turn doesn't begin. 4770 800.4j If a player who has left the game would begin a turn, that turn doesn’t begin.
4750 4771
4751 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. 4772 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.
4752 4773
4753 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." 4774 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.”
4754 4775
4755 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. 4776 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.
4756 4777
4757 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. 4778 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.
4758 4779
4759 800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn't 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. 4780 800.6. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t 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.
4760 4781
4761 801. Limited Range of Influence Option 4782 801. Limited Range of Influence Option
4762 4783
4763 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. 4784 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.
4764 4785
4765 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. 4786 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.
4766 4787
4767 801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence. 4788 801.2a The most commonly chosen limited ranges of influence are 1 seat and 2 seats. Different players may have different ranges of influence.
4768 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. 4789 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.
4769 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. 4790 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.
4770 4791
4771 801.2b A player is always within their own range of influence. 4792 801.2b A player is always within their own range of influence.
4772 4793
4773 801.2c The particular players within each player's range of influence are determined as each turn begins. 4794 801.2c The particular players within each player’s range of influence are determined as each turn begins.
4774 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. 4795 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.
4775 4796
4776 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. 4797 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.
4777 4798
4778 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. 4799 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.
4779 4800
4780 801.4. Objects and players outside a player's range of influence can't be the targets of spells or abilities that player controls. 4801 801.4. Objects and players outside a player’s range of influence can’t be the targets of spells or abilities that player controls.
4781 4802
4782 801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used. 4803 801.5. Some cards require players to make choices. These cards work differently when the limited range of influence option is used.
4783 4804
4784 801.5a If a player is asked to choose an object or player, they must choose one within their range of influence. 4805 801.5a If a player is asked to choose an object or player, they must choose one within their range of influence.
4785 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 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. 4806 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 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.
4786 4807
4787 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 player's range of influence. 4808 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 player’s range of influence.
4788 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. 4809 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.
4789 4810
4790 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. 4811 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.
4791 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. 4812 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.
4792 4813
4793 801.6. A player can't activate the activated abilities of an object outside of their range of influence. 4814 801.6. A player can’t activate the activated abilities of an object outside of their range of influence.
4794 4815
4795 801.7. A triggered ability doesn't trigger unless its trigger event happens entirely within the range of influence of its source's controller. 4816 801.7. A triggered ability doesn’t trigger unless its trigger event happens entirely within the range of influence of its source’s controller.
4796 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. 4817 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.
4797 4818
4798 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. 4819 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.
4799 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 their library into their 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. 4820 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 their library into their 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.
4800 4821
4801 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. 4822 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.
4802 4823
4803 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. 4824 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.
4804 4825
4805 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. 4826 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.
4806 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. 4827 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.
4807 4828
4808 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. 4829 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.
4809 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. 4830 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.
4810 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. 4831 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.
4811 4832
4812 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. 4833 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.
4813 4834
4814 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." 4835 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.”
4815 4836
4816 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. 4837 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.
4817 Example: Alex casts Lava Axe ("Lava Axe deals 5 damage to target player or planeswalker.") targeting Rob. In response, Rob casts Captain's 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 isn't in Alex's range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa. 4838 Example: Alex casts Lava Axe (“Lava Axe deals 5 damage to target player or planeswalker.”) targeting Rob. In response, Rob casts Captain’s 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 isn’t in Alex’s range of influence. When Lava Axe resolves, it deals 2 damage to Rob and no damage to Carissa.
4818 4839
4819 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. 4840 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.
4820 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. 4841 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.
4821 Example: Rob is within Alex's 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. 4842 Example: Rob is within Alex’s 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.
4822 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. 4843 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.
4823 4844
4824 801.14. If an effect states that a player wins the game, all of that player's opponents within that player's range of influence lose the game instead. 4845 801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.
4825 4846
4826 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 that player's range of influence. They leave the game. All remaining players continue to play the game. 4847 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 that player’s range of influence. They leave the game. All remaining players continue to play the game.
4827 4848
4828 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. 4849 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.
4829 4850
4830 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. 4851 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.
4831 4852
4832 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." 4853 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.”
4833 4854
4834 802. Attack Multiple Players Option 4855 802. Attack Multiple Players Option
4835 4856
4836 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. 4857 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.
4837 4858
4838 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. 4859 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.
4839 4860
4840 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. 4861 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.
4841 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. 4862 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.
4842 4863
4843 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." 4864 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.”
4844 4865
4845 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. 4866 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.
4846 4867
4847 802.3b Creatures in a band can't attack different players. See rule 702.21, "Banding." 4868 802.3b Creatures in a band can’t attack different players. See rule 702.21, “Banding.”
4848 4869
4849 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 their blocks, then the second defending player, and so on. 4870 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 their blocks, then the second defending player, and so on.
4850 4871
4851 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. 4872 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.
4852 4873
4853 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. 4874 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.
4854 4875
4855 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." 4876 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.”
4856 4877
4857 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." 4878 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.”
4858 4879
4859 803. Attack Left and Attack Right Options 4880 803. Attack Left and Attack Right Options
4860 4881
4861 803.1. Some multiplayer games use the optional attack left or attack right rules. 4882 803.1. Some multiplayer games use the optional attack left or attack right rules.
4862 4883
4863 803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left. If a player's nearest opponent to the left is more than one seat away, the player can't attack. 4884 803.1a If the attack left option is used, a player can attack only an opponent seated immediately to their left. If a player’s nearest opponent to the left is more than one seat away, the player can’t attack.
4864 4885
4865 803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right. If a player's nearest opponent to the right is more than one seat away, the player can't attack. 4886 803.1b If the attack right option is used, a player can attack only an opponent seated immediately to their right. If a player’s nearest opponent to the right is more than one seat away, the player can’t attack.
4866 4887
4867 804. Deploy Creatures Option 4888 804. Deploy Creatures Option
4868 4889
4869 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. 4890 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.
4870 4891
4871 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." 4892 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.”
4872 4893
4873 805. Shared Team Turns Option 4894 805. Shared Team Turns Option
4874 4895
4875 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. 4896 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.
4876 4897
4877 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. 4898 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.
4878 4899
4879 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. 4900 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.
4880 4901
4881 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 player's starting hand size may look at the top card of their library. That player's 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. 4902 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 player’s starting hand size may look at the top card of their library. That player’s 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.
4882 4903
4883 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 player's opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same. 4904 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 player’s opening hand. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
4884 4905
4885 805.4. Each team takes turns rather than each player. 4906 805.4. Each team takes turns rather than each player.
4886 4907
4887 805.4a The team whose turn it is is the active team. Each other team is a nonactive team. 4908 805.4a The team whose turn it is is the active team. Each other team is a nonactive team.
4888 4909
4889 805.4b Each player on a team draws a card during that team's draw step. 4910 805.4b Each player on a team draws a card during that team’s draw step.
4890 4911
4891 805.4c Each player on a team may play a land during each of that team's turns. 4912 805.4c Each player on a team may play a land during each of that team’s turns.
4892 4913
4893 805.5. Teams have priority, not individual players. 4914 805.5. Teams have priority, not individual players.
4894 4915
4895 805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority. 4916 805.5a A player may cast a spell, activate an ability, or take a special action when their team has priority.
4896 4917
4897 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. 4918 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.
4898 4919
4899 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. 4920 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.
4900 4921
4901 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 that player's draws, then each player on each nonactive team in turn order does the same. 4922 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 that player’s draws, then each player on each nonactive team in turn order does the same.
4902 4923
4903 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. 4924 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.
4904 4925
4905 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. 4926 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.
4906 4927
4907 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. 4928 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.
4908 4929
4909 805.10. The shared team turns option uses different combat rules than other multiplayer options. 4930 805.10. The shared team turns option uses different combat rules than other multiplayer options.
4910 4931
4911 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. 4932 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.
4912 4933
4913 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. 4934 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.
4914 4935
4915 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 it's 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. 4936 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 it’s 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.
4916 4937
4917 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. 4938 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.
4918 4939
4919 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. 4940 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.
4920 4941
4921 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. 4942 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.
4922 4943
4923 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. 4944 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.
4924 4945
4925 806. Free-for-All Variant 4946 806. Free-for-All Variant
4926 4947
4927 806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other. 4948 806.1. In Free-for-All multiplayer games, a group of players compete as individuals against each other.
4928 4949
4929 806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options. 4950 806.2. Any multiplayer options used are determined before play begins. The Free-for-All variant uses the following default options.
4930 4951
4931 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." 4952 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.”
4932 4953
4933 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." 4954 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.”
4934 4955
4935 806.2c The deploy creatures option isn't used in the Free-for-All variant. 4956 806.2c The deploy creatures option isn’t used in the Free-for-All variant.
4936 4957
4937 806.3. The players are randomly seated around the table. 4958 806.3. The players are randomly seated around the table.
4938 4959
4939 807. Grand Melee Variant 4960 807. Grand Melee Variant
4940 4961
4944 4965
4945 807.2a Each player has a range of influence of 1 (see rule 801). 4966 807.2a Each player has a range of influence of 1 (see rule 801).
4946 4967
4947 807.2b The attack left option is used (see rule 803). 4968 807.2b The attack left option is used (see rule 803).
4948 4969
4949 807.2c The attack multiple players and deploy creatures options aren't used in the Grand Melee variant. 4970 807.2c The attack multiple players and deploy creatures options aren’t used in the Grand Melee variant.
4950 4971
4951 807.3. The players are seated at random. 4972 807.3. The players are seated at random.
4952 4973
4953 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. 4974 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.
4954 4975
4955 807.4a There is one turn marker for each full four players in the game. 4976 807.4a There is one turn marker for each full four players in the game.
4956 Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers. 4977 Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers.
4957 4978
4958 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. 4979 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.
4959 4980
4960 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. 4981 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.
4961 4982
4962 807.4d A player who receives a turn marker can't 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. 4983 807.4d A player who receives a turn marker can’t 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.
4963 4984
4964 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. 4985 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.
4965 4986
4966 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. 4987 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.
4967 4988
4968 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. 4989 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.
4969 4990
4970 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. 4991 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.
4971 4992
4972 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 player's 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 player's 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. 4993 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 player’s 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 player’s 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.
4973 4994
4974 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 their next turn instead. 4995 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 their next turn instead.
4975 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. 4996 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.
4976 4997
4977 807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack. 4998 807.5. Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack.
4978 4999
4979 807.5a A player gets priority for a particular turn marker's 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. 5000 807.5a A player gets priority for a particular turn marker’s 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.
4980 5001
4981 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 can't target objects on multiple stacks. 5002 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 can’t target objects on multiple stacks.
4982 5003
4983 808. Team vs. Team Variant 5004 808. Team vs. Team Variant
4984 5005
4985 808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it. 5006 808.1. Team vs. Team games are played with two or more teams. Each team may have any number of players on it.
4986 5007
4988 5009
4989 808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options. 5010 808.3. Any multiplayer options used are determined before play begins. The Team vs. Team variant uses the following default options.
4990 5011
4991 808.3a The attack multiple players option is used (see rule 802). 5012 808.3a The attack multiple players option is used (see rule 802).
4992 5013
4993 808.3b The deploy creatures options and limited range of influence options usually aren't used in the Team vs. Team variant. 5014 808.3b The deploy creatures options and limited range of influence options usually aren’t used in the Team vs. Team variant.
4994 5015
4995 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. 5016 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.
4996 5017
4997 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. 5018 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.
4998 5019
4999 809. Emperor Variant 5020 809. Emperor Variant
5000 5021
5001 809.1. The Emperor variant involves two or more teams of three players each. 5022 809.1. The Emperor variant involves two or more teams of three players each.
5002 5023
5003 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. 5024 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.
5004 5025
5005 809.3. The Emperor variant uses the following default options. 5026 809.3. The Emperor variant uses the following default options.
5006 5027
5007 809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, "Limited Range of Influence Option." 5028 809.3a The range of influence is limited to 2 for emperors and 1 for generals. See rule 801, “Limited Range of Influence Option.”
5008 5029
5009 809.3b Emperor games use the deploy creatures option (see rule 804). 5030 809.3b Emperor games use the deploy creatures option (see rule 804).
5010 5031
5011 809.3c A player can attack only an opponent seated immediately next to them. 5032 809.3c A player can attack only an opponent seated immediately next to them.
5012 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. 5033 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.
5013 5034
5014 809.4. Randomly determine which emperor goes first. Turn order goes to the players' left. 5035 809.4. Randomly determine which emperor goes first. Turn order goes to the players’ left.
5015 5036
5016 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.) 5037 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.)
5017 5038
5018 809.5a A team wins the game if its emperor wins. 5039 809.5a A team wins the game if its emperor wins.
5019 5040
5021 5042
5022 809.5c The game is a draw for a team if the game is a draw for its emperor. 5043 809.5c The game is a draw for a team if the game is a draw for its emperor.
5023 5044
5024 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. 5045 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.
5025 5046
5026 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 their 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 their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor. 5047 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 their 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 their range of influence. Players should be seated such that no emperor begins the game within the range of influence of another emperor.
5027 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. 5048 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.
5028 5049
5029 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. 5050 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.
5030 5051
5031 810. Two-Headed Giant Variant 5052 810. Two-Headed Giant Variant
5032 5053
5033 810.1. Two-Headed Giant games are played with two teams of two players each. 5054 810.1. Two-Headed Giant games are played with two teams of two players each.
5034 5055
5036 5057
5037 810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit. 5058 810.3. Each team sits together on one side of the table. Each team decides the order in which its players sit.
5038 5059
5039 810.4. Each team has a shared life total, which starts at 30 life. 5060 810.4. Each team has a shared life total, which starts at 30 life.
5040 5061
5041 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. 5062 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.
5042 5063
5043 810.6. The team who plays first skips the draw step of its first turn. 5064 810.6. The team who plays first skips the draw step of its first turn.
5044 5065
5045 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. 5066 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.
5046 5067
5047 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. 5068 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.
5048 5069
5049 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. 5070 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.
5050 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. 5071 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.
5051 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. 5072 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.
5052 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 their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game. 5073 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 their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.
5053 5074
5054 810.8b If a player concedes, their team leaves the game immediately. That team loses the game. 5075 810.8b If a player concedes, their team leaves the game immediately. That team loses the game.
5055 5076
5056 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.) 5077 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.)
5057 5078
5058 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.) 5079 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.)
5059 5080
5060 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. 5081 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.
5061 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. 5082 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.
5062 5083
5063 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. 5084 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.
5064 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. 5085 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.
5065 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 their team's life total is 50 or more. 5086 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 their team’s life total is 50 or more.
5066 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. 5087 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.
5067 5088
5068 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.) 5089 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.)
5069 5090
5070 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. 5091 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.
5071 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. 5092 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.
5072 5093
5073 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. 5094 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.
5074 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. 5095 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.
5075 5096
5076 810.9e A player can't exchange life totals with their teammate. If an effect would cause that to occur, the exchange won't happen. 5097 810.9e A player can’t exchange life totals with their teammate. If an effect would cause that to occur, the exchange won’t happen.
5077 5098
5078 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. 5099 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.
5079 5100
5080 810.9g If an effect says that a player can't gain life, no player on that player's team can gain life. 5101 810.9g If an effect says that a player can’t gain life, no player on that player’s team can gain life.
5081 5102
5082 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. 5103 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.
5083 5104
5084 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team. 5105 810.10. Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.
5085 5106
5086 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. 5107 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.
5087 5108
5088 810.10b If an effect says that a player loses poison counters, that player's team loses that many poison counters. 5109 810.10b If an effect says that a player loses poison counters, that player’s team loses that many poison counters.
5089 5110
5090 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. 5111 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.
5091 5112
5092 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 that player's team has one or more poison counters. 5113 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 that player’s team has one or more poison counters.
5093 5114
5094 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.) 5115 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.)
5095 5116
5096 811. Alternating Teams Variant 5117 811. Alternating Teams Variant
5097 5118
5098 811.1. Alternating Teams games are played with two or more teams of equal size. 5119 811.1. Alternating Teams games are played with two or more teams of equal size.
5099 5120
5100 811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options. 5121 811.2. Any multiplayer options used are determined before play begins. The Alternating Teams variant uses the following default options.
5101 5122
5102 811.2a The recommended range of influence is 2. See rule 801, "Limited Range of Influence Option." 5123 811.2a The recommended range of influence is 2. See rule 801, “Limited Range of Influence Option.”
5103 5124
5104 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." 5125 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.”
5105 5126
5106 811.2c The deploy creatures option isn't normally used in the Alternating Teams variant. 5127 811.2c The deploy creatures option isn’t normally used in the Alternating Teams variant.
5107 5128
5108 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. 5129 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.
5109 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. 5130 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.
5110 5131
5111 811.4. A player can't attack opponents who aren't seated next to them. 5132 811.4. A player can’t attack opponents who aren’t seated next to them.
5112 5133
5113 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. 5134 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.
5114 5135
5115 5136
5116 9. Casual Variants 5137 9. Casual Variants
5117 5138
5118 900. General 5139 900. General
5123 5144
5124 901. Planechase 5145 901. Planechase
5125 5146
5126 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. 5147 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.
5127 5148
5128 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." 5149 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.”
5129 5150
5130 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.") 5151 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.”)
5131 5152
5132 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. 5153 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.
5133 5154
5134 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 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. 5155 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 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.
5135 5156
5136 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 it's 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. 5157 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 it’s 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.
5137 5158
5138 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 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 they leave the game or a different player becomes the active player, whichever comes first. 5159 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 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 they leave the game or a different player becomes the active player, whichever comes first.
5139 5160
5140 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. 5161 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.
5141 5162
5142 901.7a A face-up plane card or phenomenon card that's turned face down becomes a new object. 5163 901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.
5143 5164
5144 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. 5165 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.
5145 5166
5146 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 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.) 5167 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 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.)
5147 5168
5148 901.9a If the die roll is a blank face, nothing happens. The active player gets priority. 5169 901.9a If the die roll is a blank face, nothing happens. The active player gets priority.
5149 5170
5150 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. 5171 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.
5151 5172
5152 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.) 5173 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.)
5153 5174
5154 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. 5175 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.
5155 5176
5156 901.10a If a plane leaves the game while a "planeswalking ability" is on the stack, that ability ceases to exist. 5177 901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.
5157 5178
5158 901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller. 5179 901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.
5159 5180
5160 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. 5181 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.
5161 5182
5162 901.11a A player may planeswalk as the result of the "planeswalking ability" (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon's triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk. 5183 901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.5x). Abilities may also instruct a player to planeswalk.
5163 5184
5164 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. 5185 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.
5165 5186
5166 901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes. 5187 901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.
5167 5188
5168 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. 5189 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.
5169 5190
5170 901.12a Each player has their own planar deck. 5191 901.12a Each player has their own planar deck.
5171 5192
5172 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 they leave the game or a different team becomes the active team, whichever comes first. 5193 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 they leave the game or a different team becomes the active team, whichever comes first.
5173 5194
5174 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. 5195 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.
5175 5196
5176 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. 5197 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.
5177 5198
5178 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.") 5199 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.”)
5179 5200
5180 901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time. 5201 901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.
5181 5202
5182 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. 5203 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.
5183 5204
5184 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. 5205 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.
5185 5206
5186 901.15. Single Planar Deck Option 5207 901.15. Single Planar Deck Option
5187 5208
5188 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. 5209 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.
5189 5210
5190 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. 5211 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.
5191 5212
5192 901.15c If any rule or ability refers to a player's planar deck, the communal planar deck is used. 5213 901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.
5193 5214
5194 902. Vanguard 5215 902. Vanguard
5195 5216
5196 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. 5217 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.
5197 5218
5198 902.2. A Vanguard game may be a two-player game or a multiplayer game. 5219 902.2. A Vanguard game may be a two-player game or a multiplayer game.
5199 5220
5200 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. 5221 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.
5201 5222
5202 902.4. Each player's starting life total is 20 plus or minus the life modifier of their vanguard card. 5223 902.4. Each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.
5203 Example: The life modifier of a player's vanguard card is -3. That player's starting life total is 17. 5224 Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.
5204 5225
5205 902.5. Each player's starting hand size is seven cards, as modified by the hand modifier of their vanguard card. 5226 902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of their vanguard card.
5206 5227
5207 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 player's first mulligan is for the same number of cards as they had before.) See rule 103.4. 5228 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 player’s first mulligan is for the same number of cards as they had before.) See rule 103.4.
5208 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, they draw a new hand of 8 cards. The next mulligan is for 7 cards, and so on. 5229 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, they draw a new hand of 8 cards. The next mulligan is for 7 cards, and so on.
5209 5230
5210 902.5b A player's maximum hand size is seven, as modified by the hand modifier of their vanguard card. 5231 902.5b A player’s maximum hand size is seven, as modified by the hand modifier of their vanguard card.
5211 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 their hand as their cleanup step begins, they will discard all but six of them. 5232 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 their hand as their cleanup step begins, they will discard all but six of them.
5212 5233
5213 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. 5234 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.
5214 5235
5215 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. 5236 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.
5216 5237
5217 903. Commander 5238 903. Commander
5218 5239
5219 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. 5240 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.
5220 5241
5221 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." 5242 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.”
5222 5243
5223 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. 5244 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.
5224 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. 5245 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.
5225 5246
5226 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. 5247 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.
5227 5248
5228 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. 5249 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.
5229 5250
5230 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). 5251 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).
5231 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 any target." Bosh's color identity is red. 5252 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 any target.” Bosh’s color identity is red.
5232 5253
5233 903.4a Color identity is established before the game begins. 5254 903.4a Color identity is established before the game begins.
5234 5255
5235 903.4b Reminder text is ignored when determining a card's color identity. See rule 207.2. 5256 903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.
5236 5257
5237 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. 5258 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.
5238 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. 5259 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.
5239 5260
5240 903.5. Each Commander deck is subject to the following deck construction rules. 5261 903.5. Each Commander deck is subject to the following deck construction rules.
5241 5262
5242 903.5a Each deck must contain exactly 100 cards, including its commander. 5263 903.5a Each deck must contain exactly 100 cards, including its commander.
5243 5264
5244 903.5b Other than basic lands, each card in a Commander deck must have a different English name. 5265 903.5b Other than basic lands, each card in a Commander deck must have a different English name.
5245 5266
5246 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. 5267 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.
5247 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. 5268 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.
5248 5269
5249 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. 5270 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.
5250 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. 5271 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.
5251 5272
5252 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 player's library. 5273 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 player’s library.
5253 5274
5254 903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards. 5275 903.7. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
5255 5276
5256 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." 5277 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.”
5257 5278
5258 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. 5279 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.
5259 5280
5260 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. 5281 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.
5261 5282
5262 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.) 5283 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.)
5263 5284
5264 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.) 5285 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.)
5265 5286
5266 903.11. Brawl Option 5287 903.11. Brawl Option
5267 5288
5268 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. 5289 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.
5269 5290
5270 903.11b Brawl decks are usually constructed using cards from the Standard format. 5291 903.11b Brawl decks are usually constructed using cards from the Standard format.
5271 5292
5272 903.11c A player designates either a legendary planeswalker or a legendary creature as their commander. 5293 903.11c A player designates either a legendary planeswalker or a legendary creature as their commander.
5273 5294
5274 903.11d A player's deck must contain exactly 60 cards, including its commander. 5295 903.11d A player’s deck must contain exactly 60 cards, including its commander.
5275 5296
5276 903.11e If a player's commander has no colors in its color identity, that player's deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d. 5297 903.11e If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.
5277 5298
5278 903.11f In a two-player Brawl game, each player's starting life total is 25. In a multiplayer Brawl game, each player's starting life total is 30. 5299 903.11f In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.
5279 5300
5280 903.11g 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. 5301 903.11g 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.
5281 5302
5282 903.11h Brawl games do not use the state-based action described in rule 704.5v, which causes a player to lose the game if they've been dealt 21 or more combat damage by a commander. 5303 903.11h Brawl games do not use the state-based action described in rule 704.5v, which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.
5283 5304
5284 904. Archenemy 5305 904. Archenemy
5285 5306
5286 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. 5307 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.
5287 5308
5289 5310
5290 904.2a One of the teams consists of exactly one player, who is designated the archenemy. 5311 904.2a One of the teams consists of exactly one player, who is designated the archenemy.
5291 5312
5292 904.2b The other team consists of any number of players. 5313 904.2b The other team consists of any number of players.
5293 5314
5294 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.") 5315 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.”)
5295 5316
5296 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 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. 5317 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 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.
5297 5318
5298 904.5. The archenemy's starting life total is 40. Each other player's starting life total is 20. 5319 904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.
5299 5320
5300 904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game. 5321 904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.
5301 5322
5302 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. 5323 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.
5303 5324
5304 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. 5325 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.
5305 5326
5306 904.9. Immediately after the archenemy's 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 doesn't use the stack. Abilities of that scheme card that trigger "When you set this scheme in motion" trigger. 5327 904.9. Immediately after the archenemy’s 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 doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.
5307 5328
5308 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.) 5329 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.)
5309 5330
5310 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). 5331 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).
5311 5332
5312 904.12. Supervillain Rumble Option 5333 904.12. Supervillain Rumble Option
5313 5334
5317 5338
5318 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. 5339 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.
5319 5340
5320 905. Conspiracy Draft 5341 905. Conspiracy Draft
5321 5342
5322 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(tm) and/or Conspiracy: Take the Crown(tm) booster packs by default. 5343 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™ and/or Conspiracy: Take the Crown™ booster packs by default.
5323 5344
5324 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. 5345 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.
5325 5346
5326 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. 5347 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.
5327 5348
5328 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. 5349 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.
5329 5350
5330 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 their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b. 5351 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 their deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
5331 5352
5332 905.2. Some cards have abilities that function during the draft. 5353 905.2. Some cards have abilities that function during the draft.
5333 5354
5334 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. 5355 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.
5335 5356
5336 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. 5357 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.
5337 5358
5338 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. 5359 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.
5339 5360
5340 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." 5361 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.”
5341 5362
5342 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. 5363 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.
5343 5364
5344 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." 5365 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.”
5345 5366
5346 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. 5367 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.
5347 5368
5348 905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards. 5369 905.6. Once the starting player has been determined, each player sets their life total to 20 and draws a hand of seven cards.
5349 5370
5350 Glossary 5371 Glossary
5351 5372
5352 Abandon 5373 Abandon
5353 To turn a face-up ongoing scheme card face down and put it on the bottom of its owner's scheme deck. See rule 701.25, "Abandon." 5374 To turn a face-up ongoing scheme card face down and put it on the bottom of its owner’s scheme deck. See rule 701.25, “Abandon.”
5354 5375
5355 Ability 5376 Ability
5356 1. Text on an object that explains what that object does or can do. 5377 1. Text on an object that explains what that object does or can do.
5357 2. An activated or triggered ability on the stack. This kind of ability is an object. 5378 2. An activated or triggered ability on the stack. This kind of ability is an object.
5358 See rule 112, "Abilities," and section 6, "Spells, Abilities, and Effects." 5379 See rule 112, “Abilities,” and section 6, “Spells, Abilities, and Effects.”
5359 5380
5360 Ability Word 5381 Ability Word
5361 An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c. 5382 An italicized word with no rules meaning that ties together abilities on different cards that have similar functionality. See rule 207.2c.
5362 5383
5363 Absorb 5384 Absorb
5364 A keyword ability that prevents damage. See rule 702.63, "Absorb." 5385 A keyword ability that prevents damage. See rule 702.63, “Absorb.”
5365 5386
5366 Activate 5387 Activate
5367 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." 5388 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.”
5368 5389
5369 Activated Ability 5390 Activated Ability
5370 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." 5391 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.”
5371 5392
5372 Activation Cost 5393 Activation Cost
5373 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." 5394 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.”
5374 5395
5375 Active Player 5396 Active Player
5376 The player whose turn it is. See rule 102.1. 5397 The player whose turn it is. See rule 102.1.
5377 5398
5378 Active Player, Nonactive Player Order 5399 Active Player, Nonactive Player Order
5380 5401
5381 Active Team 5402 Active Team
5382 The team whose turn it is in a game using the shared team turns option. See rule 805.4a. 5403 The team whose turn it is in a game using the shared team turns option. See rule 805.4a.
5383 5404
5384 Adapt 5405 Adapt
5385 A keyword action that puts +1/+1 counters on a creature that doesn't have any yet. See rule 701.42, "Adapt." 5406 A keyword action that puts +1/+1 counters on a creature that doesn’t have any yet. See rule 701.42, “Adapt.”
5386 5407
5387 Additional Cost 5408 Additional Cost
5388 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." 5409 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.”
5389 5410
5390 Affinity 5411 Affinity
5391 A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, "Affinity." 5412 A keyword ability that reduces how much mana you need to spend to cast a spell. See rule 702.40, “Affinity.”
5392 5413
5393 Afflict 5414 Afflict
5394 A keyword ability that makes the defending player lose life for blocking. See rule 702.129, "Afflict." 5415 A keyword ability that makes the defending player lose life for blocking. See rule 702.129, “Afflict.”
5395 5416
5396 Afterlife 5417 Afterlife
5397 A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.134, "Afterlife." 5418 A keyword ability that leaves behind Spirit creature tokens when certain creatures die. See rule 702.134, “Afterlife.”
5398 5419
5399 Aftermath 5420 Aftermath
5400 A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.126, "Aftermath." 5421 A keyword ability that lets a player cast one half of a split card only from their graveyard. See rule 702.126, “Aftermath.”
5401 5422
5402 Alternating Teams Variant 5423 Alternating Teams Variant
5403 A multiplayer variant played among two or more teams of equal size. See rule 811, "Alternating Teams Variant." 5424 A multiplayer variant played among two or more teams of equal size. See rule 811, “Alternating Teams Variant.”
5404 5425
5405 Alternative Cost 5426 Alternative Cost
5406 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." 5427 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.”
5428
5429 Amass
5430 A keyword action than gives you a Zombie Army creature token or grows an Army you already have. See rule 701.43, “Amass.”
5407 5431
5408 Amplify 5432 Amplify
5409 A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, "Amplify." 5433 A keyword ability than can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.37, “Amplify.”
5410 5434
5411 Anchor Word 5435 Anchor Word
5412 A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b. 5436 A word that precedes one of two abilities a permanent may enter the battlefield with. See rule 614.12b.
5413 5437
5414 Annihilator 5438 Annihilator
5415 A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, "Annihilator." 5439 A keyword ability that can make a creature particularly brutal when it attacks. See rule 702.85, “Annihilator.”
5416 5440
5417 Ante 5441 Ante
5418 1. A zone used only when playing "for keeps." 5442 1. A zone used only when playing “for keeps.”
5419 2. To put a card into the ante zone. 5443 2. To put a card into the ante zone.
5420 See rule 407, "Ante." 5444 See rule 407, “Ante.”
5421 5445
5422 Any Target 5446 Any Target
5423 A spell or ability may require "any target." "Any target" is the same as "target creature, player, or planeswalker." See rule 114.4. 5447 A spell or ability may require “any target.” “Any target” is the same as “target creature, player, or planeswalker.” See rule 114.4.
5424 5448
5425 APNAP Order 5449 APNAP Order
5426 See Active Player, Nonactive Player Order. 5450 See Active Player, Nonactive Player Order.
5427 5451
5428 Archenemy 5452 Archenemy
5429 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." 5453 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.”
5430 2. A player in an Archenemy game who is playing with a scheme deck. 5454 2. A player in an Archenemy game who is playing with a scheme deck.
5431 5455
5432 Artifact 5456 Artifact
5433 A card type. An artifact is a permanent. See rule 301, "Artifacts." 5457 A card type. An artifact is a permanent. See rule 301, “Artifacts.”
5434 5458
5435 Artifact Creature 5459 Artifact Creature
5436 A combination of artifact and creature that's subject to the rules for both. See rule 301, "Artifacts," and rule 302, "Creatures." 5460 A combination of artifact and creature that’s subject to the rules for both. See rule 301, “Artifacts,” and rule 302, “Creatures.”
5437 5461
5438 Artifact Land 5462 Artifact Land
5439 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." 5463 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.”
5440 5464
5441 Artifact Type 5465 Artifact Type
5442 A subtype that's correlated to the artifact card type. See rule 301, "Artifacts." See rule 205.3g for the list of artifact types. 5466 A subtype that’s correlated to the artifact card type. See rule 301, “Artifacts.” See rule 205.3g for the list of artifact types.
5443 5467
5444 As Though 5468 As Though
5445 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. 5469 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.
5446 5470
5447 Ascend 5471 Ascend
5448 A keyword causing a player to get the designation of the city's blessing once they control ten permanents. See rule 702.130, "Ascend." 5472 A keyword causing a player to get the designation of the city’s blessing once they control ten permanents. See rule 702.130, “Ascend.”
5449 5473
5450 Assemble 5474 Assemble
5451 Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren't included in these rules. 5475 Assemble is a keyword action in the Unstable set that puts Contraptions onto the battlefield. Cards and mechanics from the Unstable set aren’t included in these rules.
5452 5476
5453 Assign Combat Damage 5477 Assign Combat Damage
5454 To determine how an attacking or blocking creature will deal its combat damage. See rule 510, "Combat Damage Step." 5478 To determine how an attacking or blocking creature will deal its combat damage. See rule 510, “Combat Damage Step.”
5455 5479
5456 Assist 5480 Assist
5457 A keyword ability that lets another player help you pay for a spell. See rule 702.131, "Assist." 5481 A keyword ability that lets another player help you pay for a spell. See rule 702.131, “Assist.”
5458 5482
5459 At End of Turn (Obsolete) 5483 At End of Turn (Obsolete)
5460 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." 5484 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.”
5461 5485
5462 Attach 5486 Attach
5463 To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, "Attach." 5487 To move an Aura, Equipment, or Fortification onto another object. See rule 701.3, “Attach.”
5464 5488
5465 Attack 5489 Attack
5466 To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, "Declare Attackers Step." 5490 To send a creature into combat offensively. A creature can attack a player or a planeswalker. See rule 508, “Declare Attackers Step.”
5467 5491
5468 Attack Alone 5492 Attack Alone
5469 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. 5493 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.
5470 5494
5471 Attack Left Option 5495 Attack Left Option
5472 An option that may be used in certain multiplayer variants. See rule 803, "Attack Left and Attack Right Options." 5496 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
5473 5497
5474 Attack Multiple Players Option 5498 Attack Multiple Players Option
5475 An option that may be used in certain multiplayer variants. See rule 802, "Attack Multiple Players Option." 5499 An option that may be used in certain multiplayer variants. See rule 802, “Attack Multiple Players Option.”
5476 5500
5477 Attack Right Option 5501 Attack Right Option
5478 An option that may be used in certain multiplayer variants. See rule 803, "Attack Left and Attack Right Options." 5502 An option that may be used in certain multiplayer variants. See rule 803, “Attack Left and Attack Right Options.”
5479 5503
5480 Attacking Creature 5504 Attacking Creature
5481 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." 5505 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.”
5482 5506
5483 Attacking Team 5507 Attacking Team
5484 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." 5508 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.”
5485 5509
5486 Attacks and Isn't Blocked 5510 Attacks and Isn’t Blocked
5487 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. 5511 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.
5488 5512
5489 Aura 5513 Aura
5490 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." 5514 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.”
5491 5515
5492 Aura Swap 5516 Aura Swap
5493 A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, "Aura Swap." 5517 A keyword ability that lets you exchange an Aura on the battlefield with one in your hand. See rule 702.64, “Aura Swap.”
5494 5518
5495 Awaken 5519 Awaken
5496 A keyword ability that lets you turn a land you control into a creature. See rule 702.112, "Awaken." 5520 A keyword ability that lets you turn a land you control into a creature. See rule 702.112, “Awaken.”
5497 5521
5498 Banding, "Bands with Other" 5522 Banding, “Bands with Other”
5499 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." 5523 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.”
5500 5524
5501 Base Power, Base Toughness 5525 Base Power, Base Toughness
5502 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." 5526 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.”
5503 5527
5504 Basic 5528 Basic
5505 A supertype that's normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, "Supertypes." 5529 A supertype that’s normally relevant on lands. Any land with this supertype is a basic land. See rule 205.4, “Supertypes.”
5506 5530
5507 Basic Landcycling 5531 Basic Landcycling
5508 See Typecycling. 5532 See Typecycling.
5509 5533
5510 Basic Land Type 5534 Basic Land Type
5511 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." 5535 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.”
5512 5536
5513 Battle Cry 5537 Battle Cry
5514 A keyword ability that makes other attacking creatures better in combat. See rule 702.90, "Battle Cry." 5538 A keyword ability that makes other attacking creatures better in combat. See rule 702.90, “Battle Cry.”
5515 5539
5516 Battlefield 5540 Battlefield
5517 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." 5541 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.”
5518 5542
5519 Becomes 5543 Becomes
5520 A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d. 5544 A word used in some trigger events to indicate a change in status or characteristics. See rule 603.2d.
5521 5545
5522 Beginning of Combat Step 5546 Beginning of Combat Step
5523 Part of the turn. This step is the first step of the combat phase. See rule 507, "Beginning of Combat Step." 5547 Part of the turn. This step is the first step of the combat phase. See rule 507, “Beginning of Combat Step.”
5524 5548
5525 Beginning Phase 5549 Beginning Phase
5526 Part of the turn. This phase is the first phase of the turn. See rule 501, "Beginning Phase." 5550 Part of the turn. This phase is the first phase of the turn. See rule 501, “Beginning Phase.”
5527 5551
5528 Bestow 5552 Bestow
5529 A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, "Bestow." 5553 A keyword ability that lets a creature card be cast as an Aura. See rule 702.102, “Bestow.”
5530 5554
5531 Block 5555 Block
5532 To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, "Declare Blockers Step." 5556 To send a creature into combat defensively. A creature can block an attacking creature. See rule 509, “Declare Blockers Step.”
5533 5557
5534 Block Alone 5558 Block Alone
5535 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. 5559 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.
5536 5560
5537 Blocked Creature 5561 Blocked Creature
5538 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." 5562 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.”
5539 5563
5540 Blocking Creature 5564 Blocking Creature
5541 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." 5565 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.”
5542 5566
5543 Bloodthirst 5567 Bloodthirst
5544 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, "Bloodthirst." 5568 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.53, “Bloodthirst.”
5545 5569
5546 Bolster 5570 Bolster
5547 A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.32, "Bolster." 5571 A keyword action that puts +1/+1 counters on the weakest creature a player controls. See rule 701.32, “Bolster.”
5548 5572
5549 Booster Pack 5573 Booster Pack
5550 A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b. 5574 A group of unopened Magic cards from a particular expansion. Booster packs are used in Limited formats. See rule 100.2b.
5551 5575
5552 Brawl 5576 Brawl
5553 An option for the Commander casual variant. See rule 903.11, "Brawl Option." 5577 An option for the Commander casual variant. See rule 903.11, “Brawl Option.”
5554 5578
5555 Bury (Obsolete) 5579 Bury (Obsolete)
5556 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]." 5580 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].”
5557 5581
5558 Bushido 5582 Bushido
5559 A keyword ability that can make a creature better in combat. See rule 702.44, "Bushido." 5583 A keyword ability that can make a creature better in combat. See rule 702.44, “Bushido.”
5560 5584
5561 Buyback 5585 Buyback
5562 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." 5586 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.”
5563 5587
5564 Card 5588 Card
5565 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." 5589 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.”
5566 5590
5567 Card Pool 5591 Card Pool
5568 In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck. 5592 In a Limited format, the cards a player may use, in addition to basic land cards, to build their deck.
5569 5593
5570 Card Type 5594 Card Type
5571 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." 5595 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.”
5572 5596
5573 Cascade 5597 Cascade
5574 A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, "Cascade." 5598 A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.84, “Cascade.”
5575 5599
5576 Cast 5600 Cast
5577 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." 5601 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.”
5578 5602
5579 Caster (Obsolete) 5603 Caster (Obsolete)
5580 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." 5604 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.”
5581 5605
5582 Casting Cost (Obsolete) 5606 Casting Cost (Obsolete)
5583 An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference. 5607 An obsolete term for mana cost. Cards printed with this text have received errata in the Oracle card reference.
5584 5608
5585 Champion, Championed 5609 Champion, Championed
5586 "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." 5610 “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.”
5587 5611
5588 Change a Target 5612 Change a Target
5589 To choose a new, legal target for a spell or ability. See rule 114.7. 5613 To choose a new, legal target for a spell or ability. See rule 114.7.
5590 5614
5591 Changeling 5615 Changeling
5592 A characteristic-defining ability that grants the object it's on every creature type. See rule 702.72, "Changeling." 5616 A characteristic-defining ability that grants the object it’s on every creature type. See rule 702.72, “Changeling.”
5593 5617
5594 Chaos Ability 5618 Chaos Ability
5595 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. 5619 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.
5596 5620
5597 Chaos Symbol 5621 Chaos Symbol
5598 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. 5622 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.
5599 5623
5600 Characteristics 5624 Characteristics
5601 Information that defines an object. See rule 109.3. 5625 Information that defines an object. See rule 109.3.
5602 5626
5603 Characteristic-Defining Ability 5627 Characteristic-Defining Ability
5604 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. 5628 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.
5605 5629
5606 Checklist Card 5630 Checklist Card
5607 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." 5631 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.”
5608 5632
5609 Cipher 5633 Cipher
5610 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." 5634 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.”
5611 5635
5612 City's Blessing 5636 City’s Blessing
5613 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." 5637 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.”
5614 5638
5615 Clash 5639 Clash
5616 To have a mini-contest involving the top cards of players' libraries. See rule 701.22, "Clash." 5640 To have a mini-contest involving the top cards of players’ libraries. See rule 701.22, “Clash.”
5617 5641
5618 Cleanup Step 5642 Cleanup Step
5619 Part of the turn. This step is the second and final step of the ending phase. See rule 514, "Cleanup Step." 5643 Part of the turn. This step is the second and final step of the ending phase. See rule 514, “Cleanup Step.”
5620 5644
5621 Collector Number 5645 Collector Number
5622 A number printed on most cards that has no effect on game play. See rule 212, "Information Below the Text Box." 5646 A number printed on most cards that has no effect on game play. See rule 212, “Information Below the Text Box.”
5623 5647
5624 Color 5648 Color
5625 1. A characteristic of an object. See rule 105, "Colors," and rule 202, "Mana Cost and Color." 5649 1. A characteristic of an object. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
5626 2. An attribute mana may have. See rule 106, "Mana." 5650 2. An attribute mana may have. See rule 106, “Mana.”
5627 5651
5628 Colorless 5652 Colorless
5629 1. An object with no color is colorless. Colorless is not a color. See rule 105, "Colors," and rule 202, "Mana Cost and Color." 5653 1. An object with no color is colorless. Colorless is not a color. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
5630 2. A type of mana. See rule 106, "Mana," and rule 107.4c. 5654 2. A type of mana. See rule 106, “Mana,” and rule 107.4c.
5631 5655
5632 Color Identity 5656 Color Identity
5633 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4. 5657 A set of colors that determines what cards may be included in a deck for the Commander casual variant. See rule 903.4.
5634 5658
5635 Color Indicator 5659 Color Indicator
5636 A characteristic of an object. See rule 105, "Colors," and rule 204, "Color Indicator." 5660 A characteristic of an object. See rule 105, “Colors,” and rule 204, “Color Indicator.”
5637 5661
5638 Combat Damage 5662 Combat Damage
5639 Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, "Combat Damage Step." 5663 Damage dealt during the combat damage step by attacking creatures and blocking creatures as a consequence of combat. See rule 510, “Combat Damage Step.”
5640 5664
5641 Combat Damage Step 5665 Combat Damage Step
5642 Part of the turn. This step is the fourth step of the combat phase. See rule 510, "Combat Damage Step." 5666 Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”
5643 5667
5644 Combat Phase 5668 Combat Phase
5645 Part of the turn. This phase is the third phase of the turn. See rule 506, "Combat Phase." 5669 Part of the turn. This phase is the third phase of the turn. See rule 506, “Combat Phase.”
5646 5670
5647 Command 5671 Command
5648 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." 5672 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.”
5649 5673
5650 Commander 5674 Commander
5651 1. A casual variant in which each deck is led by a legendary creature. See rule 903, "Commander." 5675 1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.”
5652 2. A designation given to one legendary creature card in each player's deck in the Commander casual variant. 5676 2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.
5653 5677
5654 Commander Ninjutsu 5678 Commander Ninjutsu
5655 A variant of the ninjutsu ability. See rule 702.48, "Ninjutsu." 5679 A variant of the ninjutsu ability. See rule 702.48, “Ninjutsu.”
5656 5680
5657 Commander Tax 5681 Commander Tax
5658 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. 5682 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.
5659 5683
5660 Concede 5684 Concede
5661 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." 5685 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.”
5662 5686
5663 Conspiracy 5687 Conspiracy
5664 A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, "Conspiracies." 5688 A card type used in Limited formats such as Conspiracy Draft. A conspiracy card is not a permanent. See rule 313, “Conspiracies.”
5665 5689
5666 Conspiracy Draft 5690 Conspiracy Draft
5667 A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, "Conspiracy Draft." 5691 A casual variant in which players participate in a booster draft and then play multiplayer games. See rule 905, “Conspiracy Draft.”
5668 5692
5669 Conspire 5693 Conspire
5670 A keyword ability that creates a copy of a spell. See rule 702.77, "Conspire." 5694 A keyword ability that creates a copy of a spell. See rule 702.77, “Conspire.”
5671 5695
5672 Constructed 5696 Constructed
5673 A way of playing in which each player creates their own deck ahead of time. See rule 100.2a. 5697 A way of playing in which each player creates their own deck ahead of time. See rule 100.2a.
5674 5698
5675 Continuous Effect 5699 Continuous Effect
5676 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." 5700 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.”
5677 5701
5678 Continuous Artifact (Obsolete) 5702 Continuous Artifact (Obsolete)
5679 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." 5703 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.”
5680 5704
5681 Control, Controller 5705 Control, Controller
5682 "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. 5706 “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.
5683 5707
5684 Control Another Player 5708 Control Another Player
5685 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." 5709 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.”
5686 5710
5687 Converted Mana Cost 5711 Converted Mana Cost
5688 The total amount of mana in a mana cost, regardless of color. See rule 202.3. 5712 The total amount of mana in a mana cost, regardless of color. See rule 202.3.
5689 5713
5690 Convoke 5714 Convoke
5691 A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, "Convoke." 5715 A keyword ability that lets you tap creatures rather than pay mana to cast a spell. See rule 702.50, “Convoke.”
5692 5716
5693 Copiable Values 5717 Copiable Values
5694 Values of an object's characteristics that are checked by copy effects. See rules 706.2 and 706.3. 5718 Values of an object’s characteristics that are checked by copy effects. See rules 706.2 and 706.3.
5695 5719
5696 Copy 5720 Copy
5697 1. To create a new object whose copiable values have been set to those of another object. 5721 1. To create a new object whose copiable values have been set to those of another object.
5698 2. An object whose copiable values have been set to those of another object. 5722 2. An object whose copiable values have been set to those of another object.
5699 See rule 706, "Copying Objects." 5723 See rule 706, “Copying Objects.”
5700 5724
5701 Cost 5725 Cost
5702 An action or payment necessary to take another action or to stop another action from taking place. See rule 117, "Costs." 5726 An action or payment necessary to take another action or to stop another action from taking place. See rule 117, “Costs.”
5703 5727
5704 Counter 5728 Counter
5705 1. To cancel a spell or ability so it doesn't resolve and none of its effects occur. See rule 701.5, "Counter." 5729 1. To cancel a spell or ability so it doesn’t resolve and none of its effects occur. See rule 701.5, “Counter.”
5706 2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, "Counters." 5730 2. A marker placed on an object or player that modifies its characteristics or interacts with a rule or ability. See rule 121, “Counters.”
5707 5731
5708 Counts As (Obsolete) 5732 Counts As (Obsolete)
5709 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. 5733 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.
5710 5734
5711 Create 5735 Create
5712 To create a token is to put a token onto the battlefield. See rule 701.6, "Create." 5736 To create a token is to put a token onto the battlefield. See rule 701.6, “Create.”
5713 5737
5714 Creature 5738 Creature
5715 A card type. A creature is a permanent. See rule 302, "Creatures." 5739 A card type. A creature is a permanent. See rule 302, “Creatures.”
5716 5740
5717 Creature Type 5741 Creature Type
5718 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. 5742 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.
5719 5743
5720 Crew 5744 Crew
5721 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." 5745 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.”
5722 5746
5723 Cumulative Upkeep 5747 Cumulative Upkeep
5724 A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, "Cumulative Upkeep." 5748 A keyword ability that imposes an increasing cost to keep a permanent on the battlefield. See rule 702.23, “Cumulative Upkeep.”
5725 5749
5726 Cycling 5750 Cycling
5727 A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, "Cycling." 5751 A keyword ability that lets a card be discarded and replaced with a new card. See rule 702.28, “Cycling.”
5728 5752
5729 Damage 5753 Damage
5730 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." 5754 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.”
5731 5755
5732 Damage Assignment Order 5756 Damage Assignment Order
5733 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. 5757 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.
5734 5758
5735 Dash 5759 Dash
5736 A keyword ability that allows creatures to be especially aggressive. See rule 702.108, "Dash." 5760 A keyword ability that allows creatures to be especially aggressive. See rule 702.108, “Dash.”
5737 5761
5738 Deal 5762 Deal
5739 See Damage. 5763 See Damage.
5740 5764
5741 Deathtouch 5765 Deathtouch
5742 A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, "Deathtouch." 5766 A keyword ability that causes damage dealt by an object to be especially effective. See rule 702.2, “Deathtouch.”
5743 5767
5744 Deck 5768 Deck
5745 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." 5769 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.”
5746 5770
5747 Declare Attackers 5771 Declare Attackers
5748 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. 5772 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.
5749 5773
5750 Declare Attackers Step 5774 Declare Attackers Step
5751 Part of the turn. This step is the second step of the combat phase. See rule 508, "Declare Attackers Step." 5775 Part of the turn. This step is the second step of the combat phase. See rule 508, “Declare Attackers Step.”
5752 5776
5753 Declare Blockers 5777 Declare Blockers
5754 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. 5778 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.
5755 5779
5756 Declare Blockers Step 5780 Declare Blockers Step
5757 Part of the turn. This step is the third step of the combat phase. See rule 509, "Declare Blockers Step." 5781 Part of the turn. This step is the third step of the combat phase. See rule 509, “Declare Blockers Step.”
5758 5782
5759 Defender 5783 Defender
5760 A keyword ability that prohibits a creature from attacking. See rule 702.3, "Defender." 5784 A keyword ability that prohibits a creature from attacking. See rule 702.3, “Defender.”
5761 5785
5762 Defending Player 5786 Defending Player
5763 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. 5787 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.
5764 5788
5765 Defending Team 5789 Defending Team
5766 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." 5790 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.”
5767 5791
5768 Delayed Triggered Ability 5792 Delayed Triggered Ability
5769 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. 5793 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.
5770 5794
5771 Delve 5795 Delve
5772 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." 5796 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.”
5773 5797
5774 Dependency 5798 Dependency
5775 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. 5799 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.
5776 5800
5777 Deploy Creatures Option 5801 Deploy Creatures Option
5778 An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, "Deploy Creatures Option." 5802 An option that may be used in certain multiplayer variants to pass control of creatures between teammates. See rule 804, “Deploy Creatures Option.”
5779 5803
5780 Destroy 5804 Destroy
5781 To move a permanent from the battlefield to its owner's graveyard. See rule 701.7, "Destroy." 5805 To move a permanent from the battlefield to its owner’s graveyard. See rule 701.7, “Destroy.”
5782 5806
5783 Detain 5807 Detain
5784 A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.28, "Detain." 5808 A keyword action that temporarily stops a permanent from attacking, blocking, or having its activated abilities activated. See rule 701.28, “Detain.”
5785 5809
5786 Dethrone 5810 Dethrone
5787 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." 5811 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.”
5788 5812
5789 Devoid 5813 Devoid
5790 A characteristic-defining ability that makes an object colorless. See rule 702.113, "Devoid." 5814 A characteristic-defining ability that makes an object colorless. See rule 702.113, “Devoid.”
5791 5815
5792 Devotion 5816 Devotion
5793 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. 5817 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.
5794 5818
5795 Devour 5819 Devour
5796 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, "Devour." 5820 A keyword ability that can have a creature enter the battlefield with +1/+1 counters on it. See rule 702.81, “Devour.”
5797 5821
5798 Dies 5822 Dies
5799 A creature or planeswalker "dies" if it is put into a graveyard from the battlefield. See rule 700.4. 5823 A creature or planeswalker “dies” if it is put into a graveyard from the battlefield. See rule 700.4.
5800 5824
5801 Discard 5825 Discard
5802 To move a card from its owner's hand to that player's graveyard. See rule 701.8, "Discard." 5826 To move a card from its owner’s hand to that player’s graveyard. See rule 701.8, “Discard.”
5803 5827
5804 Double Agenda 5828 Double Agenda
5805 A variant of the hidden agenda ability. See rule 702.105, "Hidden Agenda." 5829 A variant of the hidden agenda ability. See rule 702.105, “Hidden Agenda.”
5806 5830
5807 Double Strike 5831 Double Strike
5808 A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, "Double Strike." 5832 A keyword ability that lets a creature deal its combat damage twice. See rule 702.4, “Double Strike.”
5809 5833
5810 Double-Faced Cards 5834 Double-Faced Cards
5811 Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, "Double-Faced Cards." 5835 Cards with two faces, one on each side of the card, and no Magic card back. See rule 711, “Double-Faced Cards.”
5812 5836
5813 Draft 5837 Draft
5814 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. 5838 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.
5815 2. To choose a card during a draft and put it into your card pool. 5839 2. To choose a card during a draft and put it into your card pool.
5816 5840
5817 Draft Round 5841 Draft Round
5818 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. 5842 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.
5819 5843
5820 Draw 5844 Draw
5821 1. To put the top card of a player's 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." 5845 1. To put the top card of a player’s 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.”
5822 2. The result of a game in which neither player wins or loses. See rule 104.4. 5846 2. The result of a game in which neither player wins or loses. See rule 104.4.
5823 5847
5824 Draw Step 5848 Draw Step
5825 Part of the turn. This step is the third and final step of the beginning phase. See rule 504, "Draw Step." 5849 Part of the turn. This step is the third and final step of the beginning phase. See rule 504, “Draw Step.”
5826 5850
5827 Dredge 5851 Dredge
5828 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.51, "Dredge." 5852 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.51, “Dredge.”
5829 5853
5830 During (Obsolete) 5854 During (Obsolete)
5831 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. 5855 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.
5832 5856
5833 Echo 5857 Echo
5834 A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, "Echo." 5858 A keyword ability that imposes a cost to keep a permanent on the battlefield. See rule 702.29, “Echo.”
5835 5859
5836 EDH (Obsolete) 5860 EDH (Obsolete)
5837 An older name for the Commander casual variant. See rule 903, "Commander." 5861 An older name for the Commander casual variant. See rule 903, “Commander.”
5838 5862
5839 Effect 5863 Effect
5840 Something that happens in the game as a result of a spell or ability. See rule 609, "Effects." 5864 Something that happens in the game as a result of a spell or ability. See rule 609, “Effects.”
5841 5865
5842 Embalm 5866 Embalm
5843 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." 5867 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.”
5844 5868
5845 Emblem 5869 Emblem
5846 An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, "Emblems." 5870 An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics. See rule 113, “Emblems.”
5847 5871
5848 Emerge 5872 Emerge
5849 A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, "Emerge." 5873 A keyword ability that lets a player cast a spell for less by sacrificing a creature. See rule 702.118, “Emerge.”
5850 5874
5851 Emperor 5875 Emperor
5852 The middle player on each team in an Emperor game. See rule 809, "Emperor Variant." 5876 The middle player on each team in an Emperor game. See rule 809, “Emperor Variant.”
5853 5877
5854 Emperor Variant 5878 Emperor Variant
5855 A multiplayer variant played among three-player teams. See rule 809, "Emperor Variant." 5879 A multiplayer variant played among three-player teams. See rule 809, “Emperor Variant.”
5856 5880
5857 Enchant 5881 Enchant
5858 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." 5882 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.”
5859 5883
5860 Enchantment 5884 Enchantment
5861 A card type. An enchantment is a permanent. See rule 303, "Enchantments." See also Aura. 5885 A card type. An enchantment is a permanent. See rule 303, “Enchantments.” See also Aura.
5862 5886
5863 Enchantment Type 5887 Enchantment Type
5864 A subtype that's correlated to the enchantment card type. See rule 303, "Enchantments." See rule 205.3h for the list of enchantment types. 5888 A subtype that’s correlated to the enchantment card type. See rule 303, “Enchantments.” See rule 205.3h for the list of enchantment types.
5865 5889
5866 Encoded 5890 Encoded
5867 A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, "Cipher." 5891 A term that describes the relationship between a permanent and a card exiled by a cipher ability. See rule 702.98, “Cipher.”
5868 5892
5869 Encounter 5893 Encounter
5870 To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, "Phenomena." 5894 To move a phenomenon card off the top of a planar deck and turn it face up. See rule 310, “Phenomena.”
5871 5895
5872 End of Combat Step 5896 End of Combat Step
5873 Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, "End of Combat Step." 5897 Part of the turn. This step is the fifth and final step of the combat phase. See rule 511, “End of Combat Step.”
5874 5898
5875 End Step 5899 End Step
5876 Part of the turn. This step is the first step of the ending phase. See rule 513, "End Step." 5900 Part of the turn. This step is the first step of the ending phase. See rule 513, “End Step.”
5877 5901
5878 End the Turn 5902 End the Turn
5879 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." 5903 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.”
5880 5904
5881 Ending Phase 5905 Ending Phase
5882 Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, "Ending Phase." 5906 Part of the turn. This phase is the fifth and final phase of the turn. See rule 512, “Ending Phase.”
5883 5907
5884 Energy Symbol 5908 Energy Symbol
5885 The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves. 5909 The energy symbol {E} represents one energy counter. To pay {E}, a player removes one energy counter from themselves.
5886 5910
5887 Enters the Battlefield 5911 Enters the Battlefield
5888 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. 5912 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.
5889 5913
5890 Entwine 5914 Entwine
5891 A keyword ability that lets a player choose all modes for a spell rather than just one. See rule 702.41, "Entwine." 5915 A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.41, “Entwine.”
5892 5916
5893 Epic 5917 Epic
5894 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." 5918 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.”
5895 5919
5896 Equip 5920 Equip
5897 A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, "Artifacts," and rule 702.6, "Equip." 5921 A keyword ability that lets a player attach an Equipment to a creature they control. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
5898 5922
5899 Equipment 5923 Equipment
5900 An artifact subtype. Equipment can be attached to creatures. See rule 301, "Artifacts," and rule 702.6, "Equip." 5924 An artifact subtype. Equipment can be attached to creatures. See rule 301, “Artifacts,” and rule 702.6, “Equip.”
5901 5925
5902 Escalate 5926 Escalate
5903 A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, "Escalate." 5927 A keyword ability on some modal spells that adds a cost for choosing additional modes. See rule 702.119, “Escalate.”
5904 5928
5905 Eternalize 5929 Eternalize
5906 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." 5930 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.”
5907 5931
5908 Evasion Ability 5932 Evasion Ability
5909 An ability that restricts what creatures can block an attacking creature. See rules 509.1b-c. 5933 An ability that restricts what creatures can block an attacking creature. See rules 509.1b–c.
5910 5934
5911 Event 5935 Event
5912 Anything that happens in a game. See rule 700.1. 5936 Anything that happens in a game. See rule 700.1.
5913 5937
5914 Evoke 5938 Evoke
5915 A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, "Evoke." 5939 A keyword ability that causes a permanent to be sacrificed when it enters the battlefield. See rule 702.73, “Evoke.”
5916 5940
5917 Evolve 5941 Evolve
5918 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." 5942 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.”
5919 5943
5920 Exalted 5944 Exalted
5921 A keyword ability that can make a creature better in combat. See rule 702.82, "Exalted." 5945 A keyword ability that can make a creature better in combat. See rule 702.82, “Exalted.”
5922 5946
5923 Exchange 5947 Exchange
5924 To swap two things, such as objects, sets of objects, or life totals. See rule 701.10, "Exchange." 5948 To swap two things, such as objects, sets of objects, or life totals. See rule 701.10, “Exchange.”
5925 5949
5926 Exert 5950 Exert
5927 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." 5951 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.”
5928 5952
5929 Exile 5953 Exile
5930 1. A zone. Exile is essentially a holding area for cards. It used to be known as the "removed-from-the-game" zone. 5954 1. A zone. Exile is essentially a holding area for cards. It used to be known as the “removed-from-the-game” zone.
5931 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. 5955 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.
5932 See rule 406, "Exile." 5956 See rule 406, “Exile.”
5933 5957
5934 Expansion Symbol 5958 Expansion Symbol
5935 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." 5959 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.”
5936 5960
5937 Exploit 5961 Exploit
5938 A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, "Exploit." 5962 A keyword ability that lets you sacrifice a creature for a benefit. See rule 702.109, “Exploit.”
5939 5963
5940 Explore 5964 Explore
5941 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." 5965 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.”
5942 5966
5943 Extort 5967 Extort
5944 A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, "Extort." 5968 A keyword ability that lets you gain life and have opponents lose life whenever you cast a spell. See rule 702.100, “Extort.”
5945 5969
5946 Extra Turn 5970 Extra Turn
5947 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. 5971 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.
5948 5972
5949 Fabricate 5973 Fabricate
5950 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." 5974 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.”
5951 5975
5952 Face Down 5976 Face Down
5953 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." 5977 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.”
5954 2. A status a permanent may have. See rule 110.6 and rule 702.36, "Morph." 5978 2. A status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
5955 3. Face-down spells have additional rules. See rule 707, "Face-Down Spells and Permanents," and rule 702.36, "Morph." 5979 3. Face-down spells have additional rules. See rule 707, “Face-Down Spells and Permanents,” and rule 702.36, “Morph.”
5956 5980
5957 Face Up 5981 Face Up
5958 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." 5982 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.”
5959 2. A default status a permanent may have. See rule 110.6 and rule 702.36, "Morph." 5983 2. A default status a permanent may have. See rule 110.6 and rule 702.36, “Morph.”
5960 5984
5961 Fading 5985 Fading
5962 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, "Fading." 5986 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.31, “Fading.”
5963 5987
5964 Fateseal 5988 Fateseal
5965 To manipulate some of the cards on top of an opponent's library. See rule 701.21, "Fateseal." 5989 To manipulate some of the cards on top of an opponent’s library. See rule 701.21, “Fateseal.”
5966 5990
5967 Fear 5991 Fear
5968 A keyword ability that restricts how a creature may be blocked. See rule 702.35, "Fear." 5992 A keyword ability that restricts how a creature may be blocked. See rule 702.35, “Fear.”
5969 5993
5970 Fight 5994 Fight
5971 When two creatures fight, each deals damage equal to its power to the other. See rule 701.12, "Fight." 5995 When two creatures fight, each deals damage equal to its power to the other. See rule 701.12, “Fight.”
5972 5996
5973 First Strike 5997 First Strike
5974 A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, "First Strike." 5998 A keyword ability that lets a creature deal its combat damage before other creatures. See rule 702.7, “First Strike.”
5975 5999
5976 Flanking 6000 Flanking
5977 A keyword ability that can make a creature better in combat. See rule 702.24, "Flanking." 6001 A keyword ability that can make a creature better in combat. See rule 702.24, “Flanking.”
5978 6002
5979 Flash 6003 Flash
5980 A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, "Flash." 6004 A keyword ability that lets a player play a card any time they could cast an instant. See rule 702.8, “Flash.”
5981 6005
5982 Flashback 6006 Flashback
5983 A keyword ability that lets a player cast a card from their graveyard. See rule 702.33, "Flashback." 6007 A keyword ability that lets a player cast a card from their graveyard. See rule 702.33, “Flashback.”
5984 6008
5985 Flavor Text 6009 Flavor Text
5986 Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2. 6010 Text in italics (but not in parentheses) in the text box of a card that has no effect on play. See rule 207.2.
5987 6011
5988 Flip Cards 6012 Flip Cards
5989 Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, "Flip Cards." 6013 Cards with a two-part card frame (one part of which is printed upside down) on a single card. See rule 709, “Flip Cards.”
5990 6014
5991 Flipped 6015 Flipped
5992 A status a permanent may have. See rule 110.6 and rule 709, "Flip Cards." See also Unflipped. 6016 A status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Unflipped.
5993 6017
5994 Flipping a Coin 6018 Flipping a Coin
5995 A method of randomization with two possible outcomes of equal likelihood. See rule 705, "Flipping a Coin." 6019 A method of randomization with two possible outcomes of equal likelihood. See rule 705, “Flipping a Coin.”
5996 6020
5997 Flying 6021 Flying
5998 A keyword ability that restricts how a creature may be blocked. See rule 702.9, "Flying." 6022 A keyword ability that restricts how a creature may be blocked. See rule 702.9, “Flying.”
5999 6023
6000 Forecast 6024 Forecast
6001 A keyword ability that allows an activated ability to be activated from a player's hand. See rule 702.56, "Forecast." 6025 A keyword ability that allows an activated ability to be activated from a player’s hand. See rule 702.56, “Forecast.”
6002 6026
6003 Forest 6027 Forest
6004 One of the five basic land types. Any land with this subtype has the ability "{T}: Add {G}." See rule 305.6. 6028 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {G}.” See rule 305.6.
6005 6029
6006 Forestcycling 6030 Forestcycling
6007 See Typecycling. 6031 See Typecycling.
6008 6032
6009 Forestwalk 6033 Forestwalk
6010 See Landwalk. 6034 See Landwalk.
6011 6035
6012 Fortification 6036 Fortification
6013 An artifact subtype. Fortifications can be attached to lands. See rule 301, "Artifacts," and rule 702.66, "Fortify." 6037 An artifact subtype. Fortifications can be attached to lands. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
6014 6038
6015 Fortify 6039 Fortify
6016 A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, "Artifacts," and rule 702.66, "Fortify." 6040 A keyword ability that lets a player attach a Fortification to a land they control. See rule 301, “Artifacts,” and rule 702.66, “Fortify.”
6017 6041
6018 Frenzy 6042 Frenzy
6019 A keyword ability that can make a creature better in combat. See rule 702.67, "Frenzy." 6043 A keyword ability that can make a creature better in combat. See rule 702.67, “Frenzy.”
6020 6044
6021 Free-for-All 6045 Free-for-All
6022 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, "Free-for-All Variant." 6046 A multiplayer variant in which a group of players compete as individuals against each other. See rule 806, “Free-for-All Variant.”
6023 6047
6024 Fuse 6048 Fuse
6025 A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, "Fuse." 6049 A keyword ability that allows a player to cast both halves of a split card. See rule 702.101, “Fuse.”
6026 6050
6027 Fused Split Spell 6051 Fused Split Spell
6028 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." 6052 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.”
6029 6053
6030 General 6054 General
6031 Any player in the Emperor multiplayer variant who isn't an emperor. See rule 809, "Emperor Variant." 6055 Any player in the Emperor multiplayer variant who isn’t an emperor. See rule 809, “Emperor Variant.”
6032 6056
6033 Generic Mana 6057 Generic Mana
6034 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. 6058 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.
6035 6059
6036 Global Enchantment (Obsolete) 6060 Global Enchantment (Obsolete)
6037 An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference. 6061 An obsolete term for a non-Aura enchantment. Cards printed with this text have received errata in the Oracle card reference.
6038 6062
6039 Goad 6063 Goad
6040 A keyword action that forces a creature to attack and to attack another player if able. See rule 701.37, "Goad." 6064 A keyword action that forces a creature to attack and to attack another player if able. See rule 701.37, “Goad.”
6041 6065
6042 Graft 6066 Graft
6043 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." 6067 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.”
6044 6068
6045 Grand Melee 6069 Grand Melee
6046 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." 6070 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.”
6047 6071
6048 Gravestorm 6072 Gravestorm
6049 A keyword ability that creates copies of a spell. See rule 702.68, "Gravestorm." 6073 A keyword ability that creates copies of a spell. See rule 702.68, “Gravestorm.”
6050 6074
6051 Graveyard 6075 Graveyard
6052 1. A zone. A player's graveyard is their discard pile. 6076 1. A zone. A player’s graveyard is their discard pile.
6053 2. All the cards in a player's graveyard. 6077 2. All the cards in a player’s graveyard.
6054 See rule 404, "Graveyard." 6078 See rule 404, “Graveyard.”
6055 6079
6056 Hand 6080 Hand
6057 1. A zone. A player's hand is where that player holds cards they have drawn but not played yet. 6081 1. A zone. A player’s hand is where that player holds cards they have drawn but not played yet.
6058 2. All the cards in a player's hand. 6082 2. All the cards in a player’s hand.
6059 See rule 402, "Hand." 6083 See rule 402, “Hand.”
6060 6084
6061 Hand Modifier 6085 Hand Modifier
6062 A characteristic that only vanguards have. See rule 210, "Hand Modifier." 6086 A characteristic that only vanguards have. See rule 210, “Hand Modifier.”
6063 6087
6064 Haste 6088 Haste
6065 A keyword ability that lets a creature ignore the "summoning sickness" rule. See rule 702.10, "Haste," and rule 302.6. 6089 A keyword ability that lets a creature ignore the “summoning sickness” rule. See rule 702.10, “Haste,” and rule 302.6.
6066 6090
6067 Haunt 6091 Haunt
6068 A keyword ability that exiles cards. A card exiled this way "haunts" a creature targeted by the haunt ability. See rule 702.54, "Haunt." 6092 A keyword ability that exiles cards. A card exiled this way “haunts” a creature targeted by the haunt ability. See rule 702.54, “Haunt.”
6069 6093
6070 Hexproof 6094 Hexproof
6071 A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, "Hexproof." 6095 A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”
6072 6096
6073 Hidden Agenda 6097 Hidden Agenda
6074 A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, "Hidden Agenda." 6098 A keyword ability that allows a conspiracy card to be put into the command zone face down. See rule 702.105, “Hidden Agenda.”
6075 6099
6076 Hidden Zone 6100 Hidden Zone
6077 A zone in which not all players can be expected to see the cards' faces. See rule 400.2. See also Public Zone. 6101 A zone in which not all players can be expected to see the cards’ faces. See rule 400.2. See also Public Zone.
6078 6102
6079 Hideaway 6103 Hideaway
6080 A keyword ability that lets a player store a secret card. See rule 702.74, "Hideaway." 6104 A keyword ability that lets a player store a secret card. See rule 702.74, “Hideaway.”
6081 6105
6082 Historic 6106 Historic
6083 An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6. 6107 An object is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. See rule 700.6.
6084 6108
6085 Horsemanship 6109 Horsemanship
6086 A keyword ability that restricts how a creature may be blocked. See rule 702.30, "Horsemanship." 6110 A keyword ability that restricts how a creature may be blocked. See rule 702.30, “Horsemanship.”
6087 6111
6088 Hybrid Card 6112 Hybrid Card
6089 A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f. 6113 A card with one or more hybrid mana symbols in its mana cost. See rule 202.2f.
6090 6114
6091 Hybrid Mana Symbols 6115 Hybrid Mana Symbols
6092 A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4. 6116 A mana symbol that represents a cost that can be paid in one of two ways. See rule 107.4.
6093 6117
6094 If 6118 If
6095 See Intervening "If" Clause. 6119 See Intervening “If” Clause.
6096 6120
6097 Illegal Action 6121 Illegal Action
6098 An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 721, "Handling Illegal Actions." 6122 An action that violates the rules of the game and/or requirements or restrictions created by effects. See rule 721, “Handling Illegal Actions.”
6099 6123
6100 Illegal Target 6124 Illegal Target
6101 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. 6125 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.
6102 6126
6103 Illustration 6127 Illustration
6104 A picture printed on the upper half of a card that has no effect on game play. See rule 203, "Illustration." 6128 A picture printed on the upper half of a card that has no effect on game play. See rule 203, “Illustration.”
6105 6129
6106 Illustration Credit 6130 Illustration Credit
6107 Information printed directly below the text box that has no effect on game play. See rule 212, "Information Below the Text Box." 6131 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
6108 6132
6109 Imprint 6133 Imprint
6110 "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. 6134 “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.
6111 6135
6112 Improvise 6136 Improvise
6113 A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, "Improvise." 6137 A keyword ability that lets you tap artifacts rather than pay mana to cast a spell. See rule 702.125, “Improvise.”
6114 6138
6115 In Play (Obsolete) 6139 In Play (Obsolete)
6116 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. 6140 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.
6117 6141
6118 In Response To 6142 In Response To
6119 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. 6143 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.
6120 6144
6121 Independent 6145 Independent
6122 See Dependency. 6146 See Dependency.
6123 6147
6124 Indestructible 6148 Indestructible
6125 A keyword ability that precludes a permanent from being destroyed. See rule 702.12. 6149 A keyword ability that precludes a permanent from being destroyed. See rule 702.12.
6126 6150
6127 Infect 6151 Infect
6128 A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, "Infect." 6152 A keyword ability that affects how an object deals damage to creatures and players. See rule 702.89, “Infect.”
6129 6153
6130 Ingest 6154 Ingest
6131 A keyword ability that can exile the top card of a player's library. See rule 702.114, "Ingest." 6155 A keyword ability that can exile the top card of a player’s library. See rule 702.114, “Ingest.”
6132 6156
6133 Instant 6157 Instant
6134 A card type. An instant is not a permanent. See rule 304, "Instants." 6158 A card type. An instant is not a permanent. See rule 304, “Instants.”
6135 6159
6136 Instead 6160 Instead
6137 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." 6161 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.”
6138 6162
6139 Interrupt (Obsolete) 6163 Interrupt (Obsolete)
6140 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. 6164 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.
6141 6165
6142 Intervening "If" Clause 6166 Intervening “If” Clause
6143 A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4 6167 A specially worded condition checked as a triggered ability would trigger and again as it would resolve. See rule 603.4
6144 6168
6145 Intimidate 6169 Intimidate
6146 A keyword ability that restricts how a creature may be blocked. See rule 702.13, "Intimidate." 6170 A keyword ability that restricts how a creature may be blocked. See rule 702.13, “Intimidate.”
6147 6171
6148 Investigate 6172 Investigate
6149 A keyword action that creates a Clue artifact token. See rule 701.35, "Investigate." 6173 A keyword action that creates a Clue artifact token. See rule 701.35, “Investigate.”
6150 6174
6151 Island 6175 Island
6152 One of the five basic land types. Any land with this subtype has the ability "{T}: Add {U}." See rule 305.6. 6176 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {U}.” See rule 305.6.
6153 6177
6154 Islandcycling 6178 Islandcycling
6155 See Typecycling. 6179 See Typecycling.
6156 6180
6157 Islandhome (Obsolete) 6181 Islandhome (Obsolete)
6158 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. 6182 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.
6159 6183
6160 Islandwalk 6184 Islandwalk
6161 See Landwalk. 6185 See Landwalk.
6162 6186
6163 Jump-Start 6187 Jump-Start
6164 A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.132, "Jump-Start." 6188 A keyword ability that lets a player cast a card from their graveyard by discarding a card. See rule 702.132, “Jump-Start.”
6165 6189
6166 Keyword Ability 6190 Keyword Ability
6167 A game term, such as "flying" or "haste," used as shorthand for a longer ability or group of abilities. See rule 702, "Keyword Abilities." 6191 A game term, such as “flying” or “haste,” used as shorthand for a longer ability or group of abilities. See rule 702, “Keyword Abilities.”
6168 6192
6169 Keyword Action 6193 Keyword Action
6170 A verb, such as "destroy" or "cast," used as a game term rather than as its normal English meaning. See rule 701, "Keyword Actions." 6194 A verb, such as “destroy” or “cast,” used as a game term rather than as its normal English meaning. See rule 701, “Keyword Actions.”
6171 6195
6172 Kicker, Kicked 6196 Kicker, Kicked
6173 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." 6197 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.”
6174 6198
6175 Land 6199 Land
6176 A card type. A land is a permanent. See rule 305, "Lands." 6200 A card type. A land is a permanent. See rule 305, “Lands.”
6177 6201
6178 Land Type 6202 Land Type
6179 A subtype that's correlated to the land card type. See rule 305, "Lands." See rule 205.3i for the list of land types. 6203 A subtype that’s correlated to the land card type. See rule 305, “Lands.” See rule 205.3i for the list of land types.
6180 6204
6181 Landwalk 6205 Landwalk
6182 A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, "Landwalk." 6206 A generic term for a group of keyword abilities that restrict whether a creature may be blocked. See rule 702.14, “Landwalk.”
6183 6207
6184 Last Known Information 6208 Last Known Information
6185 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. 6209 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.
6186 6210
6187 Layer 6211 Layer
6188 A system used to determine in which order continuous effects are applied. See rule 613, "Interaction of Continuous Effects." See also Dependency, Timestamp Order. 6212 A system used to determine in which order continuous effects are applied. See rule 613, “Interaction of Continuous Effects.” See also Dependency, Timestamp Order.
6189 6213
6190 Leaves the Battlefield 6214 Leaves the Battlefield
6191 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. 6215 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.
6192 6216
6193 Legal Text 6217 Legal Text
6194 Information printed directly below the text box that has no effect on game play. See rule 212, "Information Below the Text Box." 6218 Information printed directly below the text box that has no effect on game play. See rule 212, “Information Below the Text Box.”
6195 6219
6196 Legend (Obsolete) 6220 Legend (Obsolete)
6197 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. 6221 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.
6198 6222
6199 Legendary 6223 Legendary
6200 A supertype that's normally relevant on permanents. See rule 205.4, "Supertypes." See also Legend Rule. 6224 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.” See also Legend Rule.
6201 6225
6202 Legend Rule 6226 Legend Rule
6203 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. 6227 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.
6204 6228
6205 Lethal Damage 6229 Lethal Damage
6206 An amount of damage greater than or equal to a creature's toughness. See rules 119.6, 510.1, and 704.5g. 6230 An amount of damage greater than or equal to a creature’s toughness. See rules 119.6, 510.1, and 704.5g.
6207 6231
6208 Level Symbol 6232 Level Symbol
6209 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." 6233 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.”
6210 6234
6211 Level Up 6235 Level Up
6212 A keyword ability that can put level counters on a creature. See rule 702.86, "Level Up." 6236 A keyword ability that can put level counters on a creature. See rule 702.86, “Level Up.”
6213 6237
6214 Leveler Cards 6238 Leveler Cards
6215 Cards with striated text boxes and three power/toughness boxes. See rule 710, "Leveler Cards." 6239 Cards with striated text boxes and three power/toughness boxes. See rule 710, “Leveler Cards.”
6216 6240
6217 Library 6241 Library
6218 1. A zone. A player's library is where that player draws cards from. 6242 1. A zone. A player’s library is where that player draws cards from.
6219 2. All the cards in a player's library. 6243 2. All the cards in a player’s library.
6220 See rule 401, "Library." 6244 See rule 401, “Library.”
6221 6245
6222 Life, Life Total 6246 Life, Life Total
6223 Each player has an amount of "life," represented by that player's "life total." Life may be gained or lost. See rule 118, "Life." 6247 Each player has an amount of “life,” represented by that player’s “life total.” Life may be gained or lost. See rule 118, “Life.”
6224 6248
6225 Life Modifier 6249 Life Modifier
6226 A characteristic that only vanguards have. See rule 211, "Life Modifier." 6250 A characteristic that only vanguards have. See rule 211, “Life Modifier.”
6227 6251
6228 Lifelink 6252 Lifelink
6229 A keyword ability that causes a player to gain life. See rule 702.15, "Lifelink." 6253 A keyword ability that causes a player to gain life. See rule 702.15, “Lifelink.”
6230 6254
6231 Limited 6255 Limited
6232 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. 6256 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.
6233 6257
6234 Limited Range of Influence 6258 Limited Range of Influence
6235 An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, "Limited Range of Influence Option." 6259 An optional rule used in some multiplayer games that limits what a player can affect. See rule 801, “Limited Range of Influence Option.”
6236 6260
6237 Linked Abilities 6261 Linked Abilities
6238 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." 6262 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.”
6239 6263
6240 Living Weapon 6264 Living Weapon
6241 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." 6265 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.”
6242 6266
6243 Local Enchantment (Obsolete) 6267 Local Enchantment (Obsolete)
6244 An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference. 6268 An obsolete term for an Aura. Cards printed with this text have received errata in the Oracle card reference.
6245 6269
6246 Loop 6270 Loop
6247 A set of actions that could be repeated indefinitely. See rule 720, "Taking Shortcuts." 6271 A set of actions that could be repeated indefinitely. See rule 720, “Taking Shortcuts.”
6248 6272
6249 Lose the Game 6273 Lose the Game
6250 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). 6274 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).
6251 6275
6252 Loyalty 6276 Loyalty
6253 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." 6277 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.”
6254 2. A characteristic that only planeswalkers have. See rule 306.5. 6278 2. A characteristic that only planeswalkers have. See rule 306.5.
6255 6279
6256 Loyalty Ability 6280 Loyalty Ability
6257 An activated ability with a loyalty symbol in its cost. See rule 606, "Loyalty Abilities." 6281 An activated ability with a loyalty symbol in its cost. See rule 606, “Loyalty Abilities.”
6258 6282
6259 Madness 6283 Madness
6260 A keyword ability that lets a player cast a card they discard. See rule 702.34, "Madness." 6284 A keyword ability that lets a player cast a card they discard. See rule 702.34, “Madness.”
6261 6285
6262 Main Game 6286 Main Game
6263 The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 719, "Subgames." 6287 The game in which a spell (or ability) that created a subgame was cast (or activated). See rule 719, “Subgames.”
6264 6288
6265 Main Phase 6289 Main Phase
6266 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." 6290 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.”
6267 6291
6268 Mana 6292 Mana
6269 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." 6293 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.”
6270 6294
6271 Mana Ability 6295 Mana Ability
6272 An activated or triggered ability that could create mana and doesn't use the stack. See rule 605, "Mana Abilities." 6296 An activated or triggered ability that could create mana and doesn’t use the stack. See rule 605, “Mana Abilities.”
6273 6297
6274 Mana Burn (Obsolete) 6298 Mana Burn (Obsolete)
6275 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. 6299 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.
6276 6300
6277 Mana Cost 6301 Mana Cost
6278 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." 6302 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.”
6279 6303
6280 Mana Pool 6304 Mana Pool
6281 Where mana created by an effect is temporarily stored. See rule 106.4. 6305 Where mana created by an effect is temporarily stored. See rule 106.4.
6282 6306
6283 Mana Source (Obsolete) 6307 Mana Source (Obsolete)
6284 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. 6308 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.
6285 6309
6286 Mana Symbol 6310 Mana Symbol
6287 An icon that represents mana or a mana cost. See rule 107.4. 6311 An icon that represents mana or a mana cost. See rule 107.4.
6288 6312
6289 Manifest 6313 Manifest
6290 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." 6314 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.”
6291 6315
6292 Match 6316 Match
6293 A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6. 6317 A multiplayer game or a two-player series of games (usually best-two-of-three) played in a tournament. See rule 100.6.
6294 6318
6295 Maximum Hand Size 6319 Maximum Hand Size
6296 The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1. 6320 The number of cards in hand a player must discard down to during their cleanup step. See rule 402.2 and 514.1.
6297 6321
6298 Megamorph 6322 Megamorph
6299 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." 6323 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.”
6300 6324
6301 Meld 6325 Meld
6302 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." 6326 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.”
6303 6327
6304 Meld Cards 6328 Meld Cards
6305 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." 6329 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.”
6306 6330
6307 Melee 6331 Melee
6308 A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, "Melee." 6332 A keyword ability that improves an attacking creature based on the number of opponents you attacked. See rule 702.120, “Melee.”
6309 6333
6310 Menace 6334 Menace
6311 An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, "Menace." 6335 An evasion ability that makes creatures unblockable by a single creature. See rule 702.110, “Menace.”
6312 6336
6313 Mentor 6337 Mentor
6314 A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.133, "Mentor." 6338 A keyword ability that lets your bigger creatures power up your smaller creatures when they attack together. See rule 702.133, “Mentor.”
6315 6339
6316 Miracle 6340 Miracle
6317 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." 6341 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.”
6318 6342
6319 Modal, Mode 6343 Modal, Mode
6320 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. 6344 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.
6321 6345
6322 Modular 6346 Modular
6323 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." 6347 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.”
6324 6348
6325 Monarch 6349 Monarch
6326 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." 6350 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.”
6327 6351
6328 Mono Artifact (Obsolete) 6352 Mono Artifact (Obsolete)
6329 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. 6353 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.
6330 6354
6331 Monocolored 6355 Monocolored
6332 An object with exactly one color is monocolored. Colorless objects aren't monocolored. See rule 105, "Colors," and rule 202, "Mana Cost and Color." 6356 An object with exactly one color is monocolored. Colorless objects aren’t monocolored. See rule 105, “Colors,” and rule 202, “Mana Cost and Color.”
6333 6357
6334 Monocolored Hybrid Mana Symbols 6358 Monocolored Hybrid Mana Symbols
6335 See Hybrid Mana Symbols. 6359 See Hybrid Mana Symbols.
6336 6360
6337 Monstrosity 6361 Monstrosity
6338 A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.30, "Monstrosity." 6362 A keyword action that puts +1/+1 counters on a creature and makes it become monstrous. See rule 701.30, “Monstrosity.”
6339 6363
6340 Monstrous 6364 Monstrous
6341 A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.30, "Monstrosity." 6365 A designation given to a creature whose ability including a monstrosity instruction has resolved. See rule 701.30, “Monstrosity.”
6342 6366
6343 Morph 6367 Morph
6344 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." 6368 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.”
6345 6369
6346 Mountain 6370 Mountain
6347 One of the five basic land types. Any land with this subtype has the ability "{T}: Add {R}." See rule 305.6. 6371 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {R}.” See rule 305.6.
6348 6372
6349 Mountaincycling 6373 Mountaincycling
6350 See Typecycling. 6374 See Typecycling.
6351 6375
6352 Mountainwalk 6376 Mountainwalk
6353 See Landwalk. 6377 See Landwalk.
6354 6378
6355 Move 6379 Move
6356 To remove a counter from one object and put it on a different object. See rule 121.5. 6380 To remove a counter from one object and put it on a different object. See rule 121.5.
6357 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." 6381 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.”
6358 6382
6359 Mulligan 6383 Mulligan
6360 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. 6384 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.
6361 6385
6362 Multicolored 6386 Multicolored
6363 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." 6387 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.”
6364 6388
6365 Multikicker 6389 Multikicker
6366 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. 6390 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.
6367 6391
6368 Multiplayer Game 6392 Multiplayer Game
6369 A game that begins with more than two players. See section 8, "Multiplayer Rules." 6393 A game that begins with more than two players. See section 8, “Multiplayer Rules.”
6370 6394
6371 Myriad 6395 Myriad
6372 Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, "Myriad." 6396 Myriad is a triggered ability that effectively lets a creature attack in all possible directions. See rule 702.115, “Myriad.”
6373 6397
6374 Name 6398 Name
6375 A characteristic, and part of a card. A card's name is printed in its upper left corner. See rule 201, "Name." 6399 A characteristic, and part of a card. A card’s name is printed in its upper left corner. See rule 201, “Name.”
6376 6400
6377 Ninjutsu 6401 Ninjutsu
6378 A keyword ability that lets a creature suddenly enter combat. See rule 702.48, "Ninjutsu." 6402 A keyword ability that lets a creature suddenly enter combat. See rule 702.48, “Ninjutsu.”
6379 6403
6380 Nonbasic Land 6404 Nonbasic Land
6381 Any land that doesn't have the supertype "basic." See rule 205.4, "Supertypes." 6405 Any land that doesn’t have the supertype “basic.” See rule 205.4, “Supertypes.”
6382 6406
6383 Nontraditional Magic Card 6407 Nontraditional Magic Card
6384 An oversized Magic card that has a Magic card back but not a "Deckmaster" back. See rule 108.2. 6408 An oversized Magic card that has a Magic card back but not a “Deckmaster” back. See rule 108.2.
6385 6409
6386 Object 6410 Object
6387 An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, "Objects." 6411 An ability on the stack, a card, a copy of a card, a token, a spell, or a permanent. See rule 109, “Objects.”
6388 6412
6389 Offering 6413 Offering
6390 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." 6414 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.”
6391 6415
6392 One-Shot Effect 6416 One-Shot Effect
6393 An effect that does something just once and doesn't have a duration. See rule 610, "One-Shot Effects." See also Continuous Effects. 6417 An effect that does something just once and doesn’t have a duration. See rule 610, “One-Shot Effects.” See also Continuous Effects.
6394 6418
6395 Ongoing 6419 Ongoing
6396 A supertype that appears only on scheme cards. See rule 205.4, "Supertypes." 6420 A supertype that appears only on scheme cards. See rule 205.4, “Supertypes.”
6397 6421
6398 Opening Hand 6422 Opening Hand
6399 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. 6423 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.
6400 6424
6401 Opponent 6425 Opponent
6403 6427
6404 Option 6428 Option
6405 An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2. 6429 An additional rule or set of rules that can be used in a multiplayer game. See rule 800.2.
6406 6430
6407 Oracle 6431 Oracle
6408 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. 6432 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.
6409 6433
6410 Outlast 6434 Outlast
6411 A keyword ability that allows a creature to grow larger over time. See rule 702.106, "Outlast." 6435 A keyword ability that allows a creature to grow larger over time. See rule 702.106, “Outlast.”
6412 6436
6413 Outside the Game 6437 Outside the Game
6414 An object is "outside the game" if it isn't in any of the game's zones. See rule 400.10. 6438 An object is “outside the game” if it isn’t in any of the game’s zones. See rule 400.10.
6415 6439
6416 Overload 6440 Overload
6417 A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, "Overload." 6441 A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.95, “Overload.”
6418 6442
6419 Owner 6443 Owner
6420 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. 6444 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.
6421 6445
6422 Paired 6446 Paired
6423 A term that describes a creature that's been affected by a soulbond ability. See rule 702.94, "Soulbond." 6447 A term that describes a creature that’s been affected by a soulbond ability. See rule 702.94, “Soulbond.”
6424 6448
6425 Partner, "Partner with [name]" 6449 Partner, “Partner with [name]”
6426 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." 6450 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.”
6427 6451
6428 Pass 6452 Pass
6429 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." 6453 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.”
6430 6454
6431 Pass in Succession 6455 Pass in Succession
6432 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." 6456 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.”
6433 6457
6434 Pay 6458 Pay
6435 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." 6459 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.”
6436 6460
6437 Permanent 6461 Permanent
6438 A card or token on the battlefield. See rule 110, "Permanents." 6462 A card or token on the battlefield. See rule 110, “Permanents.”
6439 6463
6440 Permanent Card 6464 Permanent Card
6441 A card that could be put onto the battlefield. See rule 110.4a. 6465 A card that could be put onto the battlefield. See rule 110.4a.
6442 6466
6443 Permanent Spell 6467 Permanent Spell
6445 6469
6446 Permanently (Obsolete) 6470 Permanently (Obsolete)
6447 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. 6471 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.
6448 6472
6449 Persist 6473 Persist
6450 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, "Persist." 6474 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.78, “Persist.”
6451 6475
6452 Phase 6476 Phase
6453 1. A subsection of a turn. See section 5, "Turn Structure." 6477 1. A subsection of a turn. See section 5, “Turn Structure.”
6454 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." 6478 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.”
6455 6479
6456 Phased In, Phased Out 6480 Phased In, Phased Out
6457 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.) 6481 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.)
6458 6482
6459 Phasing 6483 Phasing
6460 A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, "Phasing." 6484 A keyword ability that causes a permanent to sometimes be treated as though it does not exist. See rule 702.25, “Phasing.”
6461 6485
6462 Phenomenon 6486 Phenomenon
6463 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." 6487 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.”
6464 6488
6465 Phyrexian Mana Symbol 6489 Phyrexian Mana Symbol
6466 A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4. 6490 A mana symbol that represents a cost that can be paid either by spending colored mana or by paying life. See rule 107.4.
6467 6491
6468 Phyrexian Symbol 6492 Phyrexian Symbol
6470 6494
6471 Pile 6495 Pile
6472 A temporary grouping of cards. See rule 700.3. 6496 A temporary grouping of cards. See rule 700.3.
6473 6497
6474 Placed 6498 Placed
6475 (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." 6499 (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.”
6476 6500
6477 Plains 6501 Plains
6478 One of the five basic land types. Any land with this subtype has the ability "{T}: Add {W}." See rule 305.6. 6502 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {W}.” See rule 305.6.
6479 6503
6480 Plainscycling 6504 Plainscycling
6481 See Typecycling. 6505 See Typecycling.
6482 6506
6483 Plainswalk 6507 Plainswalk
6488 6512
6489 Planar Die 6513 Planar Die
6490 A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3. 6514 A specialized six-sided die needed to play the Planechase casual variant. See rule 901.3.
6491 6515
6492 Plane 6516 Plane
6493 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." 6517 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.”
6494 6518
6495 Planechase 6519 Planechase
6496 A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, "Planechase." 6520 A casual variant in which plane cards and phenomenon cards add additional abilities and randomness to the game. See rule 901, “Planechase.”
6497 6521
6498 Planeswalk 6522 Planeswalk
6499 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 701.23, "Planeswalk." 6523 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 701.23, “Planeswalk.”
6500 6524
6501 Planeswalker 6525 Planeswalker
6502 A card type. A planeswalker is a permanent. See rule 306, "Planeswalkers." 6526 A card type. A planeswalker is a permanent. See rule 306, “Planeswalkers.”
6503 6527
6504 Planeswalker Symbol 6528 Planeswalker Symbol
6505 The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11. 6529 The Planeswalker symbol {PW} appears on the planar die in the Planechase casual variant. See rule 107.11.
6506 6530
6507 Planeswalker Type 6531 Planeswalker Type
6508 A subtype that's correlated to the planeswalker card type. See rule 306, "Planeswalkers." See rule 205.3j for the list of planeswalker types. 6532 A subtype that’s correlated to the planeswalker card type. See rule 306, “Planeswalkers.” See rule 205.3j for the list of planeswalker types.
6509 6533
6510 Planeswalker Uniqueness Rule (Obsolete) 6534 Planeswalker Uniqueness Rule (Obsolete)
6511 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. 6535 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.
6512 6536
6513 Play 6537 Play
6514 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." 6538 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.”
6515 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." 6539 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.”
6516 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. 6540 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.
6517 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. 6541 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.
6518 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. 6542 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.
6519 6543
6520 Player 6544 Player
6521 One of the people in the game. See rule 102, "Players." 6545 One of the people in the game. See rule 102, “Players.”
6522 6546
6523 Poison Counter 6547 Poison Counter
6524 A counter that may be given to a player. See rule 121, "Counters," and rule 704.5c. 6548 A counter that may be given to a player. See rule 121, “Counters,” and rule 704.5c.
6525 6549
6526 Poisoned 6550 Poisoned
6527 Having one or more poison counters. See rule 121, "Counters." 6551 Having one or more poison counters. See rule 121, “Counters.”
6528 6552
6529 Poisonous 6553 Poisonous
6530 A keyword ability that causes a player to get poison counters. See rule 702.69, "Poisonous." 6554 A keyword ability that causes a player to get poison counters. See rule 702.69, “Poisonous.”
6531 6555
6532 Poly Artifact (Obsolete) 6556 Poly Artifact (Obsolete)
6533 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." 6557 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.”
6534 6558
6535 Populate 6559 Populate
6536 A keyword action that creates a copy of a creature token you control. See rule 701.29, "Populate." 6560 A keyword action that creates a copy of a creature token you control. See rule 701.29, “Populate.”
6537 6561
6538 Postcombat Main Phase 6562 Postcombat Main Phase
6539 A main phase that occurs after a combat phase. See Main Phase. 6563 A main phase that occurs after a combat phase. See Main Phase.
6540 6564
6541 Power 6565 Power
6542 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." 6566 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.”
6543 2. A characteristic that only creatures have. See rule 302.4. 6567 2. A characteristic that only creatures have. See rule 302.4.
6544 6568
6545 Precombat Main Phase 6569 Precombat Main Phase
6546 The first main phase of a turn. See Main Phase. 6570 The first main phase of a turn. See Main Phase.
6547 6571
6548 Prevent 6572 Prevent
6549 A word used by prevention effects to indicate what damage will not be dealt. See rule 615, "Prevention Effects." 6573 A word used by prevention effects to indicate what damage will not be dealt. See rule 615, “Prevention Effects.”
6550 6574
6551 Prevention Effect 6575 Prevention Effect
6552 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." 6576 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.”
6553 6577
6554 Priority 6578 Priority
6555 Which player can take actions at any given time is determined by a system of "priority." See rule 116, "Timing and Priority." 6579 Which player can take actions at any given time is determined by a system of “priority.” See rule 116, “Timing and Priority.”
6556 6580
6557 Proliferate 6581 Proliferate
6558 To give an additional counter to any number of players and/or permanents that already have a counter. See rule 701.26, "Proliferate." 6582 To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.26, “Proliferate.”
6559 6583
6560 Protection 6584 Protection
6561 A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, "Protection." 6585 A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”
6562 6586
6563 Provoke 6587 Provoke
6564 A keyword ability that can force a creature to block. See rule 702.38, "Provoke." 6588 A keyword ability that can force a creature to block. See rule 702.38, “Provoke.”
6565 6589
6566 Prowess 6590 Prowess
6567 A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, "Prowess." 6591 A keyword ability that causes a creature to get +1/+1 whenever its controller casts a noncreature spell. See rule 702.107, “Prowess.”
6568 6592
6569 Prowl 6593 Prowl
6570 A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, "Prowl." 6594 A keyword ability that may allow a spell to be cast for an alternative cost. See rule 702.75, “Prowl.”
6571 6595
6572 Public Zone 6596 Public Zone
6573 A zone in which all players can be expected to see the cards' faces. See rule 400.2. See also Hidden Zone. 6597 A zone in which all players can be expected to see the cards’ faces. See rule 400.2. See also Hidden Zone.
6574 6598
6575 Rampage 6599 Rampage
6576 A keyword ability that can make a creature better in combat. See rule 702.22, "Rampage." 6600 A keyword ability that can make a creature better in combat. See rule 702.22, “Rampage.”
6577 6601
6578 Range of Influence 6602 Range of Influence
6579 See Limited Range of Influence. 6603 See Limited Range of Influence.
6580 6604
6581 Reach 6605 Reach
6582 A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, "Reach." See also Flying. 6606 A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
6583 6607
6584 Rebound 6608 Rebound
6585 A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, "Rebound." 6609 A keyword ability that allows an instant or sorcery spell to be cast a second time. See rule 702.87, “Rebound.”
6586 6610
6587 Recover 6611 Recover
6588 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.58, "Recover." 6612 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.58, “Recover.”
6589 6613
6590 Redirect (Obsolete) 6614 Redirect (Obsolete)
6591 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. 6615 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.
6592 6616
6593 Redirection Effect 6617 Redirection Effect
6594 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. 6618 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.
6595 6619
6596 Reflexive Triggered Ability 6620 Reflexive Triggered Ability
6597 An ability that triggers based on actions taken earlier during a spell or ability's resolution. See rule 603.12. 6621 An ability that triggers based on actions taken earlier during a spell or ability’s resolution. See rule 603.12.
6598 6622
6599 Regenerate 6623 Regenerate
6600 To replace a permanent's destruction with an alternate sequence of events. See rule 701.14, "Regenerate." 6624 To replace a permanent’s destruction with an alternate sequence of events. See rule 701.14, “Regenerate.”
6601 6625
6602 Reinforce 6626 Reinforce
6603 A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, "Reinforce." 6627 A keyword ability that lets a player put +1/+1 counters on a creature. See rule 702.76, “Reinforce.”
6604 6628
6605 Reminder Text 6629 Reminder Text
6606 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. 6630 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.
6607 6631
6608 Removed from Combat 6632 Removed from Combat
6609 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. 6633 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.
6610 6634
6611 Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete) 6635 Remove from the Game, Removed, Removed-from-the-Game Zone (Obsolete)
6612 "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. 6636 “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.
6613 6637
6614 Renown 6638 Renown
6615 A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, "Renown." 6639 A keyword ability that makes a creature stronger after it deals combat damage to a player. See rule 702.111, “Renown.”
6616 6640
6617 Renowned 6641 Renowned
6618 A designation given to a permanent as a result of the renown ability. See rule 702.111, "Renown." 6642 A designation given to a permanent as a result of the renown ability. See rule 702.111, “Renown.”
6619 6643
6620 Replacement Effect 6644 Replacement Effect
6621 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." 6645 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.”
6622 6646
6623 Replicate 6647 Replicate
6624 A keyword ability that creates copies of a spell. See rule 702.55, "Replicate." 6648 A keyword ability that creates copies of a spell. See rule 702.55, “Replicate.”
6625 6649
6626 Requirement 6650 Requirement
6627 An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c. 6651 An effect that forces one or more creatures to attack or block. See rules 508.1d and 509.1c.
6628 6652
6629 Resolve 6653 Resolve
6630 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." 6654 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.”
6631 6655
6632 Restart the Game 6656 Restart the Game
6633 To immediately end the current game and restart it. See rule 104, "Ending the Game." 6657 To immediately end the current game and restart it. See rule 104, “Ending the Game.”
6634 6658
6635 Respond 6659 Respond
6636 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7. 6660 To cast an instant spell or activate an ability while another spell or ability is already on the stack. See rule 116.7.
6637 6661
6638 Restriction 6662 Restriction
6639 An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b. 6663 An effect that precludes one or more creatures from attacking or blocking. See rules 508.1c and 509.1b.
6640 6664
6641 Retrace 6665 Retrace
6642 A keyword ability that lets a player cast a card from their graveyard. See rule 702.80, "Retrace." 6666 A keyword ability that lets a player cast a card from their graveyard. See rule 702.80, “Retrace.”
6643 6667
6644 Reveal 6668 Reveal
6645 To show a card to all players for a brief time. See rule 701.15, "Reveal." 6669 To show a card to all players for a brief time. See rule 701.15, “Reveal.”
6646 6670
6647 Riot 6671 Riot
6648 A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.135, "Riot." 6672 A keyword ability that lets a player choose whether certain creatures enter the battlefield with haste or with a +1/+1 counter. See rule 702.135, “Riot.”
6649 6673
6650 Ripple 6674 Ripple
6651 A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.59, "Ripple." 6675 A keyword ability that may let a player cast extra cards from their library for no cost. See rule 702.59, “Ripple.”
6652 6676
6653 Rules Text 6677 Rules Text
6654 A characteristic that defines a card's abilities. See rule 207.1. 6678 A characteristic that defines a card’s abilities. See rule 207.1.
6655 6679
6656 Sacrifice 6680 Sacrifice
6657 To move a permanent you control to its owner's graveyard. See rule 701.16, "Sacrifice." 6681 To move a permanent you control to its owner’s graveyard. See rule 701.16, “Sacrifice.”
6658 6682
6659 Saga 6683 Saga
6660 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." 6684 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.”
6661 6685
6662 Scavenge 6686 Scavenge
6663 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." 6687 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.”
6664 6688
6665 Scheme 6689 Scheme
6666 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." 6690 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.”
6667 6691
6668 Scry 6692 Scry
6669 To manipulate some of the cards on top of your library. See rule 701.17, "Scry." 6693 To manipulate some of the cards on top of your library. See rule 701.17, “Scry.”
6670 6694
6671 Search 6695 Search
6672 To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.18, "Search." 6696 To look at all cards in a stated zone and possibly find a card that matches a given description. See rule 701.18, “Search.”
6673 6697
6674 Set Aside (Obsolete) 6698 Set Aside (Obsolete)
6675 "Set [something] aside" is an obsolete term for "exile [something]." Cards with that text have received errata in the Oracle card reference. See Exile. 6699 “Set [something] aside” is an obsolete term for “exile [something].” Cards with that text have received errata in the Oracle card reference. See Exile.
6676 6700
6677 Set in Motion 6701 Set in Motion
6678 To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.24, "Set in Motion." 6702 To move a scheme card off the top of your scheme deck and turn it face up. See rule 701.24, “Set in Motion.”
6679 6703
6680 Shadow 6704 Shadow
6681 A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, "Shadow." 6705 A keyword ability that restricts how a creature may be blocked and which creatures it can block. See rule 702.27, “Shadow.”
6682 6706
6683 Shared Life Total 6707 Shared Life Total
6684 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." 6708 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.”
6685 6709
6686 Shared Team Turns Option 6710 Shared Team Turns Option
6687 An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, "Shared Team Turns Option." 6711 An option that may be used in certain multiplayer variants, such as Two-Headed Giant and Archenemy. See rule 805, “Shared Team Turns Option.”
6688 6712
6689 Shortcut 6713 Shortcut
6690 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." 6714 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.”
6691 6715
6692 Shroud 6716 Shroud
6693 A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, "Shroud." 6717 A keyword ability that precludes a permanent or player from being targeted. See rule 702.18, “Shroud.”
6694 6718
6695 Shuffle 6719 Shuffle
6696 To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1. 6720 To randomize the cards in a deck (before a game) or library (during a game). See rule 103.1.
6697 6721
6698 Sideboard 6722 Sideboard
6699 Extra cards that may be used to modify a deck between games of a match. See rules 100.4. 6723 Extra cards that may be used to modify a deck between games of a match. See rules 100.4.
6700 6724
6701 Silver-Bordered 6725 Silver-Bordered
6702 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 aren't covered by these rules. 6726 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 aren’t covered by these rules.
6703 6727
6704 Skip 6728 Skip
6705 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." 6729 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.”
6706 6730
6707 Skulk 6731 Skulk
6708 A keyword ability that restricts how a creature may be blocked. See rule 702.117, "Skulk." 6732 A keyword ability that restricts how a creature may be blocked. See rule 702.117, “Skulk.”
6709 6733
6710 Slivercycling 6734 Slivercycling
6711 See Typecycling. 6735 See Typecycling.
6712 6736
6713 Snow 6737 Snow
6714 A supertype that's normally relevant on permanents. See rule 205.4, "Supertypes." 6738 A supertype that’s normally relevant on permanents. See rule 205.4, “Supertypes.”
6715 6739
6716 Snow Mana Symbol 6740 Snow Mana Symbol
6717 The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h. 6741 The snow mana symbol {S} represents a cost that can be paid with one mana produced by a snow permanent. See rule 107.4h.
6718 6742
6719 Snow-Covered (Obsolete) 6743 Snow-Covered (Obsolete)
6720 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. 6744 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.
6721 6745
6722 Sorcery 6746 Sorcery
6723 A card type. A sorcery is not a permanent. See rule 307, "Sorceries." 6747 A card type. A sorcery is not a permanent. See rule 307, “Sorceries.”
6724 6748
6725 Soulbond 6749 Soulbond
6726 A keyword ability that makes creatures better by pairing them together. See rule 702.94, "Soulbond." 6750 A keyword ability that makes creatures better by pairing them together. See rule 702.94, “Soulbond.”
6727 6751
6728 Soulshift 6752 Soulshift
6729 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.45, "Soulshift." 6753 A keyword ability that lets a player return a card from their graveyard to their hand. See rule 702.45, “Soulshift.”
6730 6754
6731 Source of an Ability 6755 Source of an Ability
6732 The object that generated that ability. See rule 112.7. 6756 The object that generated that ability. See rule 112.7.
6733 6757
6734 Source of Damage 6758 Source of Damage
6735 The object that dealt that damage. See rule 609.7. 6759 The object that dealt that damage. See rule 609.7.
6736 6760
6737 Special Action 6761 Special Action
6738 An action a player may take that doesn't use the stack. See rule 115, "Special Actions." 6762 An action a player may take that doesn’t use the stack. See rule 115, “Special Actions.”
6739 6763
6740 Spectacle 6764 Spectacle
6741 A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.136, "Spectacle." 6765 A keyword ability that allows certain spells to be cast for an alternative cost if an opponent has lost life. See rule 702.136, “Spectacle.”
6742 6766
6743 Spell 6767 Spell
6744 A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, "Spells." 6768 A card on the stack. Also a copy (of either a card or another spell) on the stack. See rule 111, “Spells.”
6745 6769
6746 Spell Ability 6770 Spell Ability
6747 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. 6771 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.
6748 6772
6749 Spell Type 6773 Spell Type
6750 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. 6774 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.
6751 6775
6752 Splice 6776 Splice
6753 A keyword ability that lets a player copy a card's text box onto another spell. See rule 702.46, "Splice." 6777 A keyword ability that lets a player add a card’s rules text onto another spell. See rule 702.46, “Splice.”
6754 6778
6755 Split Cards 6779 Split Cards
6756 Cards with two card faces on a single card. See rule 708, "Split Cards." 6780 Cards with two card faces on a single card. See rule 708, “Split Cards.”
6757 6781
6758 Split Second 6782 Split Second
6759 A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, "Split Second." 6783 A keyword ability that makes it nearly impossible for a player to respond to a spell. See rule 702.60, “Split Second.”
6760 6784
6761 Stack 6785 Stack
6762 A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, "Stack." 6786 A zone. The stack is the zone in which spells, activated abilities, and triggered abilities wait to resolve. See rule 405, “Stack.”
6763 6787
6764 Starting Hand Size 6788 Starting Hand Size
6765 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. 6789 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.
6766 6790
6767 Starting Life Total 6791 Starting Life Total
6768 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. 6792 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.
6769 6793
6770 Starting Player 6794 Starting Player
6771 The player chosen to take the first turn of a game. See rule 103.2. 6795 The player chosen to take the first turn of a game. See rule 103.2.
6772 6796
6773 Starting Team 6797 Starting Team
6774 The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2. 6798 The team chosen to take the first turn of a game using the shared team turns option. See rule 103.2.
6775 6799
6776 State-Based Actions 6800 State-Based Actions
6777 Game actions that happen automatically whenever certain conditions are met. See rule 704, "State-Based Actions." 6801 Game actions that happen automatically whenever certain conditions are met. See rule 704, “State-Based Actions.”
6778 6802
6779 State Trigger 6803 State Trigger
6780 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8. 6804 A triggered ability that triggers when a game state is true rather than triggering when an event occurs. See rule 603.8.
6781 6805
6782 Static Ability 6806 Static Ability
6783 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." 6807 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.”
6784 6808
6785 Status 6809 Status
6786 The physical state of a permanent. See rule 110.6. 6810 The physical state of a permanent. See rule 110.6.
6787 6811
6788 Step 6812 Step
6789 A subsection of a phase. See section 5, "Turn Structure." 6813 A subsection of a phase. See section 5, “Turn Structure.”
6790 6814
6791 Storm 6815 Storm
6792 A keyword ability that creates copies of a spell. See rule 702.39, "Storm." 6816 A keyword ability that creates copies of a spell. See rule 702.39, “Storm.”
6793 6817
6794 Subgame 6818 Subgame
6795 A completely separate Magic game created by an effect. See rule 719, "Subgames." 6819 A completely separate Magic game created by an effect. See rule 719, “Subgames.”
6796 6820
6797 Subtype 6821 Subtype
6798 A characteristic that appears after the card type and a long dash on a card's type line. See rule 205.3, "Subtypes." 6822 A characteristic that appears after the card type and a long dash on a card’s type line. See rule 205.3, “Subtypes.”
6799 6823
6800 Successfully Cast (Obsolete) 6824 Successfully Cast (Obsolete)
6801 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." 6825 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.”
6802 6826
6803 Summon (Obsolete) 6827 Summon (Obsolete)
6804 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. 6828 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.
6805 6829
6806 Summoning Sickness Rule 6830 Summoning Sickness Rule
6807 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. 6831 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.
6808 6832
6809 Sunburst 6833 Sunburst
6810 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." 6834 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.”
6811 6835
6812 Supertype 6836 Supertype
6813 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." 6837 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.”
6814 6838
6815 Supervillain Rumble 6839 Supervillain Rumble
6816 A Free-for-All game in which each player is an archenemy. See rule 806, "Free-for-All," and rule 904, "Archenemy." 6840 A Free-for-All game in which each player is an archenemy. See rule 806, “Free-for-All,” and rule 904, “Archenemy.”
6817 6841
6818 Support 6842 Support
6819 A keyword action that lets you put +1/+1 counters on creatures. See rule 701.34, "Support." 6843 A keyword action that lets you put +1/+1 counters on creatures. See rule 701.34, “Support.”
6820 6844
6821 Surge 6845 Surge
6822 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." 6846 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.”
6823 6847
6824 Surveil 6848 Surveil
6825 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." 6849 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.”
6826 6850
6827 Suspend 6851 Suspend
6828 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. 6852 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.
6829 6853
6830 Swamp 6854 Swamp
6831 One of the five basic land types. Any land with this subtype has the ability "{T}: Add {B}." See rule 305.6. 6855 One of the five basic land types. Any land with this subtype has the ability “{T}: Add {B}.” See rule 305.6.
6832 6856
6833 Swampcycling 6857 Swampcycling
6834 See Typecycling. 6858 See Typecycling.
6835 6859
6836 Swampwalk 6860 Swampwalk
6837 See Landwalk. 6861 See Landwalk.
6838 6862
6839 Tap 6863 Tap
6840 To turn a permanent sideways from an upright position. See rule 701.20, "Tap and Untap." 6864 To turn a permanent sideways from an upright position. See rule 701.20, “Tap and Untap.”
6841 6865
6842 Tapped 6866 Tapped
6843 A status a permanent may have. See rule 110.6 and rule 701.20, "Tap and Untap." See also Untapped. 6867 A status a permanent may have. See rule 110.6 and rule 701.20, “Tap and Untap.” See also Untapped.
6844 6868
6845 Tap Symbol 6869 Tap Symbol
6846 The tap symbol {T} in an activation cost means "Tap this permanent." See rule 107.5. 6870 The tap symbol {T} in an activation cost means “Tap this permanent.” See rule 107.5.
6847 6871
6848 Target 6872 Target
6849 A preselected object or player a spell or ability will affect. See rule 114, "Targets." 6873 A preselected object or player a spell or ability will affect. See rule 114, “Targets.”
6850 6874
6851 Team 6875 Team
6852 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." 6876 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.”
6853 6877
6854 Teammate 6878 Teammate
6855 In a multiplayer game between teams, a player's teammates are the other players on their team. See rule 102.3. 6879 In a multiplayer game between teams, a player’s teammates are the other players on their team. See rule 102.3.
6856 6880
6857 Team vs. Team Variant 6881 Team vs. Team Variant
6858 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, "Team vs. Team Variant." 6882 A multiplayer variant played among two or more teams, each of which sits together. See rule 808, “Team vs. Team Variant.”
6859 6883
6860 Text Box 6884 Text Box
6861 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." 6885 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.”
6862 6886
6863 Text-Changing Effect 6887 Text-Changing Effect
6864 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." 6888 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.”
6865 6889
6866 Threshold 6890 Threshold
6867 "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. 6891 “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.
6868 6892
6869 Timestamp Order 6893 Timestamp Order
6870 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. 6894 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.
6871 6895
6872 Token 6896 Token
6873 A marker used to represent any permanent that isn't represented by a card. See rule 110.5. 6897 A marker used to represent any permanent that isn’t represented by a card. See rule 110.5.
6874 6898
6875 Tombstone Icon 6899 Tombstone Icon
6876 An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9. 6900 An icon that appears in the upper left of some Odyssey block cards that has no effect on game play. See rule 107.9.
6877 6901
6878 Total Casting Cost (Obsolete) 6902 Total Casting Cost (Obsolete)
6880 6904
6881 Total Cost 6905 Total Cost
6882 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. 6906 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.
6883 6907
6884 Totem Armor 6908 Totem Armor
6885 A keyword ability that allows an Aura to protect the permanent it's enchanting. See rule 702.88, "Totem Armor." 6909 A keyword ability that allows an Aura to protect the permanent it’s enchanting. See rule 702.88, “Totem Armor.”
6886 6910
6887 Toughness 6911 Toughness
6888 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." 6912 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.”
6889 2. A characteristic that only creatures have. See rule 302.4. 6913 2. A characteristic that only creatures have. See rule 302.4.
6890 6914
6891 Tournament 6915 Tournament
6892 An organized play activity where players compete against other players. See rule 100.6. 6916 An organized play activity where players compete against other players. See rule 100.6.
6893 6917
6896 6920
6897 Traditional Magic Card 6921 Traditional Magic Card
6898 A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2. 6922 A Magic card that measures approximately 2.5 inches (6.3 centimeters) by 3.5 inches (8.8 centimeters). See rule 108.2.
6899 6923
6900 Trample 6924 Trample
6901 A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, "Trample." 6925 A keyword ability that modifies how a creature assigns combat damage. See rule 702.19, “Trample.”
6902 6926
6903 Transfigure 6927 Transfigure
6904 A keyword ability that lets a player search their library for a replacement creature card. See rule 702.70, "Transfigure." 6928 A keyword ability that lets a player search their library for a replacement creature card. See rule 702.70, “Transfigure.”
6905 6929
6906 Transform 6930 Transform
6907 To turn a double-faced card so its other face is up. See rule 701.27, "Transform." 6931 To turn a double-faced card so its other face is up. See rule 701.27, “Transform.”
6908 6932
6909 Transmute 6933 Transmute
6910 A keyword ability that lets a player search their library for a replacement card. See rule 702.52, "Transmute." 6934 A keyword ability that lets a player search their library for a replacement card. See rule 702.52, “Transmute.”
6911 6935
6912 Tribal 6936 Tribal
6913 A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, "Tribals." 6937 A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, “Tribals.”
6914 6938
6915 Tribute 6939 Tribute
6916 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." 6940 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.”
6917 6941
6918 Trigger 6942 Trigger
6919 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." 6943 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.”
6920 6944
6921 Trigger Condition 6945 Trigger Condition
6922 The first part of a triggered ability, consisting of "when," "whenever," or "at" followed by a trigger event. See rule 603, "Handling Triggered Abilities." 6946 The first part of a triggered ability, consisting of “when,” “whenever,” or “at” followed by a trigger event. See rule 603, “Handling Triggered Abilities.”
6923 6947
6924 Triggered Ability 6948 Triggered Ability
6925 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." 6949 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.”
6926 6950
6927 Trigger Event 6951 Trigger Event
6928 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, "Handling Triggered Abilities." 6952 The event that a triggered ability looks for. Whenever the trigger event occurs, the triggered ability triggers. See rule 603, “Handling Triggered Abilities.”
6929 6953
6930 Turn-Based Actions 6954 Turn-Based Actions
6931 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, "Turn-Based Actions." 6955 Game actions that happen automatically when certain steps or phases begin, or when each step or phase ends. See rule 703, “Turn-Based Actions.”
6932 6956
6933 Turn Markers 6957 Turn Markers
6934 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4. 6958 Markers used to keep track of which players are taking turns in a Grand Melee game. See rule 807.4.
6935 6959
6936 Two-Headed Giant Variant 6960 Two-Headed Giant Variant
6937 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." 6961 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.”
6938 6962
6939 Type 6963 Type
6940 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." 6964 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.”
6941 2. An attribute mana has. See rule 106, "Mana." 6965 2. An attribute mana has. See rule 106, “Mana.”
6942 6966
6943 Type Icon 6967 Type Icon
6944 An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10. 6968 An icon that appears in the upper left of some Future Sight cards that has no effect on game play. See rule 107.10.
6945 6969
6946 Type Line 6970 Type Line
6947 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." 6971 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.”
6948 6972
6949 Type-Changing Effect 6973 Type-Changing Effect
6950 An effect that changes an object's card type, subtype, and/or supertype. See rules 205.1a-b, 305.7, and 613.1d. 6974 An effect that changes an object’s card type, subtype, and/or supertype. See rules 205.1a–b, 305.7, and 613.1d.
6951 6975
6952 Typecycling 6976 Typecycling
6953 A variant of the cycling ability. See rule 702.28, "Cycling." 6977 A variant of the cycling ability. See rule 702.28, “Cycling.”
6954 6978
6955 Unattach 6979 Unattach
6956 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. 6980 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.
6957 6981
6958 Unblockable (Obsolete) 6982 Unblockable (Obsolete)
6959 A term that meant "can't be blocked." Cards that used this term have received errata in the Oracle card reference. 6983 A term that meant “can’t be blocked.” Cards that used this term have received errata in the Oracle card reference.
6960 6984
6961 Unblocked Creature 6985 Unblocked Creature
6962 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." 6986 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.”
6963 6987
6964 Undaunted 6988 Undaunted
6965 A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, "Undaunted." 6989 A keyword ability that reduces the cost of a spell based on the number of opponents you have. See rule 702.124, “Undaunted.”
6966 6990
6967 Undying 6991 Undying
6968 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, "Undying." 6992 A keyword ability that can return a creature from the graveyard to the battlefield. See rule 702.92, “Undying.”
6969 6993
6970 Unearth 6994 Unearth
6971 A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.83, "Unearth." 6995 A keyword ability that lets a player return a creature card from their graveyard to the battlefield. See rule 702.83, “Unearth.”
6972 6996
6973 Unflipped 6997 Unflipped
6974 A default status a permanent may have. See rule 110.6 and rule 709, "Flip Cards." See also Flipped. 6998 A default status a permanent may have. See rule 110.6 and rule 709, “Flip Cards.” See also Flipped.
6975 6999
6976 Unleash 7000 Unleash
6977 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." 7001 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.”
6978 7002
6979 Unless 7003 Unless
6980 A word used to indicate a certain style of cost. See rule 117.12a. 7004 A word used to indicate a certain style of cost. See rule 117.12a.
6981 7005
6982 Untap 7006 Untap
6983 To rotate a permanent back to the upright position from a sideways position. See rule 701.20, "Tap and Untap." 7007 To rotate a permanent back to the upright position from a sideways position. See rule 701.20, “Tap and Untap.”
6984 7008
6985 Untap Step 7009 Untap Step
6986 Part of the turn. This step is the first step of the beginning phase. See rule 502, "Untap Step." 7010 Part of the turn. This step is the first step of the beginning phase. See rule 502, “Untap Step.”
6987 7011
6988 Untap Symbol 7012 Untap Symbol
6989 The untap symbol {Q} in an activation cost means "Untap this permanent." See rule 107.6. 7013 The untap symbol {Q} in an activation cost means “Untap this permanent.” See rule 107.6.
6990 7014
6991 Untapped 7015 Untapped
6992 A default status a permanent may have. See rule 110.6 and rule 701.20, "Tap and Untap." See also Tapped. 7016 A default status a permanent may have. See rule 110.6 and rule 701.20, “Tap and Untap.” See also Tapped.
6993 7017
6994 Upkeep Step 7018 Upkeep Step
6995 Part of the turn. This step is the second step of the beginning phase. See rule 503, "Upkeep Step." 7019 Part of the turn. This step is the second step of the beginning phase. See rule 503, “Upkeep Step.”
6996 7020
6997 Vanguard 7021 Vanguard
6998 1. A casual variant in which each player plays the role of a famous character. See rule 902, "Vanguard." 7022 1. A casual variant in which each player plays the role of a famous character. See rule 902, “Vanguard.”
6999 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." 7023 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.”
7000 7024
7001 Vanishing 7025 Vanishing
7002 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, "Vanishing." 7026 A keyword ability that limits how long a permanent remains on the battlefield. See rule 702.62, “Vanishing.”
7003 7027
7004 Variant 7028 Variant
7005 An additional set of rules that determines the style of a multiplayer game. See rule 800.2. 7029 An additional set of rules that determines the style of a multiplayer game. See rule 800.2.
7006 7030
7007 Vehicle 7031 Vehicle
7008 An artifact subtype. Vehicles can become artifact creatures. See rule 301, "Artifacts," and rule 702.121, "Crew." 7032 An artifact subtype. Vehicles can become artifact creatures. See rule 301, “Artifacts,” and rule 702.121, “Crew.”
7009 7033
7010 Vigilance 7034 Vigilance
7011 A keyword ability that lets a creature attack without tapping. See rule 702.20, "Vigilance." 7035 A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
7012 7036
7013 Vote 7037 Vote
7014 Some cards instruct players to vote from among given options. See rule 701.31, "Vote." 7038 Some cards instruct players to vote from among given options. See rule 701.31, “Vote.”
7015 7039
7016 Wall 7040 Wall
7017 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. 7041 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.
7018 7042
7019 Win the Game 7043 Win the Game
7020 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). 7044 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).
7021 7045
7022 Wither 7046 Wither
7023 A keyword ability that affects how an object deals damage to a creature. See rule 702.79, "Wither." 7047 A keyword ability that affects how an object deals damage to a creature. See rule 702.79, “Wither.”
7024 7048
7025 Wizardcycling 7049 Wizardcycling
7026 See Typecycling. 7050 See Typecycling.
7027 7051
7028 World 7052 World
7029 A supertype that's normally relevant on enchantments. See rule 205.4, "Supertypes." See also World Rule. 7053 A supertype that’s normally relevant on enchantments. See rule 205.4, “Supertypes.” See also World Rule.
7030 7054
7031 World Rule 7055 World Rule
7032 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. 7056 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.
7033 7057
7034 X 7058 X
7035 A placeholder for a number that needs to be determined. See rule 107.3. 7059 A placeholder for a number that needs to be determined. See rule 107.3.
7036 7060
7037 Y 7061 Y
7038 See X. 7062 See X.
7039 7063
7040 You, Your 7064 You, Your
7041 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. 7065 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.
7042 7066
7043 Zone 7067 Zone
7044 A place where objects can be during a game. See section 4, "Zones." 7068 A place where objects can be during a game. See section 4, “Zones.”
7045 7069
7046 Zone-Change Triggers 7070 Zone-Change Triggers
7047 Trigger events that involve objects changing zones. See rule 603.6. 7071 Trigger events that involve objects changing zones. See rule 603.6.
7048 7072
7049 7073
7050 Credits 7074 Credits
7051 7075
7052 Magic: The Gathering Original Game Design: Richard Garfield 7076 Magic: The Gathering Original Game Design: Richard Garfield
7053 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 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 7077 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 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
7054 Editing: Del Laugel (lead), Ira Humphrey, Glenn Jones, Gregg Luben, Nat Moes, Matt Tabak, and Hans Ziegler 7078 Editing: Del Laugel (lead), Ira Humphrey, Gregg Luben, Nat Moes, Matt Tabak, and Hans Ziegler
7055 Magic Rules Management: Eli Shiffrin 7079 Magic Rules Management: Eli Shiffrin
7056 7080
7057 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. 7081 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.
7058 7082
7059 Thanks to all our project team members and the many others too numerous to mention who have contributed to this product. 7083 Thanks to all our project team members and the many others too numerous to mention who have contributed to this product.
7060 7084
7061 7085
7062 7086
7067 7091
7068 7092
7069 7093
7070 7094
7071 7095
7072 These rules are effective as of January 25, 2019. 7096 These rules are effective as of June 14, 2019.
7073 7097
7074 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, 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. (c)2019 Wizards. U.S. Pat. No. RE 37,957. 7098 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, Conspiracy: Take the Crown, Ixalan, Rivals of 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. ©2019 Wizards. U.S. Pat. No. RE 37,957.
7075 7099
7076 7100